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Updated test program for Emscripten.
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philippwiesemann committed Mar 23, 2015
1 parent b42c259 commit 8a58e12
Showing 1 changed file with 34 additions and 10 deletions.
44 changes: 34 additions & 10 deletions test/loopwavequeue.c
Expand Up @@ -15,6 +15,10 @@
#include <stdio.h>
#include <stdlib.h>

#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif

#include "SDL.h"

#if HAVE_SIGNAL_H
Expand Down Expand Up @@ -45,6 +49,29 @@ poked(int sig)
done = 1;
}

void
loop()
{
#ifdef __EMSCRIPTEN__
if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) {
emscripten_cancel_main_loop();
}
else
#endif
{
/* The device from SDL_OpenAudio() is always device #1. */
const Uint32 queued = SDL_GetQueuedAudioSize(1);
SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
if (queued <= 8192) { /* time to requeue the whole thing? */
if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
} else {
SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
}
}
}
}

int
main(int argc, char *argv[])
{
Expand Down Expand Up @@ -96,25 +123,22 @@ main(int argc, char *argv[])
/* Let the audio run */
SDL_PauseAudio(0);

done = 0;

/* Note that we stuff the entire audio buffer into the queue in one
shot. Most apps would want to feed it a little at a time, as it
plays, but we're going for simplicity here. */

#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
{
/* The device from SDL_OpenAudio() is always device #1. */
const Uint32 queued = SDL_GetQueuedAudioSize(1);
SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
if (queued <= 8192) { /* time to requeue the whole thing? */
if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
} else {
SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
}
}
loop();

SDL_Delay(100); /* let it play for awhile. */
}
#endif

/* Clean up on signal */
SDL_CloseAudio();
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