2014-12-05 48 views
0

我認爲這意味着是可視化程序的4K風格,但用C寫的如何音頻在此代碼(C/SDL)

起到所以得出了一些球,並播放一些音樂,我不是試圖理解圖形,通常是數學。它也使用SDL。我試圖理解音樂來自哪裏,音頻沒有任何明顯的功能。

音樂初始化SDL_AudioSpec as,oa;並且設置了一些參數,但曲調實際來自哪裏,這是SDL樣本中的內置版本。

/* "Shadow Sun" */ 
/* tonic - http://jet.ro */ 
#include "SDL.h" 
#include "SDL_opengl.h" 
#include <math.h> 
#include <stdlib.h> 
#define S1(a,b,c) #a".."#b".."#c"." 
#define X2(a)      a a 
#define X4(a)     a a a a 
#define S14(a,b,c)   X4(S1(a,b,c)) 
#define S2(a)    #a"."#a"....." 
#define S24(a)    X4 (S2 (a)) 
#define S4(a)    #a #a #a #a 
#define S3(a,b,  c) S1(a,b,c)S4(..) 
#define SE   X4( X4( S4 (..))) 
#define P(x) glDisable(GL_##x); 
#define EF_(x) F[C][1638##x+M 
#define B  float 

char l[]=SE SE X2(S3(J,H,M)S3(J,H,E)S3(F,E,A)S3(F,E,J)S3(H,E 
,O)S3(H,E,C)S3 (H,F,x) S3(H,F,L)) ; 
char b[] = SE X2(S4(j.jv.j.v)S4 
(f.fr.f.r)S4(e.eq.e.q)S4(h.ht.h.t))SE; 
char*r [3] ={S14(v,v,q)S14(r,r,m) 
S14(q,q,l)S14(t,t,o),S24(J)S24(F)S24(E)S24(H),S24(M)S24(J)S24(H)S24(L) }; 
Uint32 S;GLUquadric*Q; 
int D,R,U,L,p=0;B T,F[5][0100000]={{0},{0}};void G(
void*u,Uint8*_,int L){while(L>0){int M=p&037777,s=p>>12,H=(s%R)[l],J=(s 
#define EF(C,l,s,ms) ((s*ms+EF_(4)-l]*(1-ms))*0.5f+EF_(3)]*0.5f) 
%U)[b],C=0,a=0,n; 
B  v,q,m,E=(0x2000-(p&017777))/8192e0f; 
#define FQ(s) (B)sin((0.12*pow(2,n/12.0))*p*s) 
#define IZ(v,c) if(v c)v*=v;else v=0; 
#define BF F[C][M]=F[C][M+16384]=q;v+=q;++C 
#define IP(n,x,y,z,c) if(n!='.'){x}q=EF(C,y,q,z);c;BF; 
#define IS(s,c) if(q c s 0.75f)q=s 0.75f; 
#define NQ(N,a,m) n=N-(N>='a'?'a'+24:'A')+a;q=FQ(m); 
v=q=0;IP(H,NQ(H,12,1)m=FQ(1.01f);IZ(q,> 
0.6)IZ(m,>0.6)q+=m;q*=E*0.5f+0.5f;, 
12288,0.2f,;)for(;a<3;++a){char 
sn=(s%D)[a[r]];q=0;IP (sn,NQ(
sn,12,0.25f)IZ(q,<0.3),12288, 
0.2f,;)}q=0;IP(J,NQ(J,0,0.125f) 
X4(q*=q;)q=(B)fmod(q*20,4)*4; 
,6144,0.25f,IS(-,<)IS(+,>)q*= 
E)v*=0.6f;*(Sint16*)_=(Sint16 
)(v*32767);_+=2;++p;L-=2;}} 
#define N(x) glEnable(GL_##x); 
void I(int a){B b[]={a?0.f:1,a?0:4.f,-2.f,0},c[]={0, 
-2,0,0},d[]={.2f,0.f,0.f ,1},e[]={a?.5f:.8f,a?.75f 
:.3f,a?1:.2f,1},f[]={0,.2f,.3f,1},g[]={0,0,0,1,1,1,1},*h=&g[3]; 
#define GF(l,x,v) glLightfv(GL_LIGHT##l,GL_##x,v); 
GF(0,POSITION,b)GF(0,AMBIENT,d)GF(0,DIFFUSE,e)GF(0,SPECULAR,h)if(a)P(LIGHT1 
)else N(LIGHT1)GF(1,POSITION,c)GF(1,AMBIENT,f)GF(1,DIFFUSE,f)GF(1,SPECULAR,g) 
#define GM(t,x,v) glMaterial##t(GL_FRONT,GL_##x,v); 
GM(fv,AMBIENT,g)GM(fv,DIFFUSE,h)GM(fv,SPECULAR,h)GM(
fv,EMISSION,g) GM (f,SHININESS,60) glColorMaterial (
GL_FRONT,GL_DIFFUSE);N(COLOR_MATERIAL)} 
void K(int b, 
B c,int d){ int a; B e=c*c,g=1e0f/e;glColor3f(1,1,1); 
#define BC(v,f,p,q) B v=(B)f(ta*(sin(T*p*g)*5e-2+q*c)*g)*c 
for(a=0;a<b;++a){B ta=T*1e-4f+a*c;BC(x,cos,2.3e-4,0.0867); 
BC(y,sin,2e-4,0.2735); 
BC(z,cos,1.5e-4,0.1243); 
glPushMatrix(); 
glTranslatef(x,y,z); 
glRotatef(50,1,0,0); 
glRotatef (T*5e-2f+a*20,0,1,0); 
glCallList(d); 

