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-rw-r--r--distrib/sdl-1.2.15/test/loopwave.c114
1 files changed, 114 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/test/loopwave.c b/distrib/sdl-1.2.15/test/loopwave.c
new file mode 100644
index 0000000..e1df747
--- /dev/null
+++ b/distrib/sdl-1.2.15/test/loopwave.c
@@ -0,0 +1,114 @@
+
+/* Program to load a wave file and loop playing it using SDL sound */
+
+/* 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
+
+#include "SDL.h"
+#include "SDL_audio.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;
+}
+
+int main(int argc, char *argv[])
+{
+ char name[32];
+
+ /* Load the SDL library */
+ if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
+ fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
+ return(1);
+ }
+ if ( argv[1] == NULL ) {
+ argv[1] = "sample.wav";
+ }
+ /* Load the wave file into memory */
+ if ( SDL_LoadWAV(argv[1],
+ &wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
+ fprintf(stderr, "Couldn't load %s: %s\n",
+ argv[1], 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 */
+
+ /* Initialize fillerup() variables */
+ if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
+ fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
+ SDL_FreeWAV(wave.sound);
+ quit(2);
+ }
+ SDL_PauseAudio(0);
+
+ /* Let the audio run */
+ printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
+ while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
+ SDL_Delay(1000);
+
+ /* Clean up on signal */
+ SDL_CloseAudio();
+ SDL_FreeWAV(wave.sound);
+ SDL_Quit();
+ return(0);
+}