Mercurial > SDL_sound_CoreAudio
annotate playsound/playsound_simple.c @ 531:8f93b3ff2d38
Updated TODO.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Thu, 17 Apr 2008 17:43:02 +0000 |
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children | 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 |
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6 * modify it under the terms of the GNU Lesser General Public |
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7 * License as published by the Free Software Foundation; either |
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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 |
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 * Lesser General Public License for more details. |
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14 * |
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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 COPYING 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 |