slouken@0
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slouken@0
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/* Program to load a wave file and loop playing it using SDL sound */
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slouken@0
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3 |
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slouken@0
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4 |
/* loopwaves.c is much more robust in handling WAVE files --
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slouken@0
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This is only for simple WAVEs
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slouken@0
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*/
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slouken@1463
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#include "SDL_config.h"
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slouken@0
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slouken@0
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#include <stdio.h>
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slouken@0
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#include <stdlib.h>
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slouken@1463
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slouken@1463
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#if HAVE_SIGNAL_H
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slouken@0
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#include <signal.h>
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slouken@1463
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#endif
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slouken@0
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slouken@0
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#include "SDL.h"
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slouken@0
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#include "SDL_audio.h"
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slouken@0
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slouken@1662
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struct
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slouken@1662
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{
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slouken@1662
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SDL_AudioSpec spec;
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slouken@1662
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Uint8 *sound; /* Pointer to wave data */
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slouken@1662
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Uint32 soundlen; /* Length of wave data */
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slouken@1662
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int soundpos; /* Current play position */
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slouken@0
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} wave;
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slouken@0
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26 |
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icculus@1151
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icculus@1151
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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slouken@1662
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static void
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slouken@1662
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quit (int rc)
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icculus@1151
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{
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slouken@1662
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SDL_Quit ();
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slouken@1662
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exit (rc);
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icculus@1151
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}
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icculus@1151
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icculus@1151
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36 |
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slouken@1662
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void SDLCALL
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slouken@1662
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fillerup (void *unused, Uint8 * stream, int len)
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slouken@0
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{
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slouken@1662
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Uint8 *waveptr;
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slouken@1662
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int waveleft;
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slouken@0
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slouken@1662
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/* Set up the pointers */
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slouken@1662
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waveptr = wave.sound + wave.soundpos;
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slouken@1662
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waveleft = wave.soundlen - wave.soundpos;
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slouken@0
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slouken@1662
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/* Go! */
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slouken@1662
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while (waveleft <= len) {
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slouken@1662
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SDL_MixAudio (stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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slouken@1662
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stream += waveleft;
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slouken@1662
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len -= waveleft;
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slouken@1662
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waveptr = wave.sound;
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slouken@1662
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waveleft = wave.soundlen;
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slouken@1662
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wave.soundpos = 0;
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slouken@1662
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}
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slouken@1662
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SDL_MixAudio (stream, waveptr, len, SDL_MIX_MAXVOLUME);
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slouken@1662
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wave.soundpos += len;
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slouken@0
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}
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slouken@0
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slouken@0
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static int done = 0;
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slouken@1662
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void
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slouken@1662
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poked (int sig)
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slouken@0
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{
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slouken@1662
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done = 1;
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slouken@0
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}
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slouken@0
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slouken@1662
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int
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slouken@1662
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main (int argc, char *argv[])
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slouken@0
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{
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slouken@1662
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int i, n;
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slouken@1660
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slouken@1662
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/* Print available audio drivers */
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slouken@1662
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n = SDL_GetNumAudioDrivers ();
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slouken@1662
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if (n == 0) {
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slouken@1662
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printf ("No built-in audio drivers\n");
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slouken@1662
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} else {
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slouken@1662
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printf ("Built-in audio drivers:");
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slouken@1662
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for (i = 0; i < n; ++i) {
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slouken@1662
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if (i > 0) {
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slouken@1662
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printf (",");
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slouken@1662
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}
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slouken@1662
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printf (" %s", SDL_GetAudioDriver (i));
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slouken@1662
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}
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slouken@1662
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printf ("\n");
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slouken@1662
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}
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slouken@0
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slouken@1662
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/* Load the SDL library */
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slouken@1662
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if (SDL_Init (SDL_INIT_AUDIO) < 0) {
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slouken@1662
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fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
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slouken@1662
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return (1);
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slouken@1662
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}
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slouken@1662
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if (argv[1] == NULL) {
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slouken@1662
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argv[1] = "sample.wav";
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slouken@1662
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}
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slouken@1662
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/* Load the wave file into memory */
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slouken@1662
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if (SDL_LoadWAV (argv[1],
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slouken@1662
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&wave.spec, &wave.sound, &wave.soundlen) == NULL) {
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slouken@1662
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fprintf (stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError ());
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slouken@1662
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quit (1);
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slouken@1662
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}
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slouken@1463
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slouken@1662
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wave.spec.callback = fillerup;
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slouken@1463
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#if HAVE_SIGNAL_H
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slouken@1662
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/* Set the signals */
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slouken@0
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#ifdef SIGHUP
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slouken@1662
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signal (SIGHUP, poked);
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slouken@0
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#endif
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slouken@1662
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signal (SIGINT, poked);
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slouken@0
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#ifdef SIGQUIT
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slouken@1662
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signal (SIGQUIT, poked);
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slouken@0
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#endif
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slouken@1662
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signal (SIGTERM, poked);
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slouken@1463
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#endif /* HAVE_SIGNAL_H */
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slouken@0
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slouken@1662
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/* Initialize fillerup() variables */
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slouken@1662
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if (SDL_OpenAudio (&wave.spec, NULL) < 0) {
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slouken@1662
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fprintf (stderr, "Couldn't open audio: %s\n", SDL_GetError ());
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slouken@1662
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SDL_FreeWAV (wave.sound);
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slouken@1662
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quit (2);
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slouken@1662
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}
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slouken@1662
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SDL_PauseAudio (0);
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slouken@0
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122 |
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slouken@1662
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/* Let the audio run */
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slouken@1662
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printf ("Using audio driver: %s\n", SDL_GetCurrentAudioDriver ());
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slouken@1662
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while (!done && (SDL_GetAudioStatus () == SDL_AUDIO_PLAYING))
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slouken@1662
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SDL_Delay (1000);
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slouken@0
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slouken@1662
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/* Clean up on signal */
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slouken@1662
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SDL_CloseAudio ();
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slouken@1662
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SDL_FreeWAV (wave.sound);
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slouken@1662
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SDL_Quit ();
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slouken@1662
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return (0);
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slouken@0
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133 |
}
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