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author Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:28:05 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:53:49 +0100
commitcf6dc7d370407914020f3e623719f09c8668c692 (patch)
tree46b3416d091b4c09b50fba7ffcbd310aed032cc8 /3rdparty/SDL2/test/loopwave.c
parent64135e73f973d9b95beb0c60b65feb34fbfec64a (diff)
Placed SDL2 source since we need it on some platforms (nw)
Diffstat (limited to '3rdparty/SDL2/test/loopwave.c')
-rw-r--r--3rdparty/SDL2/test/loopwave.c161
1 files changed, 161 insertions, 0 deletions
diff --git a/3rdparty/SDL2/test/loopwave.c b/3rdparty/SDL2/test/loopwave.c
new file mode 100644
index 00000000000..ec9f528191e
--- /dev/null
+++ b/3rdparty/SDL2/test/loopwave.c
@@ -0,0 +1,161 @@
+/*
+ Copyright (C) 1997-2016 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 "SDL_config.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#if HAVE_SIGNAL_H
+#include <signal.h>
+#endif
+
+#ifdef __EMSCRIPTEN__
+#include <emscripten/emscripten.h>
+#endif
+
+#include "SDL.h"
+
+struct
+{
+ SDL_AudioSpec spec;
+ Uint8 *sound; /* Pointer to wave data */
+ Uint32 soundlen; /* Length of wave data */
+ int soundpos; /* Current play position */
+} wave;
+
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+ SDL_Quit();
+ exit(rc);
+}
+
+
+void SDLCALL
+fillerup(void *unused, Uint8 * stream, int len)
+{
+ Uint8 *waveptr;
+ int waveleft;
+
+ /* Set up the pointers */
+ waveptr = wave.sound + wave.soundpos;
+ waveleft = wave.soundlen - wave.soundpos;
+
+ /* Go! */
+ while (waveleft <= len) {
+ SDL_memcpy(stream, waveptr, waveleft);
+ stream += waveleft;
+ len -= waveleft;
+ waveptr = wave.sound;
+ waveleft = wave.soundlen;
+ wave.soundpos = 0;
+ }
+ SDL_memcpy(stream, waveptr, len);
+ wave.soundpos += len;
+}
+
+static int done = 0;
+void
+poked(int sig)
+{
+ done = 1;
+}
+
+#ifdef __EMSCRIPTEN__
+void
+loop()
+{
+ if(done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING))
+ emscripten_cancel_main_loop();
+}
+#endif
+
+int
+main(int argc, char *argv[])
+{
+ int i;
+ char filename[4096];
+
+ /* 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);
+ }
+
+ if (argc > 1) {
+ SDL_strlcpy(filename, argv[1], sizeof(filename));
+ } else {
+ SDL_strlcpy(filename, "sample.wav", sizeof(filename));
+ }
+ /* 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 = fillerup;
+#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 */
+
+ /* 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));
+ }
+
+ /* 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);
+ }
+
+ SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
+
+ /* Let the audio run */
+ SDL_PauseAudio(0);
+
+#ifdef __EMSCRIPTEN__
+ emscripten_set_main_loop(loop, 0, 1);
+#else
+ while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
+ SDL_Delay(1000);
+#endif
+
+ /* Clean up on signal */
+ SDL_CloseAudio();
+ SDL_FreeWAV(wave.sound);
+ SDL_Quit();
+ return (0);
+}
+
+/* vi: set ts=4 sw=4 expandtab: */