glPopMatrix();}} 
int _tmain(int c,char **a) 
{ SDL_Event e; 
SDL_AudioSpec as, oa;if (
SDL_Init(48)<0) 
exit(1); 
atexit(SDL_Quit); 
SDL_SetVideoMode(640,480,32,2); 
as.freq=053042; 
as.format=AUDIO_S16; 
as.channels=1; 
as.samples=4096; 
as.callback=G; 
D=strlen(r[0]); 
R=strlen(l); 
U=strlen(b); 
if(
SDL_OpenAudio(&as,&oa) <0) 
exit(2); 
SDL_PauseAudio(0); 
Q=gluNewQuadric(); 
L=glGenLists(2); 
#define NL_ GL_COMPILE);gluSphere(Q,0.1,40 
#define NL(a,d) glNewList(L+a,NL_/d,20/d); 
glEndList(); 
NL(0,1)NL(1,5)N(LIGHTING)N(LIGHT0)N(CULL_FACE) 
glShadeModel(GL_SMOOTH); 
N(BLEND)glBlendFunc(
GL_ONE,GL_ONE); 
S=SDL_GetTicks(); 
T=0; 
while(!SDL_PollEvent(&e)||((e.type!=2||e.key.keysym.sym!=27)&& e.type!=12)) 
{ 
B d,f; 
Uint32 g; 
f=T; 
g=SDL_GetTicks()-S;T=T*0.75f+g*2.5e-1f;glClearColor(0,0,0,1); 
glClear(16640); 
glViewport(0,0,640,480); 
glMatrixMode(GL_PROJECTION); 
glLoadIdentity(); 
gluPerspective(45,4./3,0.5,100); 
glMatrixMode(GL_MODELVIEW); 
glLoadIdentity(); 
d=T*1e-4f; 
gluLookAt(cos(d)*3,0,sin(d)*3,0, 0, 0, 0,1, 0); 
I(0); 
K(0144, 1, L); 
P(COLOR_MATERIAL)I(1);K(100+0144+0x64+0620+0454,15,L+1); 
P(COLOR_MATERIAL) 
    SDL_GL_SwapBuffers(); 
/* $Revision: 1.1 $*/ 
SDL_Delay(~0&1); 
} 
SDL_CloseAudio(); 
return 0; 
} 
+0

Look http://wiki.libsdl.org/SDL_OpenAudio – 2014-12-05 12:35:51

+0

這可能來自[code obfuscation contest](http://www.ioccc.org/) – Emilien 2014-12-05 12:38:40

回答

1

此代碼並不意味着有啓發性! :)

看看宏,你會發現有幾個令牌化宏。在編譯器看到它們之前,這些宏將令牌合併爲新的令牌,並且是一種簡單有效的C代碼混淆方法,並且可以使源代碼變得更小。您將不得不深入探索這些宏觀擴展,直到找到正在發生的事情。

該代碼將調用SDL_MixAudio()或直接修改回調中的音頻流緩衝區。回調指針存儲在傳遞給SDL_OpenAudio()或SDL_OpenAudioDevice()的SDL_AudioSpec結構中。回調的第二個參數是可寫音頻流。

祝你好運!

+1

我知道這並不具有啓發性,我確實經歷過每一次包括逐句通過它並且不調用SDL_MixAudio,但它確實將SDL_AudioSpec稱爲oa; as.freq = 053042; as.format = AUDIO_S16; as.channels = 1; as.samples = 4096; as.callback = G; SDL_OpenAudio(&as,&oa)<0)聲音算法在哪裏,就像它調用一個預先存在的SDL聲音程序一樣? – user3333072 2014-12-05 16:00:48

+0

哦對。您可以直接用回調改變音頻流。所以它可能會在傳遞給SDL_OpenAudio()或SDL_OpenAudioDevice()(對於SDL2)中的SDL_AudioSpec中設置回調。該回調的第二個參數是可修改的音頻數據流。 – 2014-12-05 16:09:48

+0

我剛剛看到您的評論的其餘部分。所以G是從第27行開始的回調,_(下劃線)是流緩衝區。 – 2014-12-05 16:23:37