pcsx2/3rdparty/SDL-1.3.0-5387/test/loopwave.c

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/* 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[])
{
/* 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);
}
printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
/* Let the audio run */
SDL_PauseAudio(0);
while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
SDL_Delay(1000);
/* Clean up on signal */
SDL_CloseAudio();
SDL_FreeWAV(wave.sound);
SDL_Quit();
return (0);
}