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      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 }
    115