Mercurial > SDL_sound_CoreAudio
comparison playsound/playsound_simple.c @ 492:1b91006ebfef stable-1.0
Added playsound_simple.c, which is a better example
than the monster playsound.c.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sat, 01 Oct 2005 15:35:09 +0000 |
parents | |
children | 6455549cd562 |
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488:b8f694c12010 | 492:1b91006ebfef |
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1 /* | |
2 * SDL_sound -- An abstract sound format decoding API. | |
3 * Copyright (C) 2001 Ryan C. Gordon. | |
4 * | |
5 * This library is free software; you can redistribute it and/or | |
6 * modify it under the terms of the GNU Lesser General Public | |
7 * License as published by the Free Software Foundation; either | |
8 * version 2.1 of the License, or (at your option) any later version. | |
9 * | |
10 * This library is distributed in the hope that it will be useful, | |
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
13 * Lesser General Public License for more details. | |
14 * | |
15 * You should have received a copy of the GNU Lesser General Public | |
16 * License along with this library; if not, write to the Free Software | |
17 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
18 */ | |
19 | |
20 /** | |
21 * This is just a simple "decode sound, play it through SDL" example. | |
22 * The much more complex, fancy, and robust code is playsound.c. | |
23 * | |
24 * Please see the file COPYING in the source's root directory. | |
25 * | |
26 * This file written by Ryan C. Gordon. (icculus@clutteredmind.org) | |
27 */ | |
28 | |
29 #include "SDL.h" | |
30 #include "SDL_sound.h" | |
31 | |
32 /* global decoding state. */ | |
33 typedef struct | |
34 { | |
35 Sound_Sample *sample; | |
36 SDL_AudioSpec devformat; | |
37 Uint8 *decoded_ptr; | |
38 Uint32 decoded_bytes; | |
39 } PlaysoundAudioCallbackData; | |
40 | |
41 /* | |
42 * This variable is flipped to non-zero when the audio callback has | |
43 * finished playing the whole file. | |
44 */ | |
45 static volatile int global_done_flag = 0; | |
46 | |
47 | |
48 /* | |
49 * The audio callback. SDL calls this frequently to feed the audio device. | |
50 * We decode the audio file being played in here in small chunks and feed | |
51 * the device as necessary. Other solutions may want to predecode more | |
52 * (or all) of the file, since this needs to run fast and frequently, | |
53 * but since we're only sitting here and waiting for the file to play, | |
54 * the only real requirement is that we can decode a given audio file | |
55 * faster than realtime, which isn't really a problem with any modern format | |
56 * on even pretty old hardware at this point. | |
57 */ | |
58 static void audio_callback(void *userdata, Uint8 *stream, int len) | |
59 { | |
60 PlaysoundAudioCallbackData *data = (PlaysoundAudioCallbackData *) userdata; | |
61 Sound_Sample *sample = data->sample; | |
62 int bw = 0; /* bytes written to stream this time through the callback */ | |
63 | |
64 while (bw < len) | |
65 { | |
66 int cpysize; /* bytes to copy on this iteration of the loop. */ | |
67 | |
68 if (data->decoded_bytes == 0) /* need more data! */ | |
69 { | |
70 /* if there wasn't previously an error or EOF, read more. */ | |
71 if ( ((sample->flags & SOUND_SAMPLEFLAG_ERROR) == 0) && | |
72 ((sample->flags & SOUND_SAMPLEFLAG_EOF) == 0) ) | |
73 { | |
74 data->decoded_bytes = Sound_Decode(sample); | |
75 data->decoded_ptr = sample->buffer; | |
76 } /* if */ | |
77 | |
78 if (data->decoded_bytes == 0) | |
79 { | |
80 /* ...there isn't any more data to read! */ | |
81 memset(stream + bw, '\0', len - bw); /* write silence. */ | |
82 global_done_flag = 1; | |
83 return; /* we're done playback, one way or another. */ | |
84 } /* if */ | |
85 } /* if */ | |
86 | |
87 /* we have data decoded and ready to write to the device... */ | |
88 cpysize = len - bw; /* len - bw == amount device still wants. */ | |
89 if (cpysize > data->decoded_bytes) | |
90 cpysize = data->decoded_bytes; /* clamp to what we have left. */ | |
