'Why is my SDL_mixer playing my wav. file too fast?
From this Lazy Foo tutorial (https://lazyfoo.net/tutorials/SDL/21_sound_effects_and_music/index.php) I wrote the following lines of code:
#include <SDL.h>
#include <SDL_mixer.h>
bool running = true;
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
SDL_Window* window = SDL_CreateWindow("testing musique", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, 0);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
SDL_Event quit;
Mix_Music* music;
while (running) {
while(SDL_PollEvent(&quit)){
switch(quit.type) {
case SDL_QUIT:
running = false;
break;
}
}
Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048);
music = Mix_LoadMUS("../pikachu/keypress_BMP/beat.wav");
Mix_PlayMusic(music, -1);
SDL_SetRenderDrawColor(renderer, 20, 20, 255, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
Mix_FreeMusic(music);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
I even used the same audio file (beat.wav) as Lazy Foo did in his tutorial, but while his program runs without a hitch, mine plays the wav too fast (despite the fact that I checked every parameters to make sure mine matched with his). I tried decreasing the frequency parameter in Mix_OpenAudio, but while the wav did slow down, so did the pitch, and it should not have made sense to do this in the first place. What should I do?
Solution 1:[1]
The audio subsystem should only be opened once, before the main loop, meanwhile you open it in each iteration of the loop. The same goes for loading the file into memory — again on each iteration of the loop, instead of once. So the correct code structure should look like this:
#include <SDL.h>
#include <SDL_mixer.h>
int main(int argc, char** argv) {
bool running = true;
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
SDL_Window* window = SDL_CreateWindow("testing musique", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, 0);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// open audio and load music file before main loop
Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048);
Mix_Music* music = Mix_LoadMUS("../pikachu/keypress_BMP/beat.wav");
SDL_Event event;
while (running) {
while(SDL_PollEvent(&event)){
switch(event.type) {
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
case SDLK_P:
Mix_PlayMusic(music, -1);
break;
case SDLK_S:
Mix_HaltMusic();
break;
}
case SDL_QUIT:
running = false;
break;
}
}
SDL_SetRenderDrawColor(renderer, 20, 20, 255, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
// close audio and free the music after main loop
Mix_CloseAudio();
Mix_FreeMusic(music);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
Don't forget about Mix_CloseAudio
and about error checking.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | furious programming |