annotate playsound/playsound_simple.c @ 566:74405e7be04b

Moved SNDDBG output a little later.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 30 Jan 2009 19:54:58 -0500
parents 2e8907ff98e9
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1 /*
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2 * SDL_sound -- An abstract sound format decoding API.
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3 * Copyright (C) 2001 Ryan C. Gordon.
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4 *
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5 * This library is free software; you can redistribute it and/or
355129c687b7 Added playsound_simple.c, as a basic example.
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6 * modify it under the terms of the GNU Lesser General Public
355129c687b7 Added playsound_simple.c, as a basic example.
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7 * License as published by the Free Software Foundation; either
355129c687b7 Added playsound_simple.c, as a basic example.
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8 * version 2.1 of the License, or (at your option) any later version.
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9 *
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10 * This library is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
355129c687b7 Added playsound_simple.c, as a basic example.
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
355129c687b7 Added playsound_simple.c, as a basic example.
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13 * Lesser General Public License for more details.
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14 *
355129c687b7 Added playsound_simple.c, as a basic example.
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15 * You should have received a copy of the GNU Lesser General Public
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16 * License along with this library; if not, write to the Free Software
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17 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18 */
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19
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20 /**
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21 * This is just a simple "decode sound, play it through SDL" example.
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22 * The much more complex, fancy, and robust code is playsound.c.
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23 *
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24 * Please see the file LICENSE.txt in the source's root directory.
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25 *
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26 * This file written by Ryan C. Gordon. (icculus@icculus.org)
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27 */
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28
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29 #include <stdio.h>
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30 #include <stdlib.h>
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31 #include <string.h>
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32
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33 #include "SDL.h"
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34 #include "SDL_sound.h"
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35
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36 /* global decoding state. */
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37 typedef struct
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38 {
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39 Sound_Sample *sample;
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40 SDL_AudioSpec devformat;
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41 Uint8 *decoded_ptr;
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42 Uint32 decoded_bytes;
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43 } PlaysoundAudioCallbackData;
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44
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45 /*
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46 * This variable is flipped to non-zero when the audio callback has
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47 * finished playing the whole file.
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48 */
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49 static volatile int global_done_flag = 0;
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50
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51
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52 /*
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53 * The audio callback. SDL calls this frequently to feed the audio device.
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54 * We decode the audio file being played in here in small chunks and feed
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55 * the device as necessary. Other solutions may want to predecode more
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56 * (or all) of the file, since this needs to run fast and frequently,
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57 * but since we're only sitting here and waiting for the file to play,
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58 * the only real requirement is that we can decode a given audio file
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59 * faster than realtime, which isn't really a problem with any modern format
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60 * on even pretty old hardware at this point.
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61 */
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62 static void audio_callback(void *userdata, Uint8 *stream, int len)
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63 {
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64 PlaysoundAudioCallbackData *data = (PlaysoundAudioCallbackData *) userdata;
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65 Sound_Sample *sample = data->sample;
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66 int bw = 0; /* bytes written to stream this time through the callback */
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67
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68 while (bw < len)
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69 {
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70 int cpysize; /* bytes to copy on this iteration of the loop. */
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71
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72 if (data->decoded_bytes == 0) /* need more data! */
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73 {
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74 /* if there wasn't previously an error or EOF, read more. */
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75 if ( ((sample->flags & SOUND_SAMPLEFLAG_ERROR) == 0) &&
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76 ((sample->flags & SOUND_SAMPLEFLAG_EOF) == 0) )
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77 {
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78 data->decoded_bytes = Sound_Decode(sample);
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79 data->decoded_ptr = sample->buffer;
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80 } /* if */
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81
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82 if (data->decoded_bytes == 0)
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83 {
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84 /* ...there isn't any more data to read! */
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85 memset(stream + bw, '\0', len - bw); /* write silence. */
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86 global_done_flag = 1;
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87 return; /* we're done playback, one way or another. */
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88 } /* if */
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89 } /* if */
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90
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91 /* we have data decoded and ready to write to the device... */
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92 cpysize = len - bw; /* len - bw == amount device still wants. */
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93 if (cpysize > data->decoded_bytes)
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94 cpysize = data->decoded_bytes; /* clamp to what we have left. */
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95
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96 /* if it's 0, next iteration will decode more or decide we're done. */
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97 if (cpysize > 0)
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98 {
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99 /* write this iteration's data to the device. */
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100 memcpy(stream + bw, (Uint8 *) data->decoded_ptr, cpysize);
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101
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102 /* update state for next iteration or callback */
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103 bw += cpysize;
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104 data->decoded_ptr += cpysize;
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105 data->decoded_bytes -= cpysize;
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106 } /* if */
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107 } /* while */
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108 } /* audio_callback */
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109
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110
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111
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112 static void playOneSoundFile(const char *fname)
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113 {
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114 PlaysoundAudioCallbackData data;
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115
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116 memset(&data, '\0', sizeof (PlaysoundAudioCallbackData));
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117 data.sample = Sound_NewSampleFromFile(fname, NULL, 65536);
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118 if (data.sample == NULL)
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119 {
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120 fprintf(stderr, "Couldn't load '%s': %s.\n", fname, Sound_GetError());
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121 return;
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122 } /* if */
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123
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124 /*
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125 * Open device in format of the the sound to be played.
