Mercurial > sdl-ios-xcode
view test/loopwave.c @ 773:da0a2ad35bf4
Date: Sun, 4 Jan 2004 23:48:19 +0100
From: Max Horn
Subject: Re: Again Audio CD patch
Am 04.01.2004 um 22:38 schrieb Sam Lantinga:
>
> Okay, I fixed the buffering problems by simply using a 4 second buffer
> instead of a 1 second buffer. However, using your code I can't play an
> entire CD - the playback stops after the first song.
>
Found the problem: FSReadFork returns eofErr when the file is finished.
However, we check its return value for errors, and if anything but
noErr occurs, the reader thread aborts its current iteration. That is
bad, because it aborts before it can ever set the flag which tells that
the file is over (also, any remaining data which FSRead did return is
lost - so you'd not hear about to 4 seconds from the end of the file.
Furthermore, the computed data size was 8 bytes to high (I forgot to
account for the fact that the size of an (A)IFF chunk always contains
the chunk header & size fields, too). This is enough to make it work.
However, the end condition is rather fragile, so I tuned some other
things to be pessimistic (check for <= 0 instead of == 0, when eofErr
is encountered enforce mReadFilePosition == mFileLength). You never
know...
The attached patch fixes the issue for me.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 05 Jan 2004 00:57:51 +0000 |
parents | 74212992fb08 |
children | be9c9c8f6d53 |
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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 <stdio.h> #include <stdlib.h> #include <signal.h> #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; void 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[]) { char name[32]; /* Load the SDL library */ if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError()); exit(1); } atexit(SDL_Quit); if ( argv[1] == NULL ) { fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]); exit(1); } /* 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()); exit(1); } wave.spec.callback = fillerup; /* Set the signals */ #ifdef SIGHUP signal(SIGHUP, poked); #endif signal(SIGINT, poked); #ifdef SIGQUIT signal(SIGQUIT, poked); #endif signal(SIGTERM, poked); /* Initialize fillerup() variables */ if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) { fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); SDL_FreeWAV(wave.sound); exit(2); } SDL_PauseAudio(0); /* Let the audio run */ printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32)); while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) ) SDL_Delay(1000); /* Clean up on signal */ SDL_CloseAudio(); SDL_FreeWAV(wave.sound); return(0); }