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loopwave.c
117 lines (97 loc) · 2.5 KB
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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
*/
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#include "SDL_config.h"
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#include <stdio.h>
#include <stdlib.h>
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#if HAVE_SIGNAL_H
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#include <signal.h>
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#endif
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#include "SDL.h"
#include "SDL_audio.h"
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struct
{
SDL_AudioSpec spec;
Uint8 *sound; /* Pointer to wave data */
Uint32 soundlen; /* Length of wave data */
int soundpos; /* Current play position */
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} wave;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
quit(int rc)
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{
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SDL_Quit();
exit(rc);
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}
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void SDLCALL
fillerup(void *unused, Uint8 * stream, int len)
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{
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Uint8 *waveptr;
int waveleft;
/* Set up the pointers */
waveptr = wave.sound + wave.soundpos;
waveleft = wave.soundlen - wave.soundpos;
/* Go! */
while (waveleft <= len) {
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SDL_memcpy(stream, waveptr, waveleft);
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stream += waveleft;
len -= waveleft;
waveptr = wave.sound;
waveleft = wave.soundlen;
wave.soundpos = 0;
}
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SDL_memcpy(stream, waveptr, len);
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wave.soundpos += len;
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}
static int done = 0;
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void
poked(int sig)
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{
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done = 1;
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}
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int
main(int argc, char *argv[])
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{
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/* Load the SDL library */
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
return (1);
}
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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;
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#if HAVE_SIGNAL_H
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/* Set the signals */
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#ifdef SIGHUP
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signal(SIGHUP, poked);
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#endif
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signal(SIGINT, poked);
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#ifdef SIGQUIT
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signal(SIGQUIT, poked);
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#endif
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signal(SIGTERM, poked);
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#endif /* HAVE_SIGNAL_H */
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/* 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);
}
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printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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/* Let the audio run */
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SDL_PauseAudio(0);
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while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
SDL_Delay(1000);
/* Clean up on signal */
SDL_CloseAudio();
SDL_FreeWAV(wave.sound);
SDL_Quit();
return (0);
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}