Mercurial > SDL_sound_CoreAudio
view playsound/playsound_simple.c @ 591:8faf61a640f0 tip
Resynced fixes for unit conversion bugs in the Ogg Tremor decoder from SoundDecoder/ALmixer.
Ogg Vorbis uses seconds and we multiply by 1000 to convert to milliseconds. But Ogg Tremor already uses milliseconds but I was still multiplying by 1000.
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Thu, 25 Oct 2012 16:34:18 -0700 |
parents | 2e8907ff98e9 |
children |
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/* * SDL_sound -- An abstract sound format decoding API. * Copyright (C) 2001 Ryan C. Gordon. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ /** * This is just a simple "decode sound, play it through SDL" example. * The much more complex, fancy, and robust code is playsound.c. * * Please see the file LICENSE.txt in the source's root directory. * * This file written by Ryan C. Gordon. (icculus@icculus.org) */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include "SDL.h" #include "SDL_sound.h" /* global decoding state. */ typedef struct { Sound_Sample *sample; SDL_AudioSpec devformat; Uint8 *decoded_ptr; Uint32 decoded_bytes; } PlaysoundAudioCallbackData; /* * This variable is flipped to non-zero when the audio callback has * finished playing the whole file. */ static volatile int global_done_flag = 0; /* * The audio callback. SDL calls this frequently to feed the audio device. * We decode the audio file being played in here in small chunks and feed * the device as necessary. Other solutions may want to predecode more * (or all) of the file, since this needs to run fast and frequently, * but since we're only sitting here and waiting for the file to play, * the only real requirement is that we can decode a given audio file * faster than realtime, which isn't really a problem with any modern format * on even pretty old hardware at this point. */ static void audio_callback(void *userdata, Uint8 *stream, int len) { PlaysoundAudioCallbackData *data = (PlaysoundAudioCallbackData *) userdata; Sound_Sample *sample = data->sample; int bw = 0; /* bytes written to stream this time through the callback */ while (bw < len) { int cpysize; /* bytes to copy on this iteration of the loop. */ if (data->decoded_bytes == 0) /* need more data! */ { /* if there wasn't previously an error or EOF, read more. */ if ( ((sample->flags & SOUND_SAMPLEFLAG_ERROR) == 0) && ((sample->flags & SOUND_SAMPLEFLAG_EOF) == 0) ) { data->decoded_bytes = Sound_Decode(sample); data->decoded_ptr = sample->buffer; } /* if */ if (data->decoded_bytes == 0) { /* ...there isn't any more data to read! */ memset(stream + bw, '\0', len - bw); /* write silence. */ global_done_flag = 1; return; /* we're done playback, one way or another. */ } /* if */ } /* if */ /* we have data decoded and ready to write to the device... */ cpysize = len - bw; /* len - bw == amount device still wants. */ if (cpysize > data->decoded_bytes) cpysize = data->decoded_bytes; /* clamp to what we have left. */ /* if it's 0, next iteration will decode more or decide we're done. */ if (cpysize > 0) { /* write this iteration's data to the device. */ memcpy(stream + bw, (Uint8 *) data->decoded_ptr, cpysize); /* update state for next iteration or callback */ bw += cpysize; data->decoded_ptr += cpysize; data->decoded_bytes -= cpysize; } /* if */ } /* while */ } /* audio_callback */ static void playOneSoundFile(const char *fname) { PlaysoundAudioCallbackData data; memset(&data, '\0', sizeof (PlaysoundAudioCallbackData)); data.sample = Sound_NewSampleFromFile(fname, NULL, 65536); if (data.sample == NULL) { fprintf(stderr, "Couldn't load '%s': %s.\n", fname, Sound_GetError()); return; } /* if */ /* * Open device in format of the the sound to be played. * We open and close the device for each sound file, so that SDL * handles the data conversion to hardware format; this is the * easy way out, but isn't practical for most apps. Usually you'll * want to pick one format for all the data or one format for the * audio device and convert the data when needed. This is a more * complex issue than I can describe in a source code comment, though. */ data.devformat.freq = data.sample->actual.rate; data.devformat.format = data.sample->actual.format; data.devformat.channels = data.sample->actual.channels; data.devformat.samples = 4096; /* I just picked a largish number here. */ data.devformat.callback = audio_callback; data.devformat.userdata = &data; if (SDL_OpenAudio(&data.devformat, NULL) < 0) { fprintf(stderr, "Couldn't open audio device: %s.\n", SDL_GetError()); Sound_FreeSample(data.sample); return; } /* if */ printf("Now playing [%s]...\n", fname); SDL_PauseAudio(0); /* SDL audio device is "paused" right after opening. */ global_done_flag = 0; /* the audio callback will flip this flag. */ while (!global_done_flag) SDL_Delay(10); /* just wait for the audio callback to finish. */ /* at this point, we've played the entire audio file. */ SDL_PauseAudio(1); /* so stop the device. */ /* * Sleep two buffers' worth of audio before closing, in order * to allow the playback to finish. This isn't always enough; * perhaps SDL needs a way to explicitly wait for device drain? * Most apps don't have this issue, since they aren't explicitly * closing the device as soon as a sound file is done playback. * As an alternative for this app, you could also change the callback * to write silence for a call or two before flipping global_done_flag. */ SDL_Delay(2 * 1000 * data.devformat.samples / data.devformat.freq); /* if there was an error, tell the user. */ if (data.sample->flags & SOUND_SAMPLEFLAG_ERROR) fprintf(stderr, "Error decoding file: %s\n", Sound_GetError()); Sound_FreeSample(data.sample); /* clean up SDL_Sound resources... */ SDL_CloseAudio(); /* will reopen with next file's format. */ } /* playOneSoundFile */ int main(int argc, char **argv) { int i; if (!Sound_Init()) /* this calls SDL_Init(SDL_INIT_AUDIO) ... */ { fprintf(stderr, "Sound_Init() failed: %s.\n", Sound_GetError()); SDL_Quit(); return(42); } /* if */ for (i = 1; i < argc; i++) /* each arg is an audio file to play. */ playOneSoundFile(argv[i]); /* Shutdown the libraries... */ Sound_Quit(); SDL_Quit(); return(0); } /* main */ /* end of playsound-simple.c ... */