| /* |
| Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely. |
| */ |
| |
| /* Program to load a wave file and loop playing it using SDL sound queueing */ |
| |
| #include <stdio.h> |
| #include <stdlib.h> |
| |
| #ifdef __EMSCRIPTEN__ |
| #include <emscripten/emscripten.h> |
| #endif |
| |
| #include "SDL.h" |
| |
| #if HAVE_SIGNAL_H |
| #include <signal.h> |
| #endif |
| |
| #include "testutils.h" |
| |
| static struct |
| { |
| SDL_AudioSpec spec; |
| Uint8 *sound; /* Pointer to wave data */ |
| Uint32 soundlen; /* Length of wave data */ |
| } wave; |
| |
| |
| /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
| static void |
| quit(int rc) |
| { |
| SDL_Quit(); |
| exit(rc); |
| } |
| |
| static int done = 0; |
| void |
| 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[]) |
| { |
| char *filename = NULL; |
| |
| /* Enable standard application logging */ |
| SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
| |
| /* Load the SDL library */ |
| if (SDL_Init(SDL_INIT_AUDIO) < 0) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); |
| return (1); |
| } |
| |
| filename = GetResourceFilename(argc > 1 ? argv[1] : NULL, "sample.wav"); |
| |
| if (filename == NULL) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError()); |
| quit(1); |
| } |
| |
| /* Load the wave file into memory */ |
| if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError()); |
| quit(1); |
| } |
| |
| wave.spec.callback = NULL; /* we'll push audio. */ |
| |
| #if HAVE_SIGNAL_H |
| /* Set the signals */ |
| #ifdef SIGHUP |
| signal(SIGHUP, poked); |
| #endif |
| signal(SIGINT, poked); |
| #ifdef SIGQUIT |
| signal(SIGQUIT, poked); |
| #endif |
| signal(SIGTERM, poked); |
| #endif /* HAVE_SIGNAL_H */ |
| |
| /* Initialize fillerup() variables */ |
| if (SDL_OpenAudio(&wave.spec, NULL) < 0) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError()); |
| SDL_FreeWAV(wave.sound); |
| quit(2); |
| } |
| |
| /*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/ |
| |
| /* 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)) |
| { |
| loop(); |
| |
| SDL_Delay(100); /* let it play for awhile. */ |
| } |
| #endif |
| |
| /* Clean up on signal */ |
| SDL_CloseAudio(); |
| SDL_FreeWAV(wave.sound); |
| SDL_free(filename); |
| SDL_Quit(); |
| return 0; |
| } |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |