annotate test/loopwave.c @ 1660:8b9d79e7eacf SDL-1.3

Added API requested in bug #43: Added SDL_GetNumVideoDrivers() and SDL_GetVideoDriver(). Replaced SDL_VideoDriverName() with SDL_GetCurrentVideoDriver() Added SDL_GetNumAudioDrivers() and SDL_GetAudioDriver(). Replaced SDL_AudioDriverName() with SDL_GetCurrentAudioDriver()
author Sam Lantinga <slouken@libsdl.org>
date Sat, 20 May 2006 04:35:58 +0000
parents 14717b52abc0
children 782fd950bd46
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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 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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33
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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_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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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_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
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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 int i, n;
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66
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67 /* Print available audio drivers */
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68 n = SDL_GetNumAudioDrivers();
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69 if ( n == 0 ) {
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70 printf("No built-in audio drivers\n");
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71 } else {
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72 printf("Built-in audio drivers:");
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73 for ( i = 0; i < n; ++i ) {
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74 if ( i > 0 ) {
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75 printf(",");
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76 }
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77 printf(" %s", SDL_GetAudioDriver(i));
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78 }
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79 printf("\n");
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80 }
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81
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82 /* Load the SDL library */
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83 if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
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84 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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85 return(1);
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86 }
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87 if ( argv[1] == NULL ) {
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88 argv[1] = "sample.wav";
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89 }
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90 /* Load the wave file into memory */
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91 if ( SDL_LoadWAV(argv[1],
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92 &wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
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93 fprintf(stderr, "Couldn't load %s: %s\n",
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94 argv[1], SDL_GetError());
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95 quit(1);
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96 }
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97
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98 wave.spec.callback = fillerup;
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99 #if HAVE_SIGNAL_H
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100 /* Set the signals */
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101 #ifdef SIGHUP
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102 signal(SIGHUP, poked);
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103 #endif
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104 signal(SIGINT, poked);
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105 #ifdef SIGQUIT
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106 signal(SIGQUIT, poked);
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107 #endif
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108 signal(SIGTERM, poked);
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109 #endif /* HAVE_SIGNAL_H */
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110
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111 /* Initialize fillerup() variables */
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112 if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
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113 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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114 SDL_FreeWAV(wave.sound);
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115 quit(2);
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116 }
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117 SDL_PauseAudio(0);
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118
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119 /* Let the audio run */
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120 printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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121 while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
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122 SDL_Delay(1000);
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123
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124 /* Clean up on signal */
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125 SDL_CloseAudio();
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126 SDL_FreeWAV(wave.sound);
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127 SDL_Quit();
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128 return(0);
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129 }