// draw.c void draw_frame(SDL_Window *w, SDL_Renderer *r, Ampler_state *state) { SDL_SetRenderDrawColor(r, 0x1D, 0x2B, 0x53, 255); //SDL_SetRenderDrawColor(r, 10, 10, 10, 100); SDL_RenderClear(r); // TODO: ACTUALLY DRAW ALL SOUNDS, BUT SMOLER SDL_SetRenderDrawColor(r, 0xFF, 0x00, 0x4D, 255); const space = (44100 * 8) / 512; const int t = 0; for int x = 0; x < 512; x += 1 do { const int y = 128 + 256 * t; const int val = state -> sounds[0].tracks[t][x * space]; SDL_RenderDrawLine(r, x, y + val / 8, x, y + val); //SDL_RenderDrawPoint(r, x, y + val); } if state -> played_audio_last_frame do for int i = 0; i < arraylen(state -> sounds); i += 1 do { const int x = state -> sounds[i].pos / space; SDL_RenderDrawLine(r, x, 0, x, 512); } SDL_RenderPresent(r); }