Mercurial > sdl-ios-xcode
view test/loopwave.c @ 3468:789b97008d8a
My first OpenGL shader! Momma will be so proud!
This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque.
The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 05:29:31 +0000 |
parents | dc6384958091 |
children | 6e70cf55a368 |
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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); } /* Right now we're using the 1.2 SDL_OpenAudio(), but if we move to the 1.3 device enumeration version, we shouldn't hardcore device id #1 for SDL_GetAudioDeviceName(), below. */ printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver()); printf("Using audio device: %s\n", SDL_GetAudioDeviceName(1, 0)); /* 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); }