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1
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2 /* Program to load a wave file and loop playing it using SDL sound */
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3
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4 /* loopwaves.c is much more robust in handling WAVE files --
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5 This is only for simple WAVEs
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6 */
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7
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8 #include <stdio.h>
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9 #include <stdlib.h>
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10 #include <signal.h>
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11
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12 #include "SDL.h"
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13 #include "SDL_audio.h"
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14
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15 struct {
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16 SDL_AudioSpec spec;
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17 Uint8 *sound; /* Pointer to wave data */
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18 Uint32 soundlen; /* Length of wave data */
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19 int soundpos; /* Current play position */
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20 } wave;
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21
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22 void fillerup(void *unused, Uint8 *stream, int len)
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23 {
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24 Uint8 *waveptr;
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25 int waveleft;
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26
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27 /* Set up the pointers */
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28 waveptr = wave.sound + wave.soundpos;
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29 waveleft = wave.soundlen - wave.soundpos;
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30
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31 /* Go! */
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32 while ( waveleft <= len ) {
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33 SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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34 stream += waveleft;
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35 len -= waveleft;
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36 waveptr = wave.sound;
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37 waveleft = wave.soundlen;
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38 wave.soundpos = 0;
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39 }
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40 SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
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41 wave.soundpos += len;
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42 }
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43
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44 static int done = 0;
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45 void poked(int sig)
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46 {
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47 done = 1;
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48 }
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49
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50 int main(int argc, char *argv[])
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51 {
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52 char name[32];
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53
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54 /* Load the SDL library */
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55 if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
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56 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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57 exit(1);
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58 }
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59 atexit(SDL_Quit);
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60
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61 if ( argv[1] == NULL ) {
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62 fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]);
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63 exit(1);
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64 }
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65
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66 /* Load the wave file into memory */
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67 if ( SDL_LoadWAV(argv[1],
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68 &wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
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69 fprintf(stderr, "Couldn't load %s: %s\n",
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70 argv[1], SDL_GetError());
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71 exit(1);
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72 }
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73 wave.spec.callback = fillerup;
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74
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75 /* Set the signals */
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76 #ifdef SIGHUP
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77 signal(SIGHUP, poked);
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78 #endif
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79 signal(SIGINT, poked);
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80 #ifdef SIGQUIT
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81 signal(SIGQUIT, poked);
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82 #endif
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83 signal(SIGTERM, poked);
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84
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85 /* Initialize fillerup() variables */
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86 if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
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87 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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88 SDL_FreeWAV(wave.sound);
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89 exit(2);
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90 }
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91 SDL_PauseAudio(0);
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92
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93 /* Let the audio run */
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94 printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
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95 while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
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96 SDL_Delay(1000);
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97
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98 /* Clean up on signal */
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99 SDL_CloseAudio();
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100 SDL_FreeWAV(wave.sound);
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101 return(0);
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102 }
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