annotate test/loopwave.c @ 5222:9c0593fa27d6

Create an OpenGL 1.1 context by default, if available. This is easier for people to set up and work with, and is more conformant to the way desktop OpenGL works.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 07 Feb 2011 09:23:01 -0800
parents 6e70cf55a368
children
rev   line source
0
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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 {
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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
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25 } wave;
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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)
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39 {
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40 Uint8 *waveptr;
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41 int waveleft;
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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;
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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;
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58 }
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59
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60 static int done = 0;
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61 void
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62 poked(int sig)
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63 {
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64 done = 1;
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65 }
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66
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67 int
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68 main(int argc, char *argv[])
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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 */
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88 #ifdef SIGHUP
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89 signal(SIGHUP, poked);
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90 #endif
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91 signal(SIGINT, poked);
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92 #ifdef SIGQUIT
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93 signal(SIGQUIT, poked);
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94 #endif
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95 signal(SIGTERM, poked);
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96 #endif /* HAVE_SIGNAL_H */
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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());
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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);
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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);
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117 }