annotate test/loopwave.c @ 1905:36d52b1f0504

Prefer the D3D renderer over GDI, at least for testing. Added support for the SDL_VIDEO_RENDERER environment variable to pick the desired render driver. Implemented WritePixels support for the D3D renderer.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 14 Jul 2006 08:22:45 +0000
parents c121d94672cb
children 5f6550e5184f
rev   line source
0
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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 #include "SDL_config.h"
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8
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9 #include <stdio.h>
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10 #include <stdlib.h>
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11
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12 #if HAVE_SIGNAL_H
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13 #include <signal.h>
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14 #endif
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15
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16 #include "SDL.h"
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17 #include "SDL_audio.h"
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18
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19 struct
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20 {
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21 SDL_AudioSpec spec;
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22 Uint8 *sound; /* Pointer to wave data */
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23 Uint32 soundlen; /* Length of wave data */
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24 int soundpos; /* Current play position */
0
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25 } wave;
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26
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27
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28 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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29 static void
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30 quit(int rc)
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31 {
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32 SDL_Quit();
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33 exit(rc);
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34 }
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35
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36
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37 void SDLCALL
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38 fillerup(void *unused, Uint8 * stream, int len)
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39 {
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40 Uint8 *waveptr;
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41 int waveleft;
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42
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43 /* Set up the pointers */
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44 waveptr = wave.sound + wave.soundpos;
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45 waveleft = wave.soundlen - wave.soundpos;
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46
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47 /* Go! */
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48 while (waveleft <= len) {
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49 SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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50 stream += waveleft;
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51 len -= waveleft;
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52 waveptr = wave.sound;
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53 waveleft = wave.soundlen;
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54 wave.soundpos = 0;
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55 }
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56 SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
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57 wave.soundpos += len;
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58 }
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59
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60 static int done = 0;
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61 void
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62 poked(int sig)
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63 {
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64 done = 1;
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65 }
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66
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67 int
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68 main(int argc, char *argv[])
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69 {
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70 int i, n;
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71
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72 /* Print available audio drivers */
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73 n = SDL_GetNumAudioDrivers();
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74 if (n == 0) {
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75 printf("No built-in audio drivers\n");
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76 } else {
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77 printf("Built-in audio drivers:");
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78 for (i = 0; i < n; ++i) {
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79 if (i > 0) {
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80 printf(",");
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81 }
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82 printf(" %s", SDL_GetAudioDriver(i));
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83 }
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84 printf("\n");
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85 }
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86
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87 /* Load the SDL library */
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88 if (SDL_Init(SDL_INIT_AUDIO) < 0) {
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89 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
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90 return (1);
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91 }
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92 if (argv[1] == NULL) {
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93 argv[1] = "sample.wav";
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94 }
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95 /* Load the wave file into memory */
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96 if (SDL_LoadWAV(argv[1], &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
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97 fprintf(stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError());
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98 quit(1);
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99 }
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100
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101 wave.spec.callback = fillerup;
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102 #if HAVE_SIGNAL_H
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103 /* Set the signals */
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104 #ifdef SIGHUP
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105 signal(SIGHUP, poked);
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106 #endif
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107 signal(SIGINT, poked);
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108 #ifdef SIGQUIT
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109 signal(SIGQUIT, poked);
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110 #endif
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111 signal(SIGTERM, poked);
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112 #endif /* HAVE_SIGNAL_H */
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113
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114 /* Initialize fillerup() variables */
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115 if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
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116 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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117 SDL_FreeWAV(wave.sound);
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118 quit(2);
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119 }
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120 SDL_PauseAudio(0);
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121
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122 /* Let the audio run */
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123 printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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124 while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
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125 SDL_Delay(1000);
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126
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127 /* Clean up on signal */
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128 SDL_CloseAudio();
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129 SDL_FreeWAV(wave.sound);
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130 SDL_Quit();
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131 return (0);
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132 }