Mercurial > sdl-ios-xcode
view test/loopwave.c @ 2763:6fc50bdd88c0
Some cleanups on the new XInput code.
One or two things got moved around, but largely this is hooked up correctly
in the Unix configure system now: it can be dynamically loaded and fallback
gracefully if not available, or libXi can be directly linked to libSDL.
XInput support can be --disable'd from the configure script, too (defaults to
enabled).
Please note that while the framework is in place to gracefully fallback, the
current state of the source requires XInput. We'll need to adjust a few
things still to correct this.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Wed, 17 Sep 2008 08:20:57 +0000 |
parents | 8b76cc268771 |
children | aecbdf3362c3 |
line wrap: on
line source
/* 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); } SDL_PauseAudio(0); /* Let the audio run */ while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) SDL_Delay(1000); /* Clean up on signal */ SDL_CloseAudio(); SDL_FreeWAV(wave.sound); SDL_Quit(); return (0); }