
Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
240 lines
7.0 KiB
C
240 lines
7.0 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Program to test surround sound audio channels */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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static int total_channels;
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static int active_channel;
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#define SAMPLE_RATE_HZ 48000
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#define QUICK_TEST_TIME_MSEC 100
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#define CHANNEL_TEST_TIME_SEC 5
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#define MAX_AMPLITUDE SDL_MAX_SINT16
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#define SINE_FREQ_HZ 500
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#define LFE_SINE_FREQ_HZ 50
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/* The channel layout is defined in SDL_audio.h */
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static const char *
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get_channel_name(int channel_index, int channel_count)
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{
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switch (channel_index) {
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case 0:
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return "Front Left";
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case 1:
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return "Front Right";
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case 2:
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switch (channel_count) {
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case 3:
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case 5:
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return "Low Frequency Effects";
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case 4:
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return "Back Left";
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default:
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return "Front Center";
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}
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case 3:
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switch (channel_count) {
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case 4:
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return "Back Right";
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case 5:
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return "Back Left";
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default:
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return "Low Frequency Effects";
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}
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case 4:
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switch (channel_count) {
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case 5:
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return "Back Right";
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case 6:
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return "Side Left";
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case 7:
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return "Back Center";
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case 8:
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return "Back Left";
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}
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break;
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case 5:
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switch (channel_count) {
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case 6:
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return "Side Right";
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case 7:
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return "Side Left";
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case 8:
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return "Back Right";
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}
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break;
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case 6:
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switch (channel_count) {
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case 7:
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return "Side Right";
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case 8:
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return "Side Left";
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}
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break;
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case 7:
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return "Side Right";
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}
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SDLTest_AssertCheck(SDL_FALSE, "Invalid channel_index for channel_count: channel_count=%d channel_index=%d", channel_count, channel_index);
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SDL_assert(0);
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return NULL;
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}
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static SDL_bool is_lfe_channel(int channel_index, int channel_count)
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{
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return (channel_count == 3 && channel_index == 2) || (channel_count >= 6 && channel_index == 3);
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}
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static void SDLCALL fill_buffer(void *userdata, SDL_AudioStream *stream, int len, int totallen)
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{
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const int samples = len / sizeof(Sint16);
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Sint16 *buffer = NULL;
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static int total_samples = 0;
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int i;
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/* This can happen for a short time when switching devices */
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if (active_channel == total_channels) {
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return;
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}
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buffer = (Sint16 *) SDL_calloc(samples, sizeof(Sint16));
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if (!buffer) {
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return; /* oh well. */
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}
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/* Play a sine wave on the active channel only */
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for (i = active_channel; i < samples; i += total_channels) {
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float time = (float)total_samples++ / SAMPLE_RATE_HZ;
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int sine_freq = is_lfe_channel(active_channel, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ;
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int amplitude;
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/* Gradually ramp up and down to avoid audible pops when switching between channels */
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if (total_samples < SAMPLE_RATE_HZ) {
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amplitude = total_samples * MAX_AMPLITUDE / SAMPLE_RATE_HZ;
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} else if (total_samples > (CHANNEL_TEST_TIME_SEC - 1) * SAMPLE_RATE_HZ) {
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amplitude = (CHANNEL_TEST_TIME_SEC * SAMPLE_RATE_HZ - total_samples) * MAX_AMPLITUDE / SAMPLE_RATE_HZ;
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} else {
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amplitude = MAX_AMPLITUDE;
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}
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buffer[i] = (Sint16)(SDL_sin(6.283185f * sine_freq * time) * amplitude);
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/* Reset our state for next callback if this channel test is finished */
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if (total_samples == CHANNEL_TEST_TIME_SEC * SAMPLE_RATE_HZ) {
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total_samples = 0;
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active_channel++;
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break;
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}
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}
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SDL_PutAudioStreamData(stream, buffer, samples * sizeof (Sint16));
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SDL_free(buffer);
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}
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int main(int argc, char *argv[])
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{
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SDL_AudioDeviceID *devices;
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SDLTest_CommonState *state;
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int devcount = 0;
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int i;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
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return 1;
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}
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/* Enable standard application logging */
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
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SDLTest_CommonQuit(state);
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return 1;
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}
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if (!SDL_Init(SDL_INIT_AUDIO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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/* Show the list of available drivers */
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SDL_Log("Available audio drivers:");
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for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
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SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
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}
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SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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devices = SDL_GetAudioPlaybackDevices(&devcount);
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if (!devices) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetAudioPlaybackDevices() failed: %s\n", SDL_GetError());
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}
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SDL_Log("Available audio devices:");
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for (i = 0; i < devcount; i++) {
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SDL_Log("%s", SDL_GetAudioDeviceName(devices[i]));
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}
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for (i = 0; i < devcount; i++) {
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SDL_AudioStream *stream = NULL;
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const char *devname = SDL_GetAudioDeviceName(devices[i]);
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int j;
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SDL_AudioSpec spec;
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SDL_Log("Testing audio device: %s\n", devname);
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if (!SDL_GetAudioDeviceFormat(devices[i], &spec, NULL)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetAudioDeviceFormat() failed: %s\n", SDL_GetError());
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continue;
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}
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SDL_Log(" (%d channels)\n", spec.channels);
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spec.freq = SAMPLE_RATE_HZ;
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spec.format = SDL_AUDIO_S16;
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/* These are used by the fill_buffer callback */
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total_channels = spec.channels;
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active_channel = 0;
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stream = SDL_OpenAudioDeviceStream(devices[i], &spec, fill_buffer, NULL);
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if (!stream) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_OpenAudioDeviceStream() failed: %s\n", SDL_GetError());
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continue;
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}
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SDL_ResumeAudioStreamDevice(stream);
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for (j = 0; j < total_channels; j++) {
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const int sine_freq = is_lfe_channel(j, total_channels) ? LFE_SINE_FREQ_HZ : SINE_FREQ_HZ;
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SDL_Log("Playing %d Hz test tone on channel: %s\n", sine_freq, get_channel_name(j, total_channels));
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/* fill_buffer() will increment the active channel */
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if (SDL_getenv("SDL_TESTS_QUICK") != NULL) {
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SDL_Delay(QUICK_TEST_TIME_MSEC);
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} else {
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SDL_Delay(CHANNEL_TEST_TIME_SEC * 1000);
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}
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}
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SDL_DestroyAudioStream(stream);
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}
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SDL_free(devices);
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SDL_Quit();
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return 0;
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}
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