view test/loopwave.c @ 4573:6399178be313

Completed work on X11_CreateTexture. Added lots of safety features. These include support for drawing a texture using the core protocol while other textures are drawn using Xrender if Xrender does not support the color format of the said texture or any other fault with Xrender.
author Sunny Sachanandani <sunnysachanandani@gmail.com>
date Fri, 28 May 2010 20:40:09 +0530
parents 6e70cf55a368
children
line wrap: on
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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);
}