Mercurial > SDL_sound_CoreAudio
annotate playsound/playsound_simple.c @ 495:d0d381a6f2bb stable-1.0
Look for modplug headers in both include path and include path + "libmodplug".
(thanks to Tyler for this one).
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Wed, 12 Oct 2005 22:13:34 +0000 |
parents | 1b91006ebfef |
children | 6455549cd562 |
rev | line source |
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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 "SDL.h" |
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30 #include "SDL_sound.h" |
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31 |
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32 /* global decoding state. */ |
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33 typedef struct |
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34 { |
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35 Sound_Sample *sample; |
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36 SDL_AudioSpec devformat; |
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37 Uint8 *decoded_ptr; |
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38 Uint32 decoded_bytes; |
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39 } PlaysoundAudioCallbackData; |
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40 |
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41 /* |
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42 * This variable is flipped to non-zero when the audio callback has |
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43 * finished playing the whole file. |
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44 */ |
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45 static volatile int global_done_flag = 0; |
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46 |
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47 |
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48 /* |
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49 * The audio callback. SDL calls this frequently to feed the audio device. |
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50 * We decode the audio file being played in here in small chunks and feed |
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51 * the device as necessary. Other solutions may want to predecode more |
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52 * (or all) of the file, since this needs to run fast and frequently, |
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53 * but since we're only sitting here and waiting for the file to play, |
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54 * the only real requirement is that we can decode a given audio file |
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55 * faster than realtime, which isn't really a problem with any modern format |
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56 * on even pretty old hardware at this point. |
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57 */ |
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58 static void audio_callback(void *userdata, Uint8 *stream, int len) |
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59 { |
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60 PlaysoundAudioCallbackData *data = (PlaysoundAudioCallbackData *) userdata; |
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61 Sound_Sample *sample = data->sample; |
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62 int bw = 0; /* bytes written to stream this time through the callback */ |
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63 |
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64 while (bw < len) |
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65 { |
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66 int cpysize; /* bytes to copy on this iteration of the loop. */ |
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67 |
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68 if (data->decoded_bytes == 0) /* need more data! */ |
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69 { |
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70 /* if there wasn't previously an error or EOF, read more. */ |
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71 if ( ((sample->flags & SOUND_SAMPLEFLAG_ERROR) == 0) && |
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72 ((sample->flags & SOUND_SAMPLEFLAG_EOF) == 0) ) |
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73 { |
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74 data->decoded_bytes = Sound_Decode(sample); |
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75 data->decoded_ptr = sample->buffer; |
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76 } /* if */ |
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77 |
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78 if (data->decoded_bytes == 0) |
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79 { |
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80 /* ...there isn't any more data to read! */ |
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81 memset(stream + bw, '\0', len - bw); /* write silence. */ |
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82 global_done_flag = 1; |
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83 return; /* we're done playback, one way or another. */ |
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84 } /* if */ |
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85 } /* if */ |
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86 |
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87 /* we have data decoded and ready to write to the device... */ |
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88 cpysize = len - bw; /* len - bw == amount device still wants. */ |
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89 if (cpysize > data->decoded_bytes) |
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90 cpysize = data->decoded_bytes; /* clamp to what we have left. */ |
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91 |
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92 /* if it's 0, next iteration will decode more or decide we're done. */ |
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93 if (cpysize > 0) |
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94 { |
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95 /* write this iteration's data to the device. */ |
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96 memcpy(stream + bw, (Uint8 *) data->decoded_ptr, cpysize); |
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97 |
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98 /* update state for next iteration or callback */ |
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99 bw += cpysize; |
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100 data->decoded_ptr += cpysize; |
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101 data->decoded_bytes -= cpysize; |
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102 } /* if */ |
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103 } /* while */ |
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104 } /* audio_callback */ |
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105 |
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106 |
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107 |
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108 static void playOneSoundFile(const char *fname) |
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109 { |
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110 PlaysoundAudioCallbackData data; |
