diff options
author | 2016-02-27 16:28:05 +0100 | |
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committer | 2016-02-27 16:53:49 +0100 | |
commit | cf6dc7d370407914020f3e623719f09c8668c692 (patch) | |
tree | 46b3416d091b4c09b50fba7ffcbd310aed032cc8 /3rdparty/SDL2/test/loopwavequeue.c | |
parent | 64135e73f973d9b95beb0c60b65feb34fbfec64a (diff) |
Placed SDL2 source since we need it on some platforms (nw)
Diffstat (limited to '3rdparty/SDL2/test/loopwavequeue.c')
-rw-r--r-- | 3rdparty/SDL2/test/loopwavequeue.c | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/3rdparty/SDL2/test/loopwavequeue.c b/3rdparty/SDL2/test/loopwavequeue.c new file mode 100644 index 00000000000..85f5bd57934 --- /dev/null +++ b/3rdparty/SDL2/test/loopwavequeue.c @@ -0,0 +1,150 @@ +/* + 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 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 + +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); +} + +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[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 = 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_Quit(); + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */ |