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Add an example for single-threaded mode.
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/*
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Demonstrates the use of single-threaded mode.
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By default, miniaudio runs in multi-threaded mode where audio processing is done on a separate
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thread that's managed internally by miniaudio. Sometimes this is undesireable, such as when trying
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to get miniaudio working on low-end systems where an extra thread is too costly, or when trying to
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get it working on extremely old platforms that don't support threading at all, or simply when you
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want to have more control over threading in your application.
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To enable single-threaded mode, set the `threadingMode` member of the `ma_device_config` structure
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to `MA_THREADING_MODE_SINGLE_THREADED`. To process audio, you need to regularly call
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`ma_device_step()`, usually from your main application loop. It is from this function that the
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data callback will get fired. You should only call `ma_device_step()` when the device is started,
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so typically you would do this between your `ma_device_start()` and `ma_device_stop()` calls.
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The `ma_device_step()` function lets you control whether or not it should block while waiting for
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audio to be processed. This is controlled via the `blockingMode` parameter. You would typically
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use `MA_BLOCKING_MODE_BLOCKING` if you want to relax the CPU. For a game you would probably want to
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use `MA_BLOCKING_MODE_NON_BLOCKING`.
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You should only ever call `ma_device_step()` in single-threaded mode. In multi-threaded mode (the
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default), you should never call this function manually. You can query whether or not the device is
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in single-threaded mode via `ma_device_get_threading_mode()`.
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*/
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#include "../miniaudio.c"
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#include <stdio.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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void main_loop__em(void* pUserData)
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{
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ma_device* pDevice = (ma_device*)pUserData;
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ma_device_step(pDevice, MA_BLOCKING_MODE_NON_BLOCKING);
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}
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#endif
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#define DEVICE_FORMAT ma_format_f32
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#define DEVICE_CHANNELS 2
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#define DEVICE_SAMPLE_RATE 48000
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void data_callback(ma_device* pDevice, void* pOutput, const void* pInput, ma_uint32 frameCount)
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{
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ma_waveform_read_pcm_frames((ma_waveform*)pDevice->pUserData, pOutput, frameCount, NULL);
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(void)pInput; /* Unused. */
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}
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int main(int argc, char** argv)
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{
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ma_waveform sineWave;
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ma_device_config deviceConfig;
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ma_device device;
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ma_waveform_config sineWaveConfig;
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deviceConfig = ma_device_config_init(ma_device_type_playback);
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deviceConfig.threadingMode = MA_THREADING_MODE_SINGLE_THREADED; /* <-- This is what enables single-threaded mode. */
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deviceConfig.playback.format = DEVICE_FORMAT;
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deviceConfig.playback.channels = DEVICE_CHANNELS;
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deviceConfig.sampleRate = DEVICE_SAMPLE_RATE;
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deviceConfig.dataCallback = data_callback;
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deviceConfig.pUserData = &sineWave;
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if (ma_device_init(NULL, &deviceConfig, &device) != MA_SUCCESS) {
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printf("Failed to open playback device.\n");
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return -4;
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}
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sineWaveConfig = ma_waveform_config_init(device.playback.format, device.playback.channels, device.sampleRate, ma_waveform_type_sine, 0.2, 220);
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ma_waveform_init(&sineWaveConfig, &sineWave);
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if (ma_device_start(&device) != MA_SUCCESS) {
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printf("Failed to start playback device.\n");
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ma_device_uninit(&device);
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return -5;
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}
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printf("Running in single-threaded mode. Press Ctrl+C to quit.\n");
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop_arg(main_loop__em, &device, 0, 1);
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#else
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/*
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We're putting this in an infinite loop for the sake of this example, but in a real application you
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would probably integrate this into your normal application loop.
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Using blocking mode makes it so the CPU is relaxed. For a game you would probably want to use
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non-blocking mode which you can do with `MA_BLOCKING_MODE_NON_BLOCKING`.
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If the device is stopped, `ma_device_step()` will return `MA_DEVICE_NOT_STARTED` which means you
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need not explicitly check if the device is started before calling this function.
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*/
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for (;;) {
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ma_result result = ma_device_step(&device, MA_BLOCKING_MODE_BLOCKING);
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if (result != MA_SUCCESS) {
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break;
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}
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}
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#endif
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ma_device_uninit(&device);
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ma_waveform_uninit(&sineWave); /* Uninitialize the waveform after the device so we don't pull it from under the device while it's being reference in the data callback. */
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(void)argc;
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(void)argv;
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return 0;
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}
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