annotate test/loopwave.c @ 1675:d33dcfc3fde7 SDL-1.3

Overlay functions are being replaced by YUV textures. If the driver doesn't support YUV textures, they can be emulated by backing the texture with an RGB texture and using the software conversion routines. Note that it doesn't make sense to lock a portion of a YV12 texture, since you'd need to return three pixel pointers and pitch values instead of the one that's available through the API. I'm guessing that's one of the reasons DirectX 9 doesn't support this format at all.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 11 Jun 2006 07:30:16 +0000
parents 4da1ee79c9af
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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 */
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25 } wave;
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26
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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_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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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_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
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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 int i, n;
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71
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72 /* Print available audio drivers */
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73 n = SDL_GetNumAudioDrivers();
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74 if (n == 0) {
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75 printf("No built-in audio drivers\n");
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76 } else {
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77 printf("Built-in audio drivers:");
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78 for (i = 0; i < n; ++i) {
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79 if (i > 0) {
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80 printf(",");
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81 }
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82 printf(" %s", SDL_GetAudioDriver(i));
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83 }
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84 printf("\n");
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85 }
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86
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87 /* Load the SDL library */
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88 if (SDL_Init(SDL_INIT_AUDIO) < 0) {
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89 fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
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90 return (1);
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91 }
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92 if (argv[1] == NULL) {
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93 argv[1] = "sample.wav";
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94 }
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95 /* Load the wave file into memory */
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96 if (SDL_LoadWAV(argv[1], &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
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97 fprintf(stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError());
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98 quit(1);
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99 }
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100
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101 wave.spec.callback = fillerup;
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102 #if HAVE_SIGNAL_H
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103 /* Set the signals */
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104 #ifdef SIGHUP
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105 signal(SIGHUP, poked);
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106 #endif
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107 signal(SIGINT, poked);
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108 #ifdef SIGQUIT
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109 signal(SIGQUIT, poked);
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110 #endif
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111 signal(SIGTERM, poked);
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112 #endif /* HAVE_SIGNAL_H */
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113
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114 /* Initialize fillerup() variables */
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115 if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
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116 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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117 SDL_FreeWAV(wave.sound);
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118 quit(2);
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119 }
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120 SDL_PauseAudio(0);
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121
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122 /* Let the audio run */
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123 printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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124 while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
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125 SDL_Delay(1000);
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126
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127 /* Clean up on signal */
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128 SDL_CloseAudio();
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129 SDL_FreeWAV(wave.sound);
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130 SDL_Quit();
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131 return (0);
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132 }