test/loopwavequeue.c
changeset 9012 aa058c87737b
child 9079 373df87521e5
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/test/loopwavequeue.c	Tue Jul 22 21:41:49 2014 -0400
@@ -0,0 +1,127 @@
+/*
+  Copyright (C) 1997-2014 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>
+
+#if HAVE_SIGNAL_H
+#include <signal.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);
+}
+
+static int done = 0;
+void
+poked(int sig)
+{
+    done = 1;
+}
+
+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 = 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);
+
+    /* 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. */
+    
+    while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
+    {
+        /* 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());
+            }
+        }
+
+        SDL_Delay(100);  /* let it play for awhile. */
+    }
+
+    /* Clean up on signal */
+    SDL_CloseAudio();
+    SDL_FreeWAV(wave.sound);
+    SDL_Quit();
+    return 0;
+}
+
+/* vi: set ts=4 sw=4 expandtab: */