apos audio code example

Example: sdl audio

#include <SDL.h> 
#include <SDL_mixer.h>

int main(int argc, char* argv[]) 
{
    if (SDL_Init(SDL_INIT_VIDEO) < 0)
        return -1;
    // Initialisation de SDL_Mixer
    if (Mix_OpenAudio(96000, MIX_DEFAULT_FORMAT, MIX_DEFAULT_CHANNELS, 1024) < 0)
    {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Erreur initialisation SDL_mixer : %s", Mix_GetError());
        SDL_Quit();
        return -1;
    }

    Mix_Music* music = Mix_LoadMUS("ouman.mp3"); // Charge notre musique

    if (music == nullptr)
    {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Erreur chargement de la musique : %s", Mix_GetError());
        Mix_CloseAudio();
        SDL_Quit();
        return -1;
    }

    Mix_PlayMusic(music, -1); // Joue notre musique 

    SDL_Window* pWindow = nullptr;
    SDL_Renderer* pRenderer = nullptr;
    SDL_Event events;
    bool close = false;

    SDL_CreateWindowAndRenderer(800, 600, SDL_WINDOW_SHOWN, &pWindow, &pRenderer);

    while (!close)
    {
        while (SDL_PollEvent(&events))
        {
            if (events.type == SDL_WINDOWEVENT && events.window.event == SDL_WINDOWEVENT_CLOSE)
                close = true;
        }

        SDL_SetRenderDrawColor(pRenderer, 0, 0, 0, 255);
        SDL_RenderClear(pRenderer);
        SDL_RenderPresent(pRenderer);
    }

    SDL_DestroyRenderer(pRenderer);
    SDL_DestroyWindow(pWindow);
    Mix_FreeMusic(music); // Libére en mémoire notre musique
    Mix_CloseAudio(); // Quitter correctement SDL_Mixer
    SDL_Quit();

    return 0;
}Copier

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C Example