Mercurial > sdl-ios-xcode
diff test/loopwave.c @ 0:74212992fb08
Initial revision
author | Sam Lantinga <slouken@lokigames.com> |
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date | Thu, 26 Apr 2001 16:45:43 +0000 |
parents | |
children | be9c9c8f6d53 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/test/loopwave.c Thu Apr 26 16:45:43 2001 +0000 @@ -0,0 +1,102 @@ + +/* Program to load a wave file and loop playing it using SDL sound */ + +/* loopwaves.c is much more robust in handling WAVE files -- + This is only for simple WAVEs +*/ + +#include <stdio.h> +#include <stdlib.h> +#include <signal.h> + +#include "SDL.h" +#include "SDL_audio.h" + +struct { + SDL_AudioSpec spec; + Uint8 *sound; /* Pointer to wave data */ + Uint32 soundlen; /* Length of wave data */ + int soundpos; /* Current play position */ +} wave; + +void fillerup(void *unused, Uint8 *stream, int len) +{ + Uint8 *waveptr; + int waveleft; + + /* Set up the pointers */ + waveptr = wave.sound + wave.soundpos; + waveleft = wave.soundlen - wave.soundpos; + + /* Go! */ + while ( waveleft <= len ) { + SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME); + stream += waveleft; + len -= waveleft; + waveptr = wave.sound; + waveleft = wave.soundlen; + wave.soundpos = 0; + } + SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME); + wave.soundpos += len; +} + +static int done = 0; +void poked(int sig) +{ + done = 1; +} + +int main(int argc, char *argv[]) +{ + char name[32]; + + /* Load the SDL library */ + if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) { + fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); + exit(1); + } + atexit(SDL_Quit); + + if ( argv[1] == NULL ) { + fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]); + exit(1); + } + + /* Load the wave file into memory */ + if ( SDL_LoadWAV(argv[1], + &wave.spec, &wave.sound, &wave.soundlen) == NULL ) { + fprintf(stderr, "Couldn't load %s: %s\n", + argv[1], SDL_GetError()); + exit(1); + } + wave.spec.callback = fillerup; + + /* Set the signals */ +#ifdef SIGHUP + signal(SIGHUP, poked); +#endif + signal(SIGINT, poked); +#ifdef SIGQUIT + signal(SIGQUIT, poked); +#endif + signal(SIGTERM, poked); + + /* Initialize fillerup() variables */ + if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) { + fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); + SDL_FreeWAV(wave.sound); + exit(2); + } + SDL_PauseAudio(0); + + /* Let the audio run */ + printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32)); + while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) ) + SDL_Delay(1000); + + /* Clean up on signal */ + SDL_CloseAudio(); + SDL_FreeWAV(wave.sound); + return(0); +}