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111 |
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112 memset(&data, '\0', sizeof (PlaysoundAudioCallbackData)); |
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113 data.sample = Sound_NewSampleFromFile(fname, NULL, 65536); |
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114 if (data.sample == NULL) |
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115 { |
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116 fprintf(stderr, "Couldn't load '%s': %s.\n", fname, Sound_GetError()); |
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117 return; |
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118 } /* if */ |
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119 |
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120 /* |
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121 * Open device in format of the the sound to be played. |
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122 * We open and close the device for each sound file, so that SDL |
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123 * handles the data conversion to hardware format; this is the |
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124 * easy way out, but isn't practical for most apps. Usually you'll |
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125 * want to pick one format for all the data or one format for the |
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126 * audio device and convert the data when needed. This is a more |
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127 * complex issue than I can describe in a source code comment, though. |
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128 */ |
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129 data.devformat.freq = data.sample->actual.rate; |
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130 data.devformat.format = data.sample->actual.format; |
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131 data.devformat.channels = data.sample->actual.channels; |
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132 data.devformat.samples = 4096; /* I just picked a largish number here. */ |
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133 data.devformat.callback = audio_callback; |
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134 data.devformat.userdata = &data; |
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135 if (SDL_OpenAudio(&data.devformat, NULL) < 0) |
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136 { |
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137 fprintf(stderr, "Couldn't open audio device: %s.\n", SDL_GetError()); |
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138 Sound_FreeSample(data.sample); |
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139 return; |
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140 } /* if */ |
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141 |
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142 printf("Now playing [%s]...\n", fname); |
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143 SDL_PauseAudio(0); /* SDL audio device is "paused" right after opening. */ |
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144 |
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145 global_done_flag = 0; /* the audio callback will flip this flag. */ |
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146 while (!global_done_flag) |
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147 SDL_Delay(10); /* just wait for the audio callback to finish. */ |
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148 |
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149 /* at this point, we've played the entire audio file. */ |
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150 SDL_PauseAudio(1); /* so stop the device. */ |
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151 |
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152 /* |
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153 * Sleep two buffers' worth of audio before closing, in order |
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154 * to allow the playback to finish. This isn't always enough; |
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155 * perhaps SDL needs a way to explicitly wait for device drain? |
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156 * Most apps don't have this issue, since they aren't explicitly |
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157 * closing the device as soon as a sound file is done playback. |
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158 * As an alternative for this app, you could also change the callback |
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159 * to write silence for a call or two before flipping global_done_flag. |
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160 */ |
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161 SDL_Delay(2 * 1000 * data.devformat.samples / data.devformat.freq); |
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162 |
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163 /* if there was an error, tell the user. */ |
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164 if (data.sample->flags & SOUND_SAMPLEFLAG_ERROR) |
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165 fprintf(stderr, "Error decoding file: %s\n", Sound_GetError()); |
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166 |
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167 Sound_FreeSample(data.sample); /* clean up SDL_Sound resources... */ |
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168 SDL_CloseAudio(); /* will reopen with next file's format. */ |
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169 } /* playOneSoundFile */ |
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170 |
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171 |
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172 int main(int argc, char **argv) |
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173 { |
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174 int i; |
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175 |
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176 if (!Sound_Init()) /* this calls SDL_Init(SDL_INIT_AUDIO) ... */ |
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177 { |
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178 fprintf(stderr, "Sound_Init() failed: %s.\n", Sound_GetError()); |
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179 SDL_Quit(); |
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180 return(42); |
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181 } /* if */ |
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182 |
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183 for (i = 1; i < argc; i++) /* each arg is an audio file to play. */ |
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184 playOneSoundFile(argv[i]); |
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185 |
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186 /* Shutdown the libraries... */ |
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187 Sound_Quit(); |
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188 SDL_Quit(); |
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189 return(0); |
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190 } /* main */ |
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191 |
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192 /* end of playsound-simple.c ... */ |
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193 |