Mercurial > sdl-ios-xcode
view test/loopwave.c @ 1662:782fd950bd46 SDL-1.3
Revamp of the video system in progress - adding support for multiple displays, multiple windows, and a full video mode selection API.
WARNING: None of the video drivers have been updated for the new API yet! The API is still under design and very fluid.
The code is now run through a consistent indent format:
indent -i4 -nut -nsc -br -ce
The headers are being converted to automatically generate doxygen documentation.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 28 May 2006 13:04:16 +0000 |
parents | 8b9d79e7eacf |
children | 4da1ee79c9af |
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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_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[]) { int i, n; /* Print available audio drivers */ n = SDL_GetNumAudioDrivers (); if (n == 0) { printf ("No built-in audio drivers\n"); } else { printf ("Built-in audio drivers:"); for (i = 0; i < n; ++i) { if (i > 0) { printf (","); } printf (" %s", SDL_GetAudioDriver (i)); } printf ("\n"); } /* 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 */ printf ("Using audio driver: %s\n", SDL_GetCurrentAudioDriver ()); while (!done && (SDL_GetAudioStatus () == SDL_AUDIO_PLAYING)) SDL_Delay (1000); /* Clean up on signal */ SDL_CloseAudio (); SDL_FreeWAV (wave.sound); SDL_Quit (); return (0); }