Added audio device buffer queueing API.
--- a/.hgignore Sat Jul 26 16:52:26 2014 -0700
+++ b/.hgignore Tue Jul 22 21:41:49 2014 -0400
@@ -73,6 +73,7 @@
test/SDL2.dll
test/checkkeys
test/loopwave
+test/loopwavequeue
test/testatomic
test/testaudioinfo
test/testautomation
--- a/include/SDL_audio.h Sat Jul 26 16:52:26 2014 -0700
+++ b/include/SDL_audio.h Tue Jul 22 21:41:49 2014 -0400
@@ -155,6 +155,9 @@
*
* Once the callback returns, the buffer will no longer be valid.
* Stereo samples are stored in a LRLRLR ordering.
+ *
+ * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
+ * you like. Just open your audio device with a NULL callback.
*/
typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
int len);
@@ -171,8 +174,8 @@
Uint16 samples; /**< Audio buffer size in samples (power of 2) */
Uint16 padding; /**< Necessary for some compile environments */
Uint32 size; /**< Audio buffer size in bytes (calculated) */
- SDL_AudioCallback callback;
- void *userdata;
+ SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
+ void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
} SDL_AudioSpec;
@@ -273,9 +276,11 @@
* to the audio buffer, and the length in bytes of the audio buffer.
* This function usually runs in a separate thread, and so you should
* protect data structures that it accesses by calling SDL_LockAudio()
- * and SDL_UnlockAudio() in your code.
+ * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
+ * pointer here, and call SDL_QueueAudio() with some frequency, to queue
+ * more audio samples to be played.
* - \c desired->userdata is passed as the first parameter to your callback
- * function.
+ * function. If you passed a NULL callback, this value is ignored.
*
* The audio device starts out playing silence when it's opened, and should
* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
@@ -475,6 +480,100 @@
Uint32 len, int volume);
/**
+ * Queue more audio on non-callback devices.
+ *
+ * SDL offers two ways to feed audio to the device: you can either supply a
+ * callback that SDL triggers with some frequency to obtain more audio
+ * (pull method), or you can supply no callback, and then SDL will expect
+ * you to supply data at regular intervals (push method) with this function.
+ *
+ * There are no limits on the amount of data you can queue, short of
+ * exhaustion of address space. Queued data will drain to the device as
+ * necessary without further intervention from you. If the device needs
+ * audio but there is not enough queued, it will play silence to make up
+ * the difference. This means you will have skips in your audio playback
+ * if you aren't routinely queueing sufficient data.
+ *
+ * This function copies the supplied data, so you are safe to free it when
+ * the function returns. This function is thread-safe, but queueing to the
+ * same device from two threads at once does not promise which buffer will
+ * be queued first.
+ *
+ * You may not queue audio on a device that is using an application-supplied
+ * callback; doing so returns an error. You have to use the audio callback
+ * or queue audio with this function, but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before queueing; SDL
+ * handles locking internally for this function.
+ *
+ * \param dev The device ID to which we will queue audio.
+ * \param data The data to queue to the device for later playback.
+ * \param len The number of bytes (not samples!) to which (data) points.
+ * \return zero on success, -1 on error.
+ *
+ * \sa SDL_GetQueuedAudioSize
+ * \sa SDL_ClearQueuedAudio
+ */
+extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
+
+/**
+ * Get the number of bytes of still-queued audio.
+ *
+ * This is the number of bytes that have been queued for playback with
+ * SDL_QueueAudio(), but have not yet been sent to the hardware.
+ *
+ * Once we've sent it to the hardware, this function can not decide the exact
+ * byte boundary of what has been played. It's possible that we just gave the
+ * hardware several kilobytes right before you called this function, but it
+ * hasn't played any of it yet, or maybe half of it, etc.
+ *
+ * You may not queue audio on a device that is using an application-supplied
+ * callback; calling this function on such a device always returns 0.
+ * You have to use the audio callback or queue audio with SDL_QueueAudio(),
+ * but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before querying; SDL
+ * handles locking internally for this function.
+ *
+ * \param dev The device ID of which we will query queued audio size.
