annotate playsound/playsound_simple.c @ 505:a9676c2865f9 stable-1.0

Backport from devbranch: gcc4 cleanup.
author Ryan C. Gordon <icculus@icculus.org>
date Sat, 17 Dec 2005 18:47:27 +0000
parents 1b91006ebfef
children 6ae286a80da5
rev   line source
492
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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@clutteredmind.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
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32 #include "SDL.h"
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33 #include "SDL_sound.h"
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34
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35 /* global decoding state. */
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36 typedef struct
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37 {
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38 Sound_Sample *sample;
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39 SDL_AudioSpec devformat;
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40 Uint8 *decoded_ptr;
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41 Uint32 decoded_bytes;
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42 } PlaysoundAudioCallbackData;
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43
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44 /*
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45 * This variable is flipped to non-zero when the audio callback has
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46 * finished playing the whole file.
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47 */
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48 static volatile int global_done_flag = 0;
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49
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50
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51 /*
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52 * The audio callback. SDL calls this frequently to feed the audio device.
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53 * We decode the audio file being played in here in small chunks and feed
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54 * the device as necessary. Other solutions may want to predecode more
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55 * (or all) of the file, since this needs to run fast and frequently,
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56 * but since we're only sitting here and waiting for the file to play,
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57 * the only real requirement is that we can decode a given audio file
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58 * faster than realtime, which isn't really a problem with any modern format
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59 * on even pretty old hardware at this point.
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60 */
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61 static void audio_callback(void *userdata, Uint8 *stream, int len)
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62 {
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63 PlaysoundAudioCallbackData *data = (PlaysoundAudioCallbackData *) userdata;
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64 Sound_Sample *sample = data->sample;
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65 int bw = 0; /* bytes written to stream this time through the callback */
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66
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67 while (bw < len)
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68 {
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69 int cpysize; /* bytes to copy on this iteration of the loop. */
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70
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71 if (data->decoded_bytes == 0) /* need more data! */
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72 {
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73 /* if there wasn't previously an error or EOF, read more. */
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74 if ( ((sample->flags & SOUND_SAMPLEFLAG_ERROR) == 0) &&
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75 ((sample->flags & SOUND_SAMPLEFLAG_EOF) == 0) )
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76 {
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77 data->decoded_bytes = Sound_Decode(sample);
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78 data->decoded_ptr = sample->buffer;
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79 } /* if */
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80
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81 if (data->decoded_bytes == 0)
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82 {
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83 /* ...there isn't any more data to read! */
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84 memset(stream + bw, '\0', len - bw); /* write silence. */
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85 global_done_flag = 1;
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86 return; /* we're done playback, one way or another. */
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87 } /* if */
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88 } /* if */
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89
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90 /* we have data decoded and ready to write to the device... */
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91 cpysize = len - bw; /* len - bw == amount device still wants. */
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92 if (cpysize > data->decoded_bytes)
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93 cpysize = data->decoded_bytes; /* clamp to what we have left. */
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94
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95 /* if it's 0, next iteration will decode more or decide we're done. */
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96 if (cpysize > 0)
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97 {
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98 /* write this iteration's data to the device. */
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99 memcpy(stream + bw, (Uint8 *) data->decoded_ptr, cpysize);
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100
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101 /* update state for next iteration or callback */
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102 bw += cpysize;
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103 data->decoded_ptr += cpysize;
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104 data->decoded_bytes -= cpysize;
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105 } /* if */
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106 } /* while */
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107 } /* audio_callback */
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108
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109
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110
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111 static void playOneSoundFile(const char *fname)
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112 {
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113 PlaysoundAudioCallbackData data;
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114
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115 memset(&data, '\0', sizeof (PlaysoundAudioCallbackData));
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116 data.sample = Sound_NewSampleFromFile(fname, NULL, 65536);
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117 if (data.sample == NULL)
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118 {
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119 fprintf(stderr, "Couldn't load '%s': %s.\n", fname, Sound_GetError());
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120 return;
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121 } /* if */
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122
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123 /*
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124 * Open device in format of the the sound to be played.
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125 * We open and close the device for each sound file, so that SDL
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126 * handles the data conversion to hardware format; this is the
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127 * easy way out, but isn't practical for most apps. Usually you'll
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128 * want to pick one format for all the data or one format for the
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129 * audio device and convert the data when needed. This is a more
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130 * complex issue than I can describe in a source code comment, though.
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131 */
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132 data.devformat.freq = data.sample->actual.rate;
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133 data.devformat.format = data.sample->actual.format;
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134 data.devformat.channels = data.sample->actual.channels;
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135 data.devformat.samples = 4096; /* I just picked a largish number here. */
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136 data.devformat.callback = audio_callback;
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137 data.devformat.userdata = &data;
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138 if (SDL_OpenAudio(&data.devformat, NULL) < 0)
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139 {
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140 fprintf(stderr, "Couldn't open audio device: %s.\n", SDL_GetError());
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141 Sound_FreeSample(data.sample);
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142 return;
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143 } /* if */
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144
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145 printf("Now playing [%s]...\n", fname);
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146 SDL_PauseAudio(0); /* SDL audio device is "paused" right after opening. */
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147
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148 global_done_flag = 0; /* the audio callback will flip this flag. */
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149 while (!global_done_flag)
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150 SDL_Delay(10); /* just wait for the audio callback to finish. */
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151
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152 /* at this point, we've played the entire audio file. */
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153 SDL_PauseAudio(1); /* so stop the device. */
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154
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155 /*
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156 * Sleep two buffers' worth of audio before closing, in order
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157 * to allow the playback to finish. This isn't always enough;
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158 * perhaps SDL needs a way to explicitly wait for device drain?
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159 * Most apps don't have this issue, since they aren't explicitly
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160 * closing the device as soon as a sound file is done playback.
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161 * As an alternative for this app, you could also change the callback
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162 * to write silence for a call or two before flipping global_done_flag.
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163 */
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164 SDL_Delay(2 * 1000 * data.devformat.samples / data.devformat.freq);
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165
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166 /* if there was an error, tell the user. */
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167 if (data.sample->flags & SOUND_SAMPLEFLAG_ERROR)
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168 fprintf(stderr, "Error decoding file: %s\n", Sound_GetError());
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169
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170 Sound_FreeSample(data.sample); /* clean up SDL_Sound resources... */
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171 SDL_CloseAudio(); /* will reopen with next file's format. */
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172 } /* playOneSoundFile */
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173
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174
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175 int main(int argc, char **argv)
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176 {
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177 int i;
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178
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179 if (!Sound_Init()) /* this calls SDL_Init(SDL_INIT_AUDIO) ... */
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180 {
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181 fprintf(stderr, "Sound_Init() failed: %s.\n", Sound_GetError());
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182 SDL_Quit();
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183 return(42);
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184 } /* if */
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185
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186 for (i = 1; i < argc; i++) /* each arg is an audio file to play. */
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187 playOneSoundFile(argv[i]);
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188
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189 /* Shutdown the libraries... */
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190 Sound_Quit();
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191 SDL_Quit();
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192 return(0);
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193 } /* main */
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194
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195 /* end of playsound-simple.c ... */
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196