Mercurial > sdl-ios-xcode
annotate test/loopwave.c @ 4573:6399178be313
Completed work on X11_CreateTexture. Added lots of safety features.
These include support for drawing a texture using the core protocol
while other textures are drawn using Xrender if Xrender does not support
the color format of the said texture or any other fault with Xrender.
author | Sunny Sachanandani <sunnysachanandani@gmail.com> |
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date | Fri, 28 May 2010 20:40:09 +0530 |
parents | 6e70cf55a368 |
children |
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 |
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105 printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver()); |
0 | 106 |
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107 /* Let the audio run */ |
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108 SDL_PauseAudio(0); |
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109 while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) |
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110 SDL_Delay(1000); |
0 | 111 |
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112 /* Clean up on signal */ |
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113 SDL_CloseAudio(); |
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114 SDL_FreeWAV(wave.sound); |
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115 SDL_Quit(); |
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116 return (0); |
0 | 117 } |