+ * \return Number of bytes (not samples!) of queued audio.
+ *
+ * \sa SDL_QueueAudio
+ * \sa SDL_ClearQueuedAudio
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
+
+/**
+ * Drop any queued audio data waiting to be sent to the hardware.
+ *
+ * Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
+ * the hardware will start playing silence if more audio isn't queued.
+ *
+ * This will not prevent playback of queued audio that's already been sent
+ * to the hardware, as we can not undo that, so expect there to be some
+ * fraction of a second of audio that might still be heard. This can be
+ * useful if you want to, say, drop any pending music during a level change
+ * in your game.
+ *
+ * You may not queue audio on a device that is using an application-supplied
+ * callback; calling this function on such a device is always a no-op.
+ * You have to use the audio callback or queue audio with SDL_QueueAudio(),
+ * but not both.
+ *
+ * You should not call SDL_LockAudio() on the device before clearing the
+ * queue; SDL handles locking internally for this function.
+ *
+ * This function always succeeds and thus returns void.
+ *
+ * \param dev The device ID of which to clear the audio queue.
+ *
+ * \sa SDL_QueueAudio
+ * \sa SDL_GetQueuedAudioSize
+ */
+extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
+
+
+/**
* \name Audio lock functions
*
* The lock manipulated by these functions protects the callback function.
--- a/src/audio/SDL_audio.c Sat Jul 26 16:52:26 2014 -0700
+++ b/src/audio/SDL_audio.c Tue Jul 22 21:41:49 2014 -0400
@@ -324,6 +324,181 @@
}
#endif
+
+/* buffer queueing support... */
+
+/* this expects that you managed thread safety elsewhere. */
+static void
+free_audio_queue(SDL_AudioBufferQueue *buffer)
+{
+ while (buffer) {
+ SDL_AudioBufferQueue *next = buffer->next;
+ SDL_free(buffer);
+ buffer = next;
+ }
+}
+
+static void SDLCALL
+SDL_BufferQueueDrainCallback(void *userdata, Uint8 *stream, int _len)
+{
+ /* this function always holds the mixer lock before being called. */
+ Uint32 len = (Uint32) _len;
+ SDL_AudioDevice *device = (SDL_AudioDevice *) userdata;
+ SDL_AudioBufferQueue *buffer;
+
+ SDL_assert(device != NULL); /* this shouldn't ever happen, right?! */
+ SDL_assert(_len >= 0); /* this shouldn't ever happen, right?! */
+
+ while ((len > 0) && ((buffer = device->buffer_queue_head) != NULL)) {
+ const Uint32 avail = buffer->datalen - buffer->startpos;
+ const Uint32 cpy = SDL_min(len, avail);
+ SDL_assert(device->queued_bytes >= avail);
+
+ SDL_memcpy(stream, buffer->data + buffer->startpos, cpy);
+ buffer->startpos += cpy;
+ stream += cpy;
+ device->queued_bytes -= cpy;
+ len -= cpy;
+
+ if (buffer->startpos == buffer->datalen) { /* packet is done, put it in the pool. */
+ device->buffer_queue_head = buffer->next;
+ SDL_assert((buffer->next != NULL) || (buffer == device->buffer_queue_tail));
+ buffer->next = device->buffer_queue_pool;
+ device->buffer_queue_pool = buffer;
+ }
+ }
+
+ SDL_assert((device->buffer_queue_head != NULL) == (device->queued_bytes != 0));
+
+ if (len > 0) { /* fill any remaining space in the stream with silence. */
+ SDL_assert(device->buffer_queue_head == NULL);
+ SDL_memset(stream, device->spec.silence, len);
+ }
+
+ if (device->buffer_queue_head == NULL) {
+ device->buffer_queue_tail = NULL; /* in case we drained the queue entirely. */
