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/* Program to load a wave file and loop playing it using SDL sound */
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/* loopwaves.c is much more robust in handling WAVE files --
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This is only for simple WAVEs
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <signal.h>
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#include "SDL.h"
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#include "SDL_audio.h"
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struct {
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SDL_AudioSpec spec;
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Uint8 *sound; /* Pointer to wave data */
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Uint32 soundlen; /* Length of wave data */
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int soundpos; /* Current play position */
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} wave;
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void fillerup(void *unused, Uint8 *stream, int len)
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{
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Uint8 *waveptr;
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int waveleft;
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/* Set up the pointers */
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waveptr = wave.sound + wave.soundpos;
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waveleft = wave.soundlen - wave.soundpos;
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/* Go! */
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while ( waveleft <= len ) {
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SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
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stream += waveleft;
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len -= waveleft;
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waveptr = wave.sound;
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waveleft = wave.soundlen;
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wave.soundpos = 0;
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}
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SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
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wave.soundpos += len;
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}
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static int done = 0;
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void poked(int sig)
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{
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done = 1;
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}
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int main(int argc, char *argv[])
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{
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char name[32];
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/* Load the SDL library */
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if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
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fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
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exit(1);
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}
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atexit(SDL_Quit);
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if ( argv[1] == NULL ) {
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fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]);
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exit(1);
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}
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/* Load the wave file into memory */
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if ( SDL_LoadWAV(argv[1],
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&wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
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fprintf(stderr, "Couldn't load %s: %s\n",
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argv[1], SDL_GetError());
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exit(1);
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}
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wave.spec.callback = fillerup;
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/* Set the signals */
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#ifdef SIGHUP
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signal(SIGHUP, poked);
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#endif
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signal(SIGINT, poked);
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#ifdef SIGQUIT
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signal(SIGQUIT, poked);
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#endif
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signal(SIGTERM, poked);
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/* Initialize fillerup() variables */
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if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
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fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
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SDL_FreeWAV(wave.sound);
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exit(2);
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}
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SDL_PauseAudio(0);
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/* Let the audio run */
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printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
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while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
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SDL_Delay(1000);
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/* Clean up on signal */
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SDL_CloseAudio();
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SDL_FreeWAV(wave.sound);
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return(0);
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}
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