Mercurial > sdl-ios-xcode
annotate test/loopwave.c @ 2921:3c45e98e0547
Don't forget OpenGL 3.0 support
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 25 Dec 2008 05:39:54 +0000 |
parents | 8b76cc268771 |
children | aecbdf3362c3 |
rev | line source |
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0 | 1 |
2 /* Program to load a wave file and loop playing it using SDL sound */ | |
3 | |
4 /* loopwaves.c is much more robust in handling WAVE files -- | |
5 This is only for simple WAVEs | |
6 */ | |
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7 #include "SDL_config.h" |
0 | 8 |
9 #include <stdio.h> | |
10 #include <stdlib.h> | |
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11 |
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12 #if HAVE_SIGNAL_H |
0 | 13 #include <signal.h> |
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14 #endif |
0 | 15 |
16 #include "SDL.h" | |
17 #include "SDL_audio.h" | |
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 | 25 } wave; |
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) |
0 | 39 { |
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40 Uint8 *waveptr; |
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41 int waveleft; |
0 | 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; |
0 | 46 |
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47 /* Go! */ |
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48 while (waveleft <= len) { |
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49 SDL_memcpy(stream, waveptr, waveleft); |
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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_memcpy(stream, waveptr, len); |
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57 wave.soundpos += len; |
0 | 58 } |
59 | |
60 static int done = 0; | |
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61 void |
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62 poked(int sig) |
0 | 63 { |
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64 done = 1; |
0 | 65 } |
66 | |
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67 int |
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68 main(int argc, char *argv[]) |
0 | 69 { |
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70 /* Load the SDL library */ |
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71 if (SDL_Init(SDL_INIT_AUDIO) < 0) { |
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72 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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73 return (1); |
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74 } |
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75 |
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76 if (argv[1] == NULL) { |
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77 argv[1] = "sample.wav"; |
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78 } |
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79 /* Load the wave file into memory */ |
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80 if (SDL_LoadWAV(argv[1], &wave.spec, &wave.sound, &wave.soundlen) == NULL) { |
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81 fprintf(stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError()); |
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82 quit(1); |
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83 } |
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84 |
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85 wave.spec.callback = fillerup; |
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86 #if HAVE_SIGNAL_H |
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87 /* Set the signals */ |
0 | 88 #ifdef SIGHUP |
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89 signal(SIGHUP, poked); |
0 | 90 #endif |
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91 signal(SIGINT, poked); |
0 | 92 #ifdef SIGQUIT |
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93 signal(SIGQUIT, poked); |
0 | 94 #endif |
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95 signal(SIGTERM, poked); |
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96 #endif /* HAVE_SIGNAL_H */ |
0 | 97 |
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98 /* Initialize fillerup() variables */ |
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99 if (SDL_OpenAudio(&wave.spec, NULL) < 0) { |
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100 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); |
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101 SDL_FreeWAV(wave.sound); |
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102 quit(2); |
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103 } |
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104 SDL_PauseAudio(0); |
0 | 105 |
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106 /* Let the audio run */ |
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107 while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) |
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108 SDL_Delay(1000); |
0 | 109 |
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110 /* Clean up on signal */ |
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111 SDL_CloseAudio(); |
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112 SDL_FreeWAV(wave.sound); |
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113 SDL_Quit(); |
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114 return (0); |
0 | 115 } |