91 | |
92 /* if it's 0, next iteration will decode more or decide we're done. */ | |
93 if (cpysize > 0) | |
94 { | |
95 /* write this iteration's data to the device. */ | |
96 memcpy(stream + bw, (Uint8 *) data->decoded_ptr, cpysize); | |
97 | |
98 /* update state for next iteration or callback */ | |
99 bw += cpysize; | |
100 data->decoded_ptr += cpysize; | |
101 data->decoded_bytes -= cpysize; | |
102 } /* if */ | |
103 } /* while */ | |
104 } /* audio_callback */ | |
105 | |
106 | |
107 | |
108 static void playOneSoundFile(const char *fname) | |
109 { | |
110 PlaysoundAudioCallbackData data; | |
111 | |
112 memset(&data, '\0', sizeof (PlaysoundAudioCallbackData)); | |
113 data.sample = Sound_NewSampleFromFile(fname, NULL, 65536); | |
114 if (data.sample == NULL) | |
115 { | |
116 fprintf(stderr, "Couldn't load '%s': %s.\n", fname, Sound_GetError()); | |
117 return; | |
118 } /* if */ | |
119 | |
120 /* | |
121 * Open device in format of the the sound to be played. | |
122 * We open and close the device for each sound file, so that SDL | |
123 * handles the data conversion to hardware format; this is the | |
124 * easy way out, but isn't practical for most apps. Usually you'll | |
125 * want to pick one format for all the data or one format for the | |
126 * audio device and convert the data when needed. This is a more | |
127 * complex issue than I can describe in a source code comment, though. | |
128 */ | |
129 data.devformat.freq = data.sample->actual.rate; | |
130 data.devformat.format = data.sample->actual.format; | |
131 data.devformat.channels = data.sample->actual.channels; | |
132 data.devformat.samples = 4096; /* I just picked a largish number here. */ | |
133 data.devformat.callback = audio_callback; | |
134 data.devformat.userdata = &data; | |
135 if (SDL_OpenAudio(&data.devformat, NULL) < 0) | |
136 { | |
137 fprintf(stderr, "Couldn't open audio device: %s.\n", SDL_GetError()); | |
138 Sound_FreeSample(data.sample); | |
139 return; | |
140 } /* if */ | |
141 | |
142 printf("Now playing [%s]...\n", fname); | |
143 SDL_PauseAudio(0); /* SDL audio device is "paused" right after opening. */ | |
144 | |
145 global_done_flag = 0; /* the audio callback will flip this flag. */ | |
146 while (!global_done_flag) | |
147 SDL_Delay(10); /* just wait for the audio callback to finish. */ | |
148 | |
149 /* at this point, we've played the entire audio file. */ | |
150 SDL_PauseAudio(1); /* so stop the device. */ | |
151 | |
152 /* | |
153 * Sleep two buffers' worth of audio before closing, in order | |
154 * to allow the playback to finish. This isn't always enough; | |
155 * perhaps SDL needs a way to explicitly wait for device drain? | |
156 * Most apps don't have this issue, since they aren't explicitly | |
157 * closing the device as soon as a sound file is done playback. | |
158 * As an alternative for this app, you could also change the callback | |
159 * to write silence for a call or two before flipping global_done_flag. | |
160 */ | |
161 SDL_Delay(2 * 1000 * data.devformat.samples / data.devformat.freq); | |
162 | |
163 /* if there was an error, tell the user. */ | |
164 if (data.sample->flags & SOUND_SAMPLEFLAG_ERROR) | |
165 fprintf(stderr, "Error decoding file: %s\n", Sound_GetError()); | |
166 | |
167 Sound_FreeSample(data.sample); /* clean up SDL_Sound resources... */ | |
168 SDL_CloseAudio(); /* will reopen with next file's format. */ | |
169 } /* playOneSoundFile */ | |
170 | |
171 | |
172 int main(int argc, char **argv) | |
173 { | |
174 int i; | |
175 | |
176 if (!Sound_Init()) /* this calls SDL_Init(SDL_INIT_AUDIO) ... */ | |
177 { | |
178 fprintf(stderr, "Sound_Init() failed: %s.\n", Sound_GetError()); | |
179 SDL_Quit(); | |
180 return(42); | |
181 } /* if */ | |
182 | |
183 for (i = 1; i < argc; i++) /* each arg is an audio file to play. */ | |
184 playOneSoundFile(argv[i]); | |
185 | |
186 /* Shutdown the libraries... */ | |
187 Sound_Quit(); | |
188 SDL_Quit(); | |
189 return(0); | |
190 } /* main */ | |
191 | |
192 /* end of playsound-simple.c ... */ | |
193 |