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#include "audio.h"
namespace jin
{
namespace audio
{
onlyonce bool SDLAudio::_init(const SettingBase* s)
{
if (SDL_Init(SDL_INIT_AUDIO) < 0)
return false;
const SDLAudioSetting* setting = (SDLAudioSetting*)s;
SDL_AudioSpec spec;
zero(spec);
spec.freq = setting->rate;
spec.format = setting->resolution;
spec.channels = setting->channels;
spec.samples = setting->samples;
spec.userdata = this;
spec.callback = defaultCallback;
audioDevice = SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0);
if (audioDevice == 0)
{
return false;
}
// start audio
SDL_PauseAudioDevice(audioDevice, 0);
return true;
}
onlyonce void SDLAudio::_quit()
{
SDL_CloseAudio();
delete audio;
}
shared void SDLAudio::defaultCallback(void *userdata, Uint8 *stream, int size)
{
SDLAudio* audio = (SDLAudio*)userdata;
int16_t* buffer = (int16_t*)stream;
int len = size >> 1;
audio->processSources(len);
}
void SDLAudio::processSources(int len)
{
}
void SDLAudio::play() {}
void SDLAudio::stop() {}
bool SDLAudio::pause()
{
return false;
}
bool SDLAudio::pause(Source* source)
{
return false;
}
bool SDLAudio::resume()
{
return false;
}
bool SDLAudio::resume(Source* source)
{
return false;
}
void SDLAudio::rewind()
{
}
void SDLAudio::setVolume(float volume)
{
}
float SDLAudio::getVolume()
{
return 0.f;
}
}
}
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