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149 lines
3.7 KiB
149 lines
3.7 KiB
/* |
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely. |
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*/ |
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/* Program to load a wave file and loop playing it using SDL sound queueing */ |
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#include <stdio.h> |
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#include <stdlib.h> |
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#ifdef __EMSCRIPTEN__ |
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#include <emscripten/emscripten.h> |
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#endif |
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#include "SDL.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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static struct |
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{ |
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SDL_AudioSpec spec; |
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Uint8 *sound; /* Pointer to wave data */ |
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Uint32 soundlen; /* Length of wave data */ |
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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 |
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quit(int rc) |
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{ |
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SDL_Quit(); |
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exit(rc); |
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} |
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static int done = 0; |
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void |
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poked(int sig) |
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{ |
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done = 1; |
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} |
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void |
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loop() |
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{ |
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#ifdef __EMSCRIPTEN__ |
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if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) { |
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emscripten_cancel_main_loop(); |
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} |
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else |
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#endif |
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{ |
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/* The device from SDL_OpenAudio() is always device #1. */ |
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const Uint32 queued = SDL_GetQueuedAudioSize(1); |
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SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued); |
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if (queued <= 8192) { /* time to requeue the whole thing? */ |
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if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) { |
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SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen); |
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} else { |
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SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError()); |
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} |
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} |
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} |
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} |
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int |
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main(int argc, char *argv[]) |
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{ |
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char filename[4096]; |
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/* Enable standard application logging */ |
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
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/* Load the SDL library */ |
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if (SDL_Init(SDL_INIT_AUDIO) < 0) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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return (1); |
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} |
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if (argc > 1) { |
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SDL_strlcpy(filename, argv[1], sizeof(filename)); |
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} else { |
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SDL_strlcpy(filename, "sample.wav", sizeof(filename)); |
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} |
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/* Load the wave file into memory */ |
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if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError()); |
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quit(1); |
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} |
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wave.spec.callback = NULL; /* we'll push audio. */ |
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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 */ |
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if (SDL_OpenAudio(&wave.spec, NULL) < 0) { |
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError()); |
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SDL_FreeWAV(wave.sound); |
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quit(2); |
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} |
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/*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/ |
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/* Let the audio run */ |
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SDL_PauseAudio(0); |
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done = 0; |
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/* Note that we stuff the entire audio buffer into the queue in one |
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shot. Most apps would want to feed it a little at a time, as it |
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plays, but we're going for simplicity here. */ |
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#ifdef __EMSCRIPTEN__ |
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emscripten_set_main_loop(loop, 0, 1); |
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#else |
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while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) |
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{ |
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loop(); |
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SDL_Delay(100); /* let it play for awhile. */ |
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} |
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#endif |
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/* Clean up on signal */ |
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SDL_CloseAudio(); |
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SDL_FreeWAV(wave.sound); |
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SDL_Quit(); |
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return 0; |
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} |
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/* vi: set ts=4 sw=4 expandtab: */
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