annotate test/loopwave.c @ 4211:3ce5bfddbaf6 SDL-1.2

Fixed bug #572 Please merge this patch for the PA driver in SDL. http://0pointer.de/public/sdl-pulse-rework.patch This patch: - fixes buffering (i.e. reduces number of "fragments" to 2, doesn't defer filling up of the buffer until the entire buffer ran completely empty.) - drops $PASERVER and $PADEVICE env var support, since this is a duplication of $PULSE_SERVER and $PULSE_SINK which the PA libs honor anyway. This fixes the sound issues in all games I tested.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 21 Sep 2009 08:03:00 +0000
parents e905bb5d9bc3
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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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9 #include <stdio.h>
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10 #include <stdlib.h>
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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 SDL_AudioSpec spec;
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21 Uint8 *sound; /* Pointer to wave data */
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22 Uint32 soundlen; /* Length of wave data */
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23 int soundpos; /* Current play position */
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24 } wave;
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25
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27 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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28 static void quit(int rc)
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29 {
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30 SDL_Quit();
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31 exit(rc);
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32 }
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34
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35 void SDLCALL fillerup(void *unused, Uint8 *stream, int len)
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36 {
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37 Uint8 *waveptr;
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38 int waveleft;
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39
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40 /* Set up the pointers */
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41 waveptr = wave.sound + wave.soundpos;
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42 waveleft = wave.soundlen - wave.soundpos;
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43
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44 /* Go! */
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45 while ( waveleft <= len ) {
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46 SDL_memcpy(stream, waveptr, waveleft);
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47 stream += waveleft;
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48 len -= waveleft;
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49 waveptr = wave.sound;
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50 waveleft = wave.soundlen;
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51 wave.soundpos = 0;
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52 }
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53 SDL_memcpy(stream, waveptr, len);
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54 wave.soundpos += len;
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55 }
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56
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57 static int done = 0;
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58 void poked(int sig)
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59 {
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60 done = 1;
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61 }
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62
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63 int main(int argc, char *argv[])
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64 {
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65 char name[32];
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66
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67 /* Load the SDL library */
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68 if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
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69 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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70 return(1);
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71 }
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72 if ( argv[1] == NULL ) {
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73 argv[1] = "sample.wav";
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74 }
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75 /* Load the wave file into memory */
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76 if ( SDL_LoadWAV(argv[1],
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77 &wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
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78 fprintf(stderr, "Couldn't load %s: %s\n",
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79 argv[1], SDL_GetError());
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80 quit(1);
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81 }
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82
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83 wave.spec.callback = fillerup;
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84 #if HAVE_SIGNAL_H
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85 /* Set the signals */
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86 #ifdef SIGHUP
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87 signal(SIGHUP, poked);
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88 #endif
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89 signal(SIGINT, poked);
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90 #ifdef SIGQUIT
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91 signal(SIGQUIT, poked);
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92 #endif
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93 signal(SIGTERM, poked);
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94 #endif /* HAVE_SIGNAL_H */
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96 /* Initialize fillerup() variables */
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97 if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
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98 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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99 SDL_FreeWAV(wave.sound);
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100 quit(2);
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101 }
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102 SDL_PauseAudio(0);
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103
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104 /* Let the audio run */
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105 printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
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106 while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
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107 SDL_Delay(1000);
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108
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109 /* Clean up on signal */
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110 SDL_CloseAudio();
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111 SDL_FreeWAV(wave.sound);
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112 SDL_Quit();
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113 return(0);
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114 }