+ }
+}
+
+int
+SDL_QueueAudio(SDL_AudioDeviceID devid, const void *_data, Uint32 len)
+{
+ SDL_AudioDevice *device = get_audio_device(devid);
+ const Uint8 *data = (const Uint8 *) _data;
+ SDL_AudioBufferQueue *orighead;
+ SDL_AudioBufferQueue *origtail;
+ Uint32 origlen;
+ Uint32 datalen;
+
+ if (!device) {
+ return -1; /* get_audio_device() will have set the error state */
+ }
+
+ if (device->spec.callback != SDL_BufferQueueDrainCallback) {
+ return SDL_SetError("Audio device has a callback, queueing not allowed");
+ }
+
+ current_audio.impl.LockDevice(device);
+
+ orighead = device->buffer_queue_head;
+ origtail = device->buffer_queue_tail;
+ origlen = origtail ? origtail->datalen : 0;
+
+ while (len > 0) {
+ SDL_AudioBufferQueue *packet = device->buffer_queue_tail;
+ SDL_assert(!packet || (packet->datalen <= SDL_AUDIOBUFFERQUEUE_PACKETLEN));
+ if (!packet || (packet->datalen >= SDL_AUDIOBUFFERQUEUE_PACKETLEN)) {
+ /* tail packet missing or completely full; we need a new packet. */
+ packet = device->buffer_queue_pool;
+ if (packet != NULL) {
+ /* we have one available in the pool. */
+ device->buffer_queue_pool = packet->next;
+ } else {
+ /* Have to allocate a new one! */
+ packet = (SDL_AudioBufferQueue *) SDL_malloc(sizeof (SDL_AudioBufferQueue));
+ if (packet == NULL) {
+ /* uhoh, reset so we've queued nothing new, free what we can. */
+ if (!origtail) {
+ packet = device->buffer_queue_head; /* whole queue. */
+ } else {
+ packet = origtail->next; /* what we added to existing queue. */
+ origtail->next = NULL;
+ origtail->datalen = origlen;
+ }
+ device->buffer_queue_head = orighead;
+ device->buffer_queue_tail = origtail;
+ device->buffer_queue_pool = NULL;
+
+ current_audio.impl.UnlockDevice(device);
+
+ free_audio_queue(packet); /* give back what we can. */
+
+ return SDL_OutOfMemory();
+ }
+ }
+ packet->datalen = 0;
+ packet->startpos = 0;
+ packet->next = NULL;
+
+ SDL_assert((device->buffer_queue_head != NULL) == (device->queued_bytes != 0));
+ if (device->buffer_queue_tail == NULL) {
+ device->buffer_queue_head = packet;
+ } else {
+ device->buffer_queue_tail->next = packet;
+ }
+ device->buffer_queue_tail = packet;
+ }
+
+ datalen = SDL_min(len, SDL_AUDIOBUFFERQUEUE_PACKETLEN - packet->datalen);
+ SDL_memcpy(packet->data + packet->datalen, data, datalen);
+ data += datalen;
+ len -= datalen;
+ packet->datalen += datalen;
+ device->queued_bytes += datalen;
+ }
+
+ current_audio.impl.UnlockDevice(device);
+
+ return 0;
+}
+
+Uint32
+SDL_GetQueuedAudioSize(SDL_AudioDeviceID devid)
+{
+ /* this happens to work for non-queueing devices, since we memset()
+ the device to zero at init time, and these devices should return 0. */
+ Uint32 retval = 0;
+ SDL_AudioDevice *device = get_audio_device(devid);
+ if (device) {
+ current_audio.impl.LockDevice(device);
+ retval = device->queued_bytes;
+ current_audio.impl.UnlockDevice(device);
+ }
+
+ return retval;
+}
+
+void
+SDL_ClearQueuedAudio(SDL_AudioDeviceID devid)
+{
+ SDL_AudioDevice *device = get_audio_device(devid);
+ SDL_AudioBufferQueue *buffer = NULL;
+ if (!device) {
+ return; /* nothing to do. */
+ }
+
+ /* Blank out the device and release the mutex. Free it afterwards. */
+ current_audio.impl.LockDevice(device);
+ buffer = device->buffer_queue_head;
+ device->buffer_queue_tail = NULL;