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126 * We open and close the device for each sound file, so that SDL
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127 * handles the data conversion to hardware format; this is the
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128 * easy way out, but isn't practical for most apps. Usually you'll
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129 * want to pick one format for all the data or one format for the
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130 * audio device and convert the data when needed. This is a more
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131 * complex issue than I can describe in a source code comment, though.
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132 */
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133 data.devformat.freq = data.sample->actual.rate;
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134 data.devformat.format = data.sample->actual.format;
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135 data.devformat.channels = data.sample->actual.channels;
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136 data.devformat.samples = 4096; /* I just picked a largish number here. */
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137 data.devformat.callback = audio_callback;
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138 data.devformat.userdata = &data;
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139 if (SDL_OpenAudio(&data.devformat, NULL) < 0)
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140 {
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141 fprintf(stderr, "Couldn't open audio device: %s.\n", SDL_GetError());
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142 Sound_FreeSample(data.sample);
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143 return;
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144 } /* if */
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145
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146 printf("Now playing [%s]...\n", fname);
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147 SDL_PauseAudio(0); /* SDL audio device is "paused" right after opening. */
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148
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149 global_done_flag = 0; /* the audio callback will flip this flag. */
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150 while (!global_done_flag)
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151 SDL_Delay(10); /* just wait for the audio callback to finish. */
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152
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153 /* at this point, we've played the entire audio file. */
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154 SDL_PauseAudio(1); /* so stop the device. */
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155
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156 /*
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157 * Sleep two buffers' worth of audio before closing, in order
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158 * to allow the playback to finish. This isn't always enough;
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159 * perhaps SDL needs a way to explicitly wait for device drain?
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160 * Most apps don't have this issue, since they aren't explicitly
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161 * closing the device as soon as a sound file is done playback.
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162 * As an alternative for this app, you could also change the callback
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163 * to write silence for a call or two before flipping global_done_flag.
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164 */
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165 SDL_Delay(2 * 1000 * data.devformat.samples / data.devformat.freq);
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166
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167 /* if there was an error, tell the user. */
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168 if (data.sample->flags & SOUND_SAMPLEFLAG_ERROR)
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169 fprintf(stderr, "Error decoding file: %s\n", Sound_GetError());
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170
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171 Sound_FreeSample(data.sample); /* clean up SDL_Sound resources... */
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172 SDL_CloseAudio(); /* will reopen with next file's format. */
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173 } /* playOneSoundFile */
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174
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175
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176 int main(int argc, char **argv)
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177 {
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178 int i;
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179
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180 if (!Sound_Init()) /* this calls SDL_Init(SDL_INIT_AUDIO) ... */
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181 {
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182 fprintf(stderr, "Sound_Init() failed: %s.\n", Sound_GetError());
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183 SDL_Quit();
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184 return(42);
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185 } /* if */
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186
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187 for (i = 1; i < argc; i++) /* each arg is an audio file to play. */
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188 playOneSoundFile(argv[i]);
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189
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190 /* Shutdown the libraries... */
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191 Sound_Quit();
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192 SDL_Quit();
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193 return(0);
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194 } /* main */
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195
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196 /* end of playsound-simple.c ... */
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197