test/loopwavequeue.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 17 Aug 2014 10:10:41 -0700
changeset 9079 373df87521e5
parent 9012 aa058c87737b
child 9348 7bda52b051f9
permissions -rw-r--r--
Fixed bug 2688 - failure to build test/loopwavequeue.c on Linux
     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 #include "SDL.h"
    19 
    20 #if HAVE_SIGNAL_H
    21 #include <signal.h>
    22 #endif
    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: */