view test/loopwave.c @ 4593:3892fe2f6537

Fixed so many things. See the changelog listed below. 1. Use SDL_X11_HAVE_XRENDER to check for RENDER at runtime. 2. Added lots of comments. 3. Added checks and lots of calls to SDL_SetError(). 4. Fixed X11_CreateTexture() so that the pixmap and image created are for the format specified by the user and not the window format. This is only for the RENDER case. 5. The above change required that functions to convert SDL pixel format enums to Visuals and XRenderPictFormats be added. 6. Fixed lots of 'style' issues.
author Sunny Sachanandani <sunnysachanandani@gmail.com>
date Sat, 17 Jul 2010 15:38:24 +0530
parents 6e70cf55a368
children
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/* 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 "SDL_config.h"

#include <stdio.h>
#include <stdlib.h>

#if HAVE_SIGNAL_H
#include <signal.h>
#endif

#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;


/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
    SDL_Quit();
    exit(rc);
}


void SDLCALL
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_memcpy(stream, waveptr, waveleft);
        stream += waveleft;
        len -= waveleft;
        waveptr = wave.sound;
        waveleft = wave.soundlen;
        wave.soundpos = 0;
    }
    SDL_memcpy(stream, waveptr, len);
    wave.soundpos += len;
}

static int done = 0;
void
poked(int sig)
{
    done = 1;
}

int
main(int argc, char *argv[])
{
    /* Load the SDL library */
    if (SDL_Init(SDL_INIT_AUDIO) < 0) {
        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
        return (1);
    }

    if (argv[1] == NULL) {
        argv[1] = "sample.wav";
    }
    /* 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());
        quit(1);
    }

    wave.spec.callback = fillerup;
#if HAVE_SIGNAL_H
    /* Set the signals */
#ifdef SIGHUP
    signal(SIGHUP, poked);
#endif
    signal(SIGINT, poked);
#ifdef SIGQUIT
    signal(SIGQUIT, poked);
#endif
    signal(SIGTERM, poked);
#endif /* HAVE_SIGNAL_H */

    /* Initialize fillerup() variables */
    if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
        fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
        SDL_FreeWAV(wave.sound);
        quit(2);
    }

    printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());

    /* Let the audio run */
    SDL_PauseAudio(0);
    while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
        SDL_Delay(1000);

    /* Clean up on signal */
    SDL_CloseAudio();
    SDL_FreeWAV(wave.sound);
    SDL_Quit();
    return (0);
}