--- /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: */