#include #include #include #include #include #include "SDL.h" #include "SDL_mixer.h" #include "SDL_image.h" #define NUM_WAVEFORMS 4 Mix_Chunk* samples[NUM_WAVEFORMS]; #include "players.cpp" #include "loaders.cpp" int main(int argc, char** argv) { bool done = false; bool play = true; int timer = 0; int step = 500; SDL_Window* window; SDL_Renderer* renderer; SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO ); atexit(SDL_Quit); window = SDL_CreateWindow("Sonquencer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 400, 300, 0); renderer = SDL_CreateRenderer(window, -1, 0); SDL_SetRenderDrawColor(renderer, 100, 100, 100, 255); SDL_Delay(1000); SDL_RenderClear(renderer); SDL_RenderPresent(renderer); SDL_Event event; if(loadBank(1) == false) {return -1;} loadPattern(2); /* while (!done) { bool gotEvent = SDL_PollEvent(&event); while (!done && gotEvent) { switch (event.type) { case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: Mix_CloseAudio(); SDL_Quit(); return 0; break; case SDLK_1: playSample(1); break; case SDLK_2: playSample(2); break; case SDLK_3: playSample(3); break; case SDLK_4: playSample(4); break; case SDLK_5: playSample(5); break; case SDLK_6: playSample(6); break; default: break; } break; case SDL_QUIT: done = true; break; default: break; } if( !done ) { gotEvent = SDL_PollEvent(&event); } } playStep(play, &timer, &step); } */ for( int i = 0; i < NUM_WAVEFORMS; i++ ) { Mix_FreeChunk(samples[i]); } Mix_CloseAudio(); SDL_Quit(); return 0; }