| /* |
| Copyright (C) 1997-2025 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 audio */ |
| |
| /* loopwaves.c is much more robust in handling WAVE files -- |
| This is only for simple WAVEs |
| */ |
| #include <stdlib.h> |
| |
| #define SDL_MAIN_USE_CALLBACKS 1 |
| #include <SDL3/SDL.h> |
| #include <SDL3/SDL_main.h> |
| #include <SDL3/SDL_test.h> |
| #include "testutils.h" |
| |
| static struct |
| { |
| SDL_AudioSpec spec; |
| Uint8 *sound; /* Pointer to wave data */ |
| Uint32 soundlen; /* Length of wave data */ |
| } wave; |
| |
| static SDL_AudioStream *stream; |
| static SDLTest_CommonState *state; |
| |
| static int fillerup(void) |
| { |
| const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2; |
| if (SDL_GetAudioStreamQueued(stream) < minimum) { |
| SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen); |
| } |
| return SDL_APP_CONTINUE; |
| } |
| |
| SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) |
| { |
| int i; |
| char *filename = NULL; |
| |
| /* this doesn't have to run very much, so give up tons of CPU time between iterations. */ |
| SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "5"); |
| |
| /* Initialize test framework */ |
| state = SDLTest_CommonCreateState(argv, 0); |
| if (!state) { |
| return SDL_APP_SUCCESS; |
| } |
| |
| /* Parse commandline */ |
| for (i = 1; i < argc;) { |
| int consumed; |
| |
| consumed = SDLTest_CommonArg(state, i); |
| if (!consumed) { |
| if (!filename) { |
| filename = argv[i]; |
| consumed = 1; |
| } |
| } |
| if (consumed <= 0) { |
| static const char *options[] = { "[sample.wav]", NULL }; |
| SDLTest_CommonLogUsage(state, argv[0], options); |
| exit(1); |
| } |
| |
| i += consumed; |
| } |
| |
| /* Load the SDL library */ |
| if (!SDL_Init(SDL_INIT_AUDIO | SDL_INIT_EVENTS)) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| filename = GetResourceFilename(filename, "sample.wav"); |
| |
| if (!filename) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| /* Load the wave file into memory */ |
| if (!SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen)) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", filename, SDL_GetError()); |
| SDL_free(filename); |
| return SDL_APP_FAILURE; |
| } |
| |
| SDL_free(filename); |
| |
| /* Show the list of available drivers */ |
| SDL_Log("Available audio drivers:"); |
| for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) { |
| SDL_Log("%i: %s", i, SDL_GetAudioDriver(i)); |
| } |
| |
| SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver()); |
| |
| stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &wave.spec, NULL, NULL); |
| if (!stream) { |
| SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| SDL_ResumeAudioStreamDevice(stream); |
| |
| return SDL_APP_CONTINUE; |
| } |
| |
| SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) |
| { |
| return (event->type == SDL_EVENT_QUIT) ? SDL_APP_SUCCESS : SDL_APP_CONTINUE; |
| } |
| |
| SDL_AppResult SDL_AppIterate(void *appstate) |
| { |
| return fillerup(); |
| } |
| |
| void SDL_AppQuit(void *appstate, SDL_AppResult result) |
| { |
| SDL_DestroyAudioStream(stream); |
| SDL_free(wave.sound); |
| SDL_Quit(); |
| SDLTest_CommonDestroyState(state); |
| } |
| |