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kc3-lang/SDL/test/loopwave.c

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  • Author : David Ludwig
    Date : 2013-08-12 22:29:55
    Hash : f7049b93
    Message : WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)

  • test/loopwave.c
  • /*
      Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
    
      This software is provided 'as-is', without any express or implied
      warranty.  In no event will the authors be held liable for any damages
      arising from the use of this software.
    
      Permission is granted to anyone to use this software for any purpose,
      including commercial applications, and to alter it and redistribute it
      freely.
    */
    
    /* Program to load a wave file and loop playing it using SDL sound */
    
    /* loopwaves.c is much more robust in handling WAVE files --
        This is only for simple WAVEs
    */
    #include "SDL_config.h"
    
    #include <stdio.h>
    #include <stdlib.h>
    
    #if HAVE_SIGNAL_H
    #include <signal.h>
    #endif
    
    #include "SDL.h"
    #include "SDL_audio.h"
    
    struct
    {
        SDL_AudioSpec spec;
        Uint8 *sound;               /* Pointer to wave data */
        Uint32 soundlen;            /* Length of wave data */
        int soundpos;               /* Current play position */
    } wave;
    
    
    /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    static void
    quit(int rc)
    {
        SDL_Quit();
        exit(rc);
    }
    
    
    void SDLCALL
    fillerup(void *unused, Uint8 * stream, int len)
    {
        Uint8 *waveptr;
        int waveleft;
    
        /* Set up the pointers */
        waveptr = wave.sound + wave.soundpos;
        waveleft = wave.soundlen - wave.soundpos;
    
        /* Go! */
        while (waveleft <= len) {
            SDL_memcpy(stream, waveptr, waveleft);
            stream += waveleft;
            len -= waveleft;
            waveptr = wave.sound;
            waveleft = wave.soundlen;
            wave.soundpos = 0;
        }
        SDL_memcpy(stream, waveptr, len);
        wave.soundpos += len;
    }
    
    static int done = 0;
    void
    poked(int sig)
    {
        done = 1;
    }
    
    int
    main(int argc, char *argv[])
    {
        int i;
        char filename[4096];
    
        /* Load the SDL library */
        if (SDL_Init(SDL_INIT_AUDIO) < 0) {
            fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
            return (1);
        }
    
        if (argc >= 1) {
            SDL_strlcpy(filename, argv[1], sizeof(filename));
        } else {
            SDL_strlcpy(filename, "sample.wav", sizeof(filename));
        }
        /* Load the wave file into memory */
        if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
            fprintf(stderr, "Couldn't load %s: %s\n", filename, SDL_GetError());
            quit(1);
        }
    
        wave.spec.callback = fillerup;
    #if HAVE_SIGNAL_H
        /* Set the signals */
    #ifdef SIGHUP
        signal(SIGHUP, poked);
    #endif
        signal(SIGINT, poked);
    #ifdef SIGQUIT
        signal(SIGQUIT, poked);
    #endif
        signal(SIGTERM, poked);
    #endif /* HAVE_SIGNAL_H */
    
        /* Show the list of available drivers */
        printf("Available audio drivers: ");
        for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
            if (i == 0) {
                printf("%s", SDL_GetAudioDriver(i));
            } else {
                printf(", %s", SDL_GetAudioDriver(i));
            }
        }
        printf("\n");
    
        /* Initialize fillerup() variables */
        if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
            fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
            SDL_FreeWAV(wave.sound);
            quit(2);
        }
    
        printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
    
        /* Let the audio run */
        SDL_PauseAudio(0);
        while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
            SDL_Delay(1000);
    
        /* Clean up on signal */
        SDL_CloseAudio();
        SDL_FreeWAV(wave.sound);
        SDL_Quit();
        return (0);
    }
    
    /* vi: set ts=4 sw=4 expandtab: */