update SDL3 to 3.2.0

This commit is contained in:
Sasha Szpakowski
2025-01-24 21:20:11 -04:00
parent f27a1c24b3
commit 3582488fbc
1209 changed files with 26017 additions and 18421 deletions
@@ -17,7 +17,7 @@
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static SDL_AudioStream *stream = NULL;
static int total_samples_generated = 0;
static int current_sine_sample = 0;
/* this function will be called (usually in a background thread) when the audio stream is consuming data. */
static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astream, int additional_amount, int total_amount)
@@ -33,15 +33,17 @@ static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astr
const int total = SDL_min(additional_amount, SDL_arraysize(samples));
int i;
/* generate a 440Hz pure tone */
for (i = 0; i < total; i++) {
/* You don't have to care about this math; we're just generating a simple sine wave as we go.
https://en.wikipedia.org/wiki/Sine_wave */
const float time = total_samples_generated / 8000.0f;
const int sine_freq = 500; /* run the wave at 500Hz */
samples[i] = SDL_sinf(6.283185f * sine_freq * time);
total_samples_generated++;
const int freq = 440;
const float phase = current_sine_sample * freq / 8000.0f;
samples[i] = SDL_sinf(phase * 2 * SDL_PI_F);
current_sine_sample++;
}
/* wrapping around to avoid floating-point errors */
current_sine_sample %= 8000;
/* feed the new data to the stream. It will queue at the end, and trickle out as the hardware needs more data. */
SDL_PutAudioStreamData(astream, samples, total * sizeof (float));
additional_amount -= total; /* subtract what we've just fed the stream. */