+ device->buffer_queue_head = NULL;
+ device->queued_bytes = 0;
+ current_audio.impl.UnlockDevice(device);
+
+ free_audio_queue(buffer);
+}
+
+
#if defined(__ANDROID__)
#include <android/log.h>
#endif
@@ -800,6 +975,10 @@
current_audio.impl.CloseDevice(device);
device->opened = 0;
}
+
+ free_audio_queue(device->buffer_queue_head);
+ free_audio_queue(device->buffer_queue_pool);
+
SDL_FreeAudioMem(device);
}
@@ -814,11 +993,6 @@
{
SDL_memcpy(prepared, orig, sizeof(SDL_AudioSpec));
- if (orig->callback == NULL) {
- SDL_SetError("SDL_OpenAudio() passed a NULL callback");
- return 0;
- }
-
if (orig->freq == 0) {
const char *env = SDL_getenv("SDL_AUDIO_FREQUENCY");
if ((!env) || ((prepared->freq = SDL_atoi(env)) == 0)) {
@@ -871,7 +1045,6 @@
return 1;
}
-
static SDL_AudioDeviceID
open_audio_device(const char *devname, int iscapture,
const SDL_AudioSpec * desired, SDL_AudioSpec * obtained,
@@ -950,7 +1123,7 @@
SDL_OutOfMemory();
return 0;
}
- SDL_memset(device, '\0', sizeof(SDL_AudioDevice));
+ SDL_zerop(device);
device->spec = *obtained;
device->enabled = 1;
device->paused = 1;
@@ -968,8 +1141,9 @@
/* force a device detection if we haven't done one yet. */
if ( ((iscapture) && (current_audio.inputDevices == NULL)) ||
- ((!iscapture) && (current_audio.outputDevices == NULL)) )
+ ((!iscapture) && (current_audio.outputDevices == NULL)) ) {
SDL_GetNumAudioDevices(iscapture);
+ }
if (current_audio.impl.OpenDevice(device, devname, iscapture) < 0) {
close_audio_device(device);
@@ -1043,6 +1217,25 @@
}
}
+ if (device->spec.callback == NULL) { /* use buffer queueing? */
+ /* pool a few packets to start. Enough for two callbacks. */
+ const int packetlen = SDL_AUDIOBUFFERQUEUE_PACKETLEN;
+ const int wantbytes = ((device->convert.needed) ? device->convert.len : device->spec.size) * 2;
+ const int wantpackets = (wantbytes / packetlen) + ((wantbytes % packetlen) ? packetlen : 0);
+ for (i = 0; i < wantpackets; i++) {
+ SDL_AudioBufferQueue *packet = (SDL_AudioBufferQueue *) SDL_malloc(sizeof (SDL_AudioBufferQueue));
+ if (packet) { /* don't care if this fails, we'll deal later. */
+ packet->datalen = 0;
+ packet->startpos = 0;
+ packet->next = device->buffer_queue_pool;
+ device->buffer_queue_pool = packet;
+ }
+ }
+
+ device->spec.callback = SDL_BufferQueueDrainCallback;
+ device->spec.userdata = device;
+ }
+
/* Find an available device ID and store the structure... */
for (id = min_id - 1; id < SDL_arraysize(open_devices); id++) {
if (open_devices[id] == NULL) {
--- a/src/audio/SDL_sysaudio.h Sat Jul 26 16:52:26 2014 -0700
+++ b/src/audio/SDL_sysaudio.h Tue Jul 22 21:41:49 2014 -0400
@@ -33,6 +33,26 @@
/* Used by audio targets during DetectDevices() */
typedef void (*SDL_AddAudioDevice)(const char *name);
+/* This is the size of a packet when using SDL_QueueAudio(). We allocate
+ these as necessary and pool them, under the assumption that we'll
+ eventually end up with a handful that keep recycling, meeting whatever
+ the app needs. We keep packing data tightly as more arrives to avoid
+ wasting space, and if we get a giant block of data, we'll split them
+ into multiple packets behind the scenes. My expectation is that most
+ apps will have 2-3 of these in the pool. 8k should cover most needs, but
+ if this is crippling for some embedded system, we can #ifdef this.
