annotate test/loopwave.c @ 1403:376665398b25

Catch the C++ and Objective C sources too...
author Sam Lantinga <slouken@libsdl.org>
date Tue, 21 Feb 2006 08:47:46 +0000
parents be9c9c8f6d53
children 0394f8ebc42d
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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
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23 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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24 static void quit(int rc)
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25 {
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26 SDL_Quit();
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27 exit(rc);
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28 }
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29
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30
0
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31 void fillerup(void *unused, Uint8 *stream, int len)
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32 {
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33 Uint8 *waveptr;
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34 int waveleft;
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35
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36 /* Set up the pointers */
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37 waveptr = wave.sound + wave.soundpos;
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38 waveleft = wave.soundlen - wave.soundpos;
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39
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40 /* Go! */
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41 while ( waveleft <= len ) {
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42 SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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43 stream += waveleft;
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44 len -= waveleft;
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45 waveptr = wave.sound;
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46 waveleft = wave.soundlen;
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47 wave.soundpos = 0;
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48 }
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49 SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
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50 wave.soundpos += len;
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51 }
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52
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53 static int done = 0;
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54 void poked(int sig)
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55 {
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56 done = 1;
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57 }
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58
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59 int main(int argc, char *argv[])
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60 {
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61 char name[32];
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62
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63 /* Load the SDL library */
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64 if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
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65 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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66 return(1);
0
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67 }
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68
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69 if ( argv[1] == NULL ) {
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70 fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]);
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71 quit(1);
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72 }
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73
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74 /* Load the wave file into memory */
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75 if ( SDL_LoadWAV(argv[1],
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76 &wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
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77 fprintf(stderr, "Couldn't load %s: %s\n",
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78 argv[1], SDL_GetError());
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79 quit(1);
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80 }
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81 wave.spec.callback = fillerup;
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82
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83 /* Set the signals */
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84 #ifdef SIGHUP
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85 signal(SIGHUP, poked);
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86 #endif
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87 signal(SIGINT, poked);
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88 #ifdef SIGQUIT
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89 signal(SIGQUIT, poked);
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90 #endif
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91 signal(SIGTERM, poked);
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92
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93 /* Initialize fillerup() variables */
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94 if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
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95 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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96 SDL_FreeWAV(wave.sound);
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97 quit(2);
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98 }
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99 SDL_PauseAudio(0);
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100
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101 /* Let the audio run */
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102 printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
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103 while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
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104 SDL_Delay(1000);
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105
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106 /* Clean up on signal */
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107 SDL_CloseAudio();
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108 SDL_FreeWAV(wave.sound);
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109 SDL_Quit();
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110 return(0);
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111 }