test/loopwave.c
changeset 3359 aecbdf3362c3
parent 2179 8b76cc268771
child 3360 dc6384958091
equal deleted inserted replaced
3358:1164528004ff 3359:aecbdf3362c3
    62 poked(int sig)
    62 poked(int sig)
    63 {
    63 {
    64     done = 1;
    64     done = 1;
    65 }
    65 }
    66 
    66 
       
    67 
       
    68 #define NAMESIZE 32
       
    69 
    67 int
    70 int
    68 main(int argc, char *argv[])
    71 main(int argc, char *argv[])
    69 {
    72 {
       
    73     char name[NAMESIZE];
       
    74 
    70     /* Load the SDL library */
    75     /* Load the SDL library */
    71     if (SDL_Init(SDL_INIT_AUDIO) < 0) {
    76     if (SDL_Init(SDL_INIT_AUDIO) < 0) {
    72         fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
    77         fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
    73         return (1);
    78         return (1);
    74     }
    79     }
    99     if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
   104     if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
   100         fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
   105         fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
   101         SDL_FreeWAV(wave.sound);
   106         SDL_FreeWAV(wave.sound);
   102         quit(2);
   107         quit(2);
   103     }
   108     }
   104     SDL_PauseAudio(0);
   109 
       
   110     /* Right now we're using the 1.2 SDL_OpenAudio(), but if we move to the
       
   111        1.3 device enumeration version, we shouldn't hardcore device id #1 for
       
   112        SDL_GetAudioDeviceName(), below. */
       
   113     printf("Using audio driver: %s\n", SDL_AudioDriverName(name, NAMESIZE));
       
   114     printf("Using audio device: %s\n", SDL_GetAudioDeviceName(1, 0));
   105 
   115 
   106     /* Let the audio run */
   116     /* Let the audio run */
       
   117     SDL_PauseAudio(0);
   107     while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
   118     while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
   108         SDL_Delay(1000);
   119         SDL_Delay(1000);
   109 
   120 
   110     /* Clean up on signal */
   121     /* Clean up on signal */
   111     SDL_CloseAudio();
   122     SDL_CloseAudio();