Add OSX audio support to Sudoku (THANK YOU IAN!)
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@4690 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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@ -396,6 +396,10 @@ AC_CHECK_HEADER(alsa/asoundlib.h,
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AC_DEFINE(HAVE_ALSA_ASOUNDLIB_H)
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AC_DEFINE(HAVE_ALSA_ASOUNDLIB_H)
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AUDIOLIBS="-lasound")
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AUDIOLIBS="-lasound")
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if test x$uname = xDarwin; then
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AUDIOLIBS="-framework CoreAudio"
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fi
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AC_SUBST(AUDIOLIBS)
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AC_SUBST(AUDIOLIBS)
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dnl Check for image libraries...
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dnl Check for image libraries...
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@ -48,12 +48,20 @@
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# include "sudoku.xbm"
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# include "sudoku.xbm"
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#endif // WIN32
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#endif // WIN32
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// Audio headers...
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#include <config.h>
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#include <config.h>
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#ifndef WIN32
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# include <unistd.h>
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#endif // !WIN32
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#ifdef HAVE_ALSA_ASOUNDLIB_H
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#ifdef HAVE_ALSA_ASOUNDLIB_H
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# define ALSA_PCM_NEW_HW_PARAMS_API
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# define ALSA_PCM_NEW_HW_PARAMS_API
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# include <alsa/asoundlib.h>
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# include <alsa/asoundlib.h>
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#endif // HAVE_ALSA_ASOUNDLIB_H
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#endif // HAVE_ALSA_ASOUNDLIB_H
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#ifdef __APPLE__
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# include <CoreAudio/AudioHardware.h>
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#endif // __APPLE__
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//
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//
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@ -81,9 +89,24 @@
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// There are several good cross-platform audio libraries we could also
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// There are several good cross-platform audio libraries we could also
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// use, such as OpenAL, PortAudio, and SDL, however they were not chosen
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// use, such as OpenAL, PortAudio, and SDL, however they were not chosen
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// for this application because of our limited use of sound.
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// for this application because of our limited use of sound.
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//
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// Many thanks to Ian MacArthur who provided sample code that led to
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// the CoreAudio implementation you see here!
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class SudokuSound {
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class SudokuSound {
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// Private, OS-specific data...
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// Private, OS-specific data...
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#ifdef __APPLE__
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#ifdef __APPLE__
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AudioDeviceID device;
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AudioStreamBasicDescription format;
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short *data;
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int remaining;
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static OSStatus audio_cb(AudioDeviceID device,
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const AudioTimeStamp *current_time,
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const AudioBufferList *data_in,
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const AudioTimeStamp *time_in,
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AudioBufferList *data_out,
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const AudioTimeStamp *time_out,
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void *client_data);
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#elif defined(WIN32)
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#elif defined(WIN32)
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#else
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#else
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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@ -125,6 +148,36 @@ SudokuSound::SudokuSound() {
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sample_size = 0;
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sample_size = 0;
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#ifdef __APPLE__
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#ifdef __APPLE__
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remaining = 0;
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UInt32 size = sizeof(device);
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if (AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice,
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&size, (void *)&device) != noErr) return;
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size = sizeof(format);
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if (AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat,
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&size, &format) != noErr) return;
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// Set up a format we like...
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format.mSampleRate = 44100.0; // 44.1kHz
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format.mChannelsPerFrame = 2; // stereo
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if (AudioDeviceSetProperty(device, NULL, 0, false,
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kAudioDevicePropertyStreamFormat,
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sizeof(format), &format) != noErr) return;
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// Check we got linear pcm - what to do if we did not ???
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if (format.mFormatID != kAudioFormatLinearPCM) return;
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// Attach the callback
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if (AudioDeviceAddIOProc(device, audio_cb, (void *)this) != noErr) return;
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// Start the device...
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AudioDeviceStart(device, audio_cb);
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sample_size = (int)format.mSampleRate / 20;
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#elif defined(WIN32)
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#elif defined(WIN32)
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#else
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#else
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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@ -137,7 +190,7 @@ SudokuSound::SudokuSound() {
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snd_pcm_hw_params_alloca(¶ms);
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snd_pcm_hw_params_alloca(¶ms);
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snd_pcm_hw_params_any(handle, params);
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snd_pcm_hw_params_any(handle, params);
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snd_pcm_hw_params_set_access(handle, params, SND_PCM_ACCESS_RW_INTERLEAVED);
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snd_pcm_hw_params_set_access(handle, params, SND_PCM_ACCESS_RW_INTERLEAVED);
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snd_pcm_hw_params_set_format(handle, params, SND_PCM_FORMAT_S16_LE);
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snd_pcm_hw_params_set_format(handle, params, SND_PCM_FORMAT_S16);
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snd_pcm_hw_params_set_channels(handle, params, 2);
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snd_pcm_hw_params_set_channels(handle, params, 2);
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unsigned rate = 44100;
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unsigned rate = 44100;
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int dir;
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int dir;
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@ -187,6 +240,9 @@ SudokuSound::SudokuSound() {
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// Cleanup the SudokuSound class
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// Cleanup the SudokuSound class
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SudokuSound::~SudokuSound() {
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SudokuSound::~SudokuSound() {
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#ifdef __APPLE__
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#ifdef __APPLE__
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AudioDeviceStop(device, audio_cb);
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AudioDeviceRemoveIOProc(device, audio_cb);
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#elif defined(WIN32)
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#elif defined(WIN32)
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#else
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#else
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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@ -205,12 +261,51 @@ SudokuSound::~SudokuSound() {
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}
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}
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#ifdef __APPLE__
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// Callback function for writing audio data...
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OSStatus
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SudokuSound::audio_cb(AudioDeviceID device,
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const AudioTimeStamp *current_time,
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const AudioBufferList *data_in,
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const AudioTimeStamp *time_in,
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AudioBufferList *data_out,
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const AudioTimeStamp *time_out,
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void *client_data) {
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SudokuSound *ss = (SudokuSound *)client_data;
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int count;
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float *buffer;
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if (!ss->remaining) return noErr;
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for (count = data_out->mBuffers[0].mDataByteSize / sizeof(float),
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buffer = (float*) data_out->mBuffers[0].mData;
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ss->remaining > 0 && count > 0;
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count --, ss->data ++, ss->remaining --) {
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*buffer++ = *(ss->data) / 32767.0;
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}
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while (count > 0) {
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*buffer++ = 0.0;
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count --;
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}
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return noErr;
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}
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#endif // __APPLE__
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// Play a note for 250ms...
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// Play a note for 250ms...
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void SudokuSound::play(char note) {
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void SudokuSound::play(char note) {
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Fl::check();
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Fl::check();
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#ifdef __APPLE__
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#ifdef __APPLE__
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// TODO
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// Point to the next note...
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data = sample_data[note - 'A'];
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remaining = sample_size * 2;
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// Wait for the sound to complete...
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usleep(50000);
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#elif defined(WIN32)
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#elif defined(WIN32)
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Beep(frequencies[note - 'A'], 50);
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Beep(frequencies[note - 'A'], 50);
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#else
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#else
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