test/loopwave.c
author Ozkan Sezer <sezeroz@gmail.com>
Sun, 01 Jul 2018 09:50:47 +0300
branchSDL-1.2
changeset 12050 f68904a749c9
parent 4002 e905bb5d9bc3
permissions -rw-r--r--
make sure SDL_vsnprintf() nul terminates if it is using _vsnprintf

(bug #3769: backported commit 5e1341f8c467 for windows and watcom.)
     1 
     2 /* Program to load a wave file and loop playing it using SDL sound */
     3 
     4 /* loopwaves.c is much more robust in handling WAVE files -- 
     5 	This is only for simple WAVEs
     6 */
     7 #include "SDL_config.h"
     8 
     9 #include <stdio.h>
    10 #include <stdlib.h>
    11 
    12 #if HAVE_SIGNAL_H
    13 #include <signal.h>
    14 #endif
    15 
    16 #include "SDL.h"
    17 #include "SDL_audio.h"
    18 
    19 struct {
    20 	SDL_AudioSpec spec;
    21 	Uint8   *sound;			/* Pointer to wave data */
    22 	Uint32   soundlen;		/* Length of wave data */
    23 	int      soundpos;		/* Current play position */
    24 } wave;
    25 
    26 
    27 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    28 static void quit(int rc)
    29 {
    30 	SDL_Quit();
    31 	exit(rc);
    32 }
    33 
    34 
    35 void SDLCALL fillerup(void *unused, Uint8 *stream, int len)
    36 {
    37 	Uint8 *waveptr;
    38 	int    waveleft;
    39 
    40 	/* Set up the pointers */
    41 	waveptr = wave.sound + wave.soundpos;
    42 	waveleft = wave.soundlen - wave.soundpos;
    43 
    44 	/* Go! */
    45 	while ( waveleft <= len ) {
    46 		SDL_memcpy(stream, waveptr, waveleft);
    47 		stream += waveleft;
    48 		len -= waveleft;
    49 		waveptr = wave.sound;
    50 		waveleft = wave.soundlen;
    51 		wave.soundpos = 0;
    52 	}
    53 	SDL_memcpy(stream, waveptr, len);
    54 	wave.soundpos += len;
    55 }
    56 
    57 static int done = 0;
    58 void poked(int sig)
    59 {
    60 	done = 1;
    61 }
    62 
    63 int main(int argc, char *argv[])
    64 {
    65 	char name[32];
    66 
    67 	/* Load the SDL library */
    68 	if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
    69 		fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
    70 		return(1);
    71 	}
    72 	if ( argv[1] == NULL ) {
    73 		argv[1] = "sample.wav";
    74 	}
    75 	/* Load the wave file into memory */
    76 	if ( SDL_LoadWAV(argv[1],
    77 			&wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
    78 		fprintf(stderr, "Couldn't load %s: %s\n",
    79 						argv[1], SDL_GetError());
    80 		quit(1);
    81 	}
    82 
    83 	wave.spec.callback = fillerup;
    84 #if HAVE_SIGNAL_H
    85 	/* Set the signals */
    86 #ifdef SIGHUP
    87 	signal(SIGHUP, poked);
    88 #endif
    89 	signal(SIGINT, poked);
    90 #ifdef SIGQUIT
    91 	signal(SIGQUIT, poked);
    92 #endif
    93 	signal(SIGTERM, poked);
    94 #endif /* HAVE_SIGNAL_H */
    95 
    96 	/* Initialize fillerup() variables */
    97 	if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
    98 		fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
    99 		SDL_FreeWAV(wave.sound);
   100 		quit(2);
   101 	}
   102 	SDL_PauseAudio(0);
   103 
   104 	/* Let the audio run */
   105 	printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
   106 	while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
   107 		SDL_Delay(1000);
   108 
   109 	/* Clean up on signal */
   110 	SDL_CloseAudio();
   111 	SDL_FreeWAV(wave.sound);
   112 	SDL_Quit();
   113 	return(0);
   114 }