Add comments and README
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7cc2f28241
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14
README.md
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14
README.md
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Make run to compile and run
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```
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make run
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```
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I'm using the whole new pipewire + wireplumber audio stack, which has
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compatibility with pulse audio.
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Seems like there is ``SDL_AUDIODRIVER=alsa`` environment variable that SDL can
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use. I don't think my code works with this enabled.
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[Maybe related GitHub issue](https://github.com/libsdl-org/SDL/issues/9706)
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I'm using SDL2 version 2.28.5. Downgrading from 2.30.7 seems to make it work a
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bit better, but still not consistent.
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1
example-test-code/README.md
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1
example-test-code/README.md
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Some code here is from ChatGPT
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50
main.c
50
main.c
@ -5,7 +5,9 @@
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#include <stdio.h>
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#include <stdio.h>
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#include "log.h"
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#include "log.h"
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/*
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* INFO: I will mark places to look at with INFO:
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*/
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const int SCREEN_WIDTH = 640;
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const int SCREEN_WIDTH = 640;
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const int SCREEN_HEIGHT = 480;
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const int SCREEN_HEIGHT = 480;
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@ -52,7 +54,7 @@ int text_texture_load(text_texture* text_texture, char* string);
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int text_texture_render(text_texture* text_texture, int x, int y);
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int text_texture_render(text_texture* text_texture, int x, int y);
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int text_texture_free(text_texture* text_texture);
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int text_texture_free(text_texture* text_texture);
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/*
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/*
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* Audio
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* Audio INFO: audio related declarations and callback here.
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*/
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*/
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int num_devices = 0;
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int num_devices = 0;
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@ -107,23 +109,24 @@ int main(int argc, char* argv[])
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text_texture_load(&state_text_texture, char_buffer);
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text_texture_load(&state_text_texture, char_buffer);
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SDL_Event event;
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SDL_Event event;
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int running = 1;
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while (1) {
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while (running) {
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while (SDL_PollEvent(&event)) {
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while (SDL_PollEvent(&event)) {
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SDL_Keycode keysym = event.key.keysym.sym;
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SDL_Keycode keysym = event.key.keysym.sym;
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switch (event.type) {
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switch (event.type) {
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case SDL_QUIT:
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case SDL_QUIT:
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running = 0;
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goto cleanup;
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break;
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break;
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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// INFO: main state logic here.
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handle_input(&event, &state);
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handle_input(&event, &state);
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break;
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break;
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}
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}
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}
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}
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// INFO: more state logic here. I check the buffer write position here
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handle_task(&state);
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handle_task(&state);
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sprintf(char_buffer, default_fmt, state.device_index);
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sprintf(char_buffer, default_fmt, state.device_index);
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@ -153,6 +156,9 @@ int main(int argc, char* argv[])
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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}
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}
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cleanup:
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SDL_CloseAudioDevice(state.recording_device_id);
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SDL_CloseAudioDevice(state.playback_device_id);
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text_texture_free(&display_text_texture);
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text_texture_free(&display_text_texture);
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for (int i = 0; i < num_devices; i++) {
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for (int i = 0; i < num_devices; i++) {
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text_texture_free(&device_textures[i]);
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text_texture_free(&device_textures[i]);
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@ -166,17 +172,24 @@ void handle_input(SDL_Event* event, state* state)
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{
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{
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SDL_Keycode keysym = event->key.keysym.sym;
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SDL_Keycode keysym = event->key.keysym.sym;
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switch (state->application_state) {
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switch (state->application_state) {
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// INFO: init of recording audio device here
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case SELECTING_DEVICE:
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case SELECTING_DEVICE:
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switch (keysym) {
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switch (keysym) {
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case SDLK_y:
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case SDLK_y:
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case SDLK_RETURN:
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case SDLK_RETURN:
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// INFO: init audio device here and below
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// Here it initialises everytime you press enter or y, and
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// unpauses device immediately. Seems to work mor consistently
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SDL_CloseAudioDevice(state->recording_device_id);
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SDL_CloseAudioDevice(state->recording_device_id);
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state->recording_device_id = audio_recording_init(state->device_index, NULL);
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state->recording_device_id =
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audio_recording_init(state->device_index, NULL);
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if (state->device_index == -1 || !state->recording_device_id) break;
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if (state->device_index == -1 || !state->recording_device_id) break;
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recording_buffer_position = 0;
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recording_buffer_position = 0;
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// INFO: calling this should unpause the device and start calling the callback
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SDL_PauseAudioDevice(state->recording_device_id, 0);
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SDL_PauseAudioDevice(state->recording_device_id, 0);
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/*SDL_UnlockAudioDevice(state->recording_device_id);*/
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/*SDL_UnlockAudioDevice(state->recording_device_id);*/
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// INFO: state change looks like this here
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state->application_state = RECORDING;
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state->application_state = RECORDING;
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break;
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break;
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case SDLK_ESCAPE:
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case SDLK_ESCAPE:
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@ -188,6 +201,12 @@ void handle_input(SDL_Event* event, state* state)
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if (device_index_new == -1) break;
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if (device_index_new == -1) break;
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if (state->device_index != -1 && device_index_new == -1) break;
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if (state->device_index != -1 && device_index_new == -1) break;
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state->device_index = device_index_new;
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state->device_index = device_index_new;
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// INFO: inititialising here seems to be less consistent. When I
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// spam enter or y after initialising here, Sometimes I see
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// callback being called sometimes not.
