test/loopwavequeue.c
changeset 9012 aa058c87737b
child 9079 373df87521e5
equal deleted inserted replaced
9011:c3591f14ab7e 9012:aa058c87737b
       
     1 /*
       
     2   Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
       
     3 
       
     4   This software is provided 'as-is', without any express or implied
       
     5   warranty.  In no event will the authors be held liable for any damages
       
     6   arising from the use of this software.
       
     7 
       
     8   Permission is granted to anyone to use this software for any purpose,
       
     9   including commercial applications, and to alter it and redistribute it
       
    10   freely.
       
    11 */
       
    12 
       
    13 /* Program to load a wave file and loop playing it using SDL sound queueing */
       
    14 
       
    15 #include <stdio.h>
       
    16 #include <stdlib.h>
       
    17 
       
    18 #if HAVE_SIGNAL_H
       
    19 #include <signal.h>
       
    20 #endif
       
    21 
       
    22 #include "SDL.h"
       
    23 
       
    24 struct
       
    25 {
       
    26     SDL_AudioSpec spec;
       
    27     Uint8 *sound;               /* Pointer to wave data */
       
    28     Uint32 soundlen;            /* Length of wave data */
       
    29     int soundpos;               /* Current play position */
       
    30 } wave;
       
    31 
       
    32 
       
    33 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
       
    34 static void
       
    35 quit(int rc)
       
    36 {
       
    37     SDL_Quit();
       
    38     exit(rc);
       
    39 }
       
    40 
       
    41 static int done = 0;
       
    42 void
       
    43 poked(int sig)
       
    44 {
       
    45     done = 1;
       
    46 }
       
    47 
       
    48 int
       
    49 main(int argc, char *argv[])
       
    50 {
       
    51     int i;
       
    52     char filename[4096];
       
    53 
       
    54 	/* Enable standard application logging */
       
    55 	SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
       
    56 
       
    57     /* Load the SDL library */
       
    58     if (SDL_Init(SDL_INIT_AUDIO) < 0) {
       
    59         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
       
    60         return (1);
       
    61     }
       
    62 
       
    63     if (argc > 1) {
       
    64         SDL_strlcpy(filename, argv[1], sizeof(filename));
       
    65     } else {
       
    66         SDL_strlcpy(filename, "sample.wav", sizeof(filename));
       
    67     }
       
    68     /* Load the wave file into memory */
       
    69     if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
       
    70         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError());
       
    71         quit(1);
       
    72     }
       
    73 
       
    74     wave.spec.callback = NULL;  /* we'll push audio. */
       
    75 
       
    76 #if HAVE_SIGNAL_H
       
    77     /* Set the signals */
       
    78 #ifdef SIGHUP
       
    79     signal(SIGHUP, poked);
       
    80 #endif
       
    81     signal(SIGINT, poked);
       
    82 #ifdef SIGQUIT
       
    83     signal(SIGQUIT, poked);
       
    84 #endif
       
    85     signal(SIGTERM, poked);
       
    86 #endif /* HAVE_SIGNAL_H */
       
    87 
       
    88     /* Initialize fillerup() variables */
       
    89     if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
       
    90         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
       
    91         SDL_FreeWAV(wave.sound);
       
    92         quit(2);
       
    93     }
       
    94 
       
    95     /*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/
       
    96 
       
    97     /* Let the audio run */
       
    98     SDL_PauseAudio(0);
       
    99 
       
   100     /* Note that we stuff the entire audio buffer into the queue in one
       
   101        shot. Most apps would want to feed it a little at a time, as it
       
   102        plays, but we're going for simplicity here. */
       
   103     
       
   104     while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
       
   105     {
       
   106         /* The device from SDL_OpenAudio() is always device #1. */
       
   107         const Uint32 queued = SDL_GetQueuedAudioSize(1);
       
   108         SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
       
   109         if (queued <= 8192) {  /* time to requeue the whole thing? */
       
   110             if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
       
   111                 SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
       
   112             } else {
       
   113                 SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
       
   114             }
       
   115         }
       
   116 
       
   117         SDL_Delay(100);  /* let it play for awhile. */
       
   118     }
       
   119 
       
   120     /* Clean up on signal */
       
   121     SDL_CloseAudio();
       
   122     SDL_FreeWAV(wave.sound);
       
   123     SDL_Quit();
       
   124     return 0;
       
   125 }
       
   126 
       
   127 /* vi: set ts=4 sw=4 expandtab: */