+ The system preallocates enough packets for 2 callbacks' worth of data. */
+#define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
+
+/* Used by apps that queue audio instead of using the callback. */
+typedef struct SDL_AudioBufferQueue
+{
+ Uint8 data[SDL_AUDIOBUFFERQUEUE_PACKETLEN]; /* packet data. */
+ Uint32 datalen; /* bytes currently in use in this packet. */
+ Uint32 startpos; /* bytes currently consumed in this packet. */
+ struct SDL_AudioBufferQueue *next; /* next item in linked list. */
+} SDL_AudioBufferQueue;
+
typedef struct SDL_AudioDriverImpl
{
void (*DetectDevices) (int iscapture, SDL_AddAudioDevice addfn);
@@ -119,6 +139,12 @@
SDL_Thread *thread;
SDL_threadID threadid;
+ /* Queued buffers (if app not using callback). */
+ SDL_AudioBufferQueue *buffer_queue_head; /* device fed from here. */
+ SDL_AudioBufferQueue *buffer_queue_tail; /* queue fills to here. */
+ SDL_AudioBufferQueue *buffer_queue_pool; /* these are unused packets. */
+ Uint32 queued_bytes; /* number of bytes of audio data in the queue. */
+
/* * * */
/* Data private to this driver */
struct SDL_PrivateAudioData *hidden;
--- a/src/dynapi/SDL_dynapi_overrides.h Sat Jul 26 16:52:26 2014 -0700
+++ b/src/dynapi/SDL_dynapi_overrides.h Tue Jul 22 21:41:49 2014 -0400
@@ -588,3 +588,6 @@
#define SDL_SetWindowHitTest SDL_SetWindowHitTest_REAL
#define SDL_GetGlobalMouseState SDL_GetGlobalMouseState_REAL
#define SDL_HasAVX2 SDL_HasAVX2_REAL
+#define SDL_QueueAudio SDL_QueueAudio_REAL
+#define SDL_GetQueuedAudioSize SDL_GetQueuedAudioSize_REAL
+#define SDL_ClearQueuedAudio SDL_ClearQueuedAudio_REAL
--- a/src/dynapi/SDL_dynapi_procs.h Sat Jul 26 16:52:26 2014 -0700
+++ b/src/dynapi/SDL_dynapi_procs.h Tue Jul 22 21:41:49 2014 -0400
@@ -620,3 +620,6 @@
SDL_DYNAPI_PROC(int,SDL_SetWindowHitTest,(SDL_Window *a, SDL_HitTest b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(Uint32,SDL_GetGlobalMouseState,(int *a, int *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_HasAVX2,(void),(),return)
+SDL_DYNAPI_PROC(int,SDL_QueueAudio,(SDL_AudioDeviceID a, const void *b, Uint32 c),(a,b,c),return)
+SDL_DYNAPI_PROC(Uint32,SDL_GetQueuedAudioSize,(SDL_AudioDeviceID a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_ClearQueuedAudio,(SDL_AudioDeviceID a),(a),)
--- a/test/Makefile.in Sat Jul 26 16:52:26 2014 -0700
+++ b/test/Makefile.in Tue Jul 22 21:41:49 2014 -0400
@@ -10,6 +10,7 @@
TARGETS = \
checkkeys$(EXE) \
loopwave$(EXE) \
+ loopwavequeue$(EXE) \
testatomic$(EXE) \
testaudioinfo$(EXE) \
testautomation$(EXE) \
@@ -71,6 +72,9 @@
loopwave$(EXE): $(srcdir)/loopwave.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
+loopwavequeue$(EXE): $(srcdir)/loopwavequeue.c
+ $(CC) -o $@ $^ $(CFLAGS) $(LIBS)
+
testresample$(EXE): $(srcdir)/testresample.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
--- a/test/README Sat Jul 26 16:52:26 2014 -0700
+++ b/test/README Tue Jul 22 21:41:49 2014 -0400
@@ -3,6 +3,7 @@
checkkeys Watch the key events to check the keyboard
loopwave Audio test -- loop playing a WAV file
+ loopwavequeue Audio test -- loop playing a WAV file with SDL_QueueAudio
testaudioinfo Lists audio device capabilities
testcdrom Sample audio CD control program
testerror Tests multi-threaded error handling
--- /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: */