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kc3-lang/SDL/test/loopwavequeue.c

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  • Author : Philipp Wiesemann
    Date : 2017-04-29 22:50:23
    Hash : 89499a08
    Message : Removed unused field in loopwavequeue program. Found by Cppcheck.

  • test/loopwavequeue.c
  • /*
      Copyright (C) 1997-2017 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 queueing */
    
    #include <stdio.h>
    #include <stdlib.h>
    
    #ifdef __EMSCRIPTEN__
    #include <emscripten/emscripten.h>
    #endif
    
    #include "SDL.h"
    
    #if HAVE_SIGNAL_H
    #include <signal.h>
    #endif
    
    static struct
    {
        SDL_AudioSpec spec;
        Uint8 *sound;               /* Pointer to wave data */
        Uint32 soundlen;            /* Length of wave data */
    } wave;
    
    
    /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    static void
    quit(int rc)
    {
        SDL_Quit();
        exit(rc);
    }
    
    static int done = 0;
    void
    poked(int sig)
    {
        done = 1;
    }
    
    void
    loop()
    {
    #ifdef __EMSCRIPTEN__
        if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) {
            emscripten_cancel_main_loop();
        }
        else
    #endif
        {
            /* The device from SDL_OpenAudio() is always device #1. */
            const Uint32 queued = SDL_GetQueuedAudioSize(1);
            SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
            if (queued <= 8192) {  /* time to requeue the whole thing? */
                if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
                    SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
                } else {
                    SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
                }
            }
        }
    }
    
    int
    main(int argc, char *argv[])
    {
        char filename[4096];
    
        /* Enable standard application logging */
        SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
    
        /* Load the SDL library */
        if (SDL_Init(SDL_INIT_AUDIO) < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "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) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError());
            quit(1);
        }
    
        wave.spec.callback = NULL;  /* we'll push audio. */
    
    #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 */
    
        /* Initialize fillerup() variables */
        if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
            SDL_FreeWAV(wave.sound);
            quit(2);
        }
    
        /*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/
    
        /* Let the audio run */
        SDL_PauseAudio(0);
    
        done = 0;
    
        /* Note that we stuff the entire audio buffer into the queue in one
           shot. Most apps would want to feed it a little at a time, as it
           plays, but we're going for simplicity here. */
        
    #ifdef __EMSCRIPTEN__
        emscripten_set_main_loop(loop, 0, 1);
    #else
        while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
        {
            loop();
    
            SDL_Delay(100);  /* let it play for awhile. */
        }
    #endif
    
        /* Clean up on signal */
        SDL_CloseAudio();
        SDL_FreeWAV(wave.sound);
        SDL_Quit();
        return 0;
    }
    
    /* vi: set ts=4 sw=4 expandtab: */