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/*SDL_CloseAudioDevice(state->recording_device_id);*/
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/*state->recording_device_id = audio_recording_init(state->device_index, NULL);*/
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break;
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break;
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case RECORDING:
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case RECORDING:
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@ -203,7 +222,7 @@ void handle_input(SDL_Event* event, state* state)
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break;
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break;
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}
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}
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break;
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break;
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// INFO: init of playback audio device here. Can't seem to get it to play / call callback
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case RECORDED:
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case RECORDED:
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switch (keysym) {
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switch (keysym) {
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case SDLK_y:
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case SDLK_y:
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@ -243,6 +262,7 @@ void handle_task(state* state)
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break;
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break;
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case RECORDING:
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case RECORDING:
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// INFO: check buffer position here and stop if reaces the end
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SDL_LockAudioDevice(state->recording_device_id);
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SDL_LockAudioDevice(state->recording_device_id);
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/*printf("buf pos: %u\n", recording_buffer_position);*/
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/*printf("buf pos: %u\n", recording_buffer_position);*/
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if (recording_buffer_position >= recording_buffer_position_max) {
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if (recording_buffer_position >= recording_buffer_position_max) {
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break;
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break;
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case PLAYBACK:
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case PLAYBACK:
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// INFO:
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SDL_LockAudioDevice(state->playback_device_id);
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SDL_LockAudioDevice(state->playback_device_id);
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if (recording_buffer_position >= recording_buffer_position_max) {
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if (recording_buffer_position >= recording_buffer_position_max) {
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SDL_UnlockAudioDevice(state->playback_device_id);
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SDL_UnlockAudioDevice(state->playback_device_id);
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SDL_DestroyTexture(text_texture->texture);
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SDL_DestroyTexture(text_texture->texture);
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return 1;
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return 1;
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}
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}
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// INFO: device init here
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// Most of the audio stuff I copied from an example
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SDL_AudioDeviceID audio_recording_init(int index, void* userdata)
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SDL_AudioDeviceID audio_recording_init(int index, void* userdata)
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{
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{
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// INFO: audio spec and callback
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SDL_zero(recording_spec);
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SDL_zero(recording_spec);
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recording_spec.freq = 44100;
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recording_spec.freq = 44100;
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recording_spec.format = AUDIO_F32;
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recording_spec.format = AUDIO_F32;
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unsigned int bytes_per_sample = received_recording_spec.channels * (SDL_AUDIO_BITSIZE(received_recording_spec.format)/8);
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unsigned int bytes_per_sample = received_recording_spec.channels * (SDL_AUDIO_BITSIZE(received_recording_spec.format)/8);
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unsigned int bytes_per_second = received_recording_spec.freq * bytes_per_sample;
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unsigned int bytes_per_second = received_recording_spec.freq * bytes_per_sample;
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// INFO: I just copied example where they allocated 1 second worth of buffer so it doesn't die
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recording_buffer_size = RECORDING_BUFFER_SECONDS * bytes_per_second;
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recording_buffer_size = RECORDING_BUFFER_SECONDS * bytes_per_second;
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recording_buffer_position_max = MAX_RECORDING_SECONDS * bytes_per_second;
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recording_buffer_position_max = MAX_RECORDING_SECONDS * bytes_per_second;
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return device_id;
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return device_id;
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}
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}
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// INFO:
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SDL_AudioDeviceID audio_playback_init(void* userdata)
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SDL_AudioDeviceID audio_playback_init(void* userdata)
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{
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{
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if (!recording_buffer) {
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if (!recording_buffer) {
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printf("Audio buffer not initialized");
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printf("Audio buffer not initialized");
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return 0;
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return 0;
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}
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}
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// INFO: audio spec and callback
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SDL_zero(playback_spec);
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SDL_zero(playback_spec);
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playback_spec.freq = 44100;
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playback_spec.freq = 44100;
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playback_spec.format = AUDIO_F32;
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playback_spec.format = AUDIO_F32;
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recording_buffer_size = 0;
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recording_buffer_size = 0;
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recording_buffer_position = 0;
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recording_buffer_position = 0;
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}
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}
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// INFO: callback here
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void audio_recording_callback(void* userdata, Uint8* stream, int len)
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void audio_recording_callback(void* userdata, Uint8* stream, int len)
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{
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{
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memcpy(&recording_buffer[recording_buffer_position], stream, len);
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memcpy(&recording_buffer[recording_buffer_position], stream, len);
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printf(string, "Record pos: %u %u\n", recording_buffer_position, len);
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printf(string, "Record pos: %u %u\n", recording_buffer_position, len);
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log_message(LOG_INFO, string);
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log_message(LOG_INFO, string);
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}
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}
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// INFO:
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void audio_playback_callback(void* userdata, Uint8* stream, int len)
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void audio_playback_callback(void* userdata, Uint8* stream, int len)
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{
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{
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memcpy(stream, &recording_buffer[recording_buffer_position], len);
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memcpy(stream, &recording_buffer[recording_buffer_position], len);
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