ref: b9a4de3b3b29fe03e52c6d0a5853353fa2c5e21f
dir: /examples/example1.c/
#define TSF_IMPLEMENTATION #include "../tsf.h" #include "minisdl_audio.h" //This is a minimal SoundFont with a single loopin saw-wave sample/instrument/preset (484 bytes) const static unsigned char MinimalSoundFont[] = { #define TEN0 0,0,0,0,0,0,0,0,0,0 'R','I','F','F',220,1,0,0,'s','f','b','k', 'L','I','S','T',88,1,0,0,'p','d','t','a', 'p','h','d','r',76,TEN0,TEN0,TEN0,TEN0,0,0,0,0,TEN0,0,0,0,0,0,0,0,255,0,255,0,1,TEN0,0,0,0, 'p','b','a','g',8,0,0,0,0,0,0,0,1,0,0,0,'p','m','o','d',10,TEN0,0,0,0,'p','g','e','n',8,0,0,0,41,0,0,0,0,0,0,0, 'i','n','s','t',44,TEN0,TEN0,0,0,0,0,0,0,0,0,TEN0,0,0,0,0,0,0,0,1,0, 'i','b','a','g',8,0,0,0,0,0,0,0,2,0,0,0,'i','m','o','d',10,TEN0,0,0,0, 'i','g','e','n',12,0,0,0,54,0,1,0,53,0,0,0,0,0,0,0, 's','h','d','r',92,TEN0,TEN0,0,0,0,0,0,0,0,50,0,0,0,0,0,0,0,49,0,0,0,34,86,0,0,60,0,0,0,1,TEN0,TEN0,TEN0,TEN0,0,0,0,0,0,0,0, 'L','I','S','T',112,0,0,0,'s','d','t','a','s','m','p','l',100,0,0,0,86,0,119,3,31,7,147,10,43,14,169,17,58,21,189,24,73,28,204,31,73,35,249,38,46,42,71,46,250,48,150,53,242,55,126,60,151,63,108,66,126,72,207, 70,86,83,100,72,74,100,163,39,241,163,59,175,59,179,9,179,134,187,6,186,2,194,5,194,15,200,6,202,96,206,159,209,35,213,213,216,45,220,221,223,76,227,221,230,91,234,242,237,105,241,8,245,118,248,32,252 }; // Holds the global instance pointer static tsf* g_TinySoundFont; // Callback function called by the audio thread static void AudioCallback(void* data, Uint8 *stream, int len) { // Note we don't do any thread concurrency control here because in this // example all notes are started before the audio playback begins. // If you do play notes while the audio thread renders output you // will need a mutex of some sort. int SampleCount = (len / (2 * sizeof(short))); //2 output channels tsf_render_short(g_TinySoundFont, (short*)stream, SampleCount, 0); } int main(int argc, char *argv[]) { // Define the desired audio output format we request SDL_AudioSpec OutputAudioSpec; OutputAudioSpec.freq = 44100; OutputAudioSpec.format = AUDIO_S16; OutputAudioSpec.channels = 2; OutputAudioSpec.samples = 4096; OutputAudioSpec.callback = AudioCallback; // Initialize the audio system if (SDL_AudioInit(NULL) < 0) { fprintf(stderr, "Could not initialize audio hardware or driver\n"); return 1; } // Load the SoundFont from the memory block g_TinySoundFont = tsf_load_memory(MinimalSoundFont, sizeof(MinimalSoundFont)); if (!g_TinySoundFont) { fprintf(stderr, "Could not load soundfont\n"); return 1; } // Set the rendering output mode to 44.1khz and -10 decibel gain tsf_set_output(g_TinySoundFont, TSF_STEREO_INTERLEAVED, OutputAudioSpec.freq, -10); // Start two notes before starting the audio playback tsf_note_on(g_TinySoundFont, 0, 48, 1.0f); //C2 tsf_note_on(g_TinySoundFont, 0, 52, 1.0f); //E2 // Request the desired audio output format if (SDL_OpenAudio(&OutputAudioSpec, NULL) < 0) { fprintf(stderr, "Could not open the audio hardware or the desired audio output format\n"); return 1; } // Start the actual audio playback here // The audio thread will begin to call our AudioCallback function SDL_PauseAudio(0); // Let the audio callback play some sound for 3 seconds SDL_Delay(3000); // We could call tsf_close(g_TinySoundFont) and SDL_DestroyMutex(g_Mutex) // here to free the memory and resources but we just let the OS clean up // because the process ends here. return 0; }