view test/loopwave.c @ 1675:d33dcfc3fde7 SDL-1.3

Overlay functions are being replaced by YUV textures. If the driver doesn't support YUV textures, they can be emulated by backing the texture with an RGB texture and using the software conversion routines. Note that it doesn't make sense to lock a portion of a YV12 texture, since you'd need to return three pixel pointers and pitch values instead of the one that's available through the API. I'm guessing that's one of the reasons DirectX 9 doesn't support this format at all.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 11 Jun 2006 07:30:16 +0000
parents 4da1ee79c9af
children
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_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);
}