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- /*
- Copyright (C) 1997-2023 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
-
- #include "testutils.h"
-
- 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 = NULL;
-
- /* 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);
- }
-
- filename = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav");
-
- if (filename == NULL) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError());
- quit(1);
- }
-
- /* 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_free(filename);
- SDL_Quit();
- return 0;
- }
-
- /* vi: set ts=4 sw=4 expandtab: */
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