loopwavequeue.c (3805B)
1 /* 2 Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> 3 4 This software is provided 'as-is', without any express or implied 5 warranty. In no event will the authors be held liable for any damages 6 arising from the use of this software. 7 8 Permission is granted to anyone to use this software for any purpose, 9 including commercial applications, and to alter it and redistribute it 10 freely. 11 */ 12 13 /* Program to load a wave file and loop playing it using SDL sound queueing */ 14 15 #include <stdio.h> 16 #include <stdlib.h> 17 18 #ifdef __EMSCRIPTEN__ 19 #include <emscripten/emscripten.h> 20 #endif 21 22 #include "SDL.h" 23 24 #if HAVE_SIGNAL_H 25 #include <signal.h> 26 #endif 27 28 static struct 29 { 30 SDL_AudioSpec spec; 31 Uint8 *sound; /* Pointer to wave data */ 32 Uint32 soundlen; /* Length of wave data */ 33 } wave; 34 35 36 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 37 static void 38 quit(int rc) 39 { 40 SDL_Quit(); 41 exit(rc); 42 } 43 44 static int done = 0; 45 void 46 poked(int sig) 47 { 48 done = 1; 49 } 50 51 void 52 loop() 53 { 54 #ifdef __EMSCRIPTEN__ 55 if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) { 56 emscripten_cancel_main_loop(); 57 } 58 else 59 #endif 60 { 61 /* The device from SDL_OpenAudio() is always device #1. */ 62 const Uint32 queued = SDL_GetQueuedAudioSize(1); 63 SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued); 64 if (queued <= 8192) { /* time to requeue the whole thing? */ 65 if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) { 66 SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen); 67 } else { 68 SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError()); 69 } 70 } 71 } 72 } 73 74 int 75 main(int argc, char *argv[]) 76 { 77 char filename[4096]; 78 79 /* Enable standard application logging */ 80 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); 81 82 /* Load the SDL library */ 83 if (SDL_Init(SDL_INIT_AUDIO) < 0) { 84 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError()); 85 return (1); 86 } 87 88 if (argc > 1) { 89 SDL_strlcpy(filename, argv[1], sizeof(filename)); 90 } else { 91 SDL_strlcpy(filename, "sample.wav", sizeof(filename)); 92 } 93 /* Load the wave file into memory */ 94 if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) { 95 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError()); 96 quit(1); 97 } 98 99 wave.spec.callback = NULL; /* we'll push audio. */ 100 101 #if HAVE_SIGNAL_H 102 /* Set the signals */ 103 #ifdef SIGHUP 104 signal(SIGHUP, poked); 105 #endif 106 signal(SIGINT, poked); 107 #ifdef SIGQUIT 108 signal(SIGQUIT, poked); 109 #endif 110 signal(SIGTERM, poked); 111 #endif /* HAVE_SIGNAL_H */ 112 113 /* Initialize fillerup() variables */ 114 if (SDL_OpenAudio(&wave.spec, NULL) < 0) { 115 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError()); 116 SDL_FreeWAV(wave.sound); 117 quit(2); 118 } 119 120 /*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/ 121 122 /* Let the audio run */ 123 SDL_PauseAudio(0); 124 125 done = 0; 126 127 /* Note that we stuff the entire audio buffer into the queue in one 128 shot. Most apps would want to feed it a little at a time, as it 129 plays, but we're going for simplicity here. */ 130 131 #ifdef __EMSCRIPTEN__ 132 emscripten_set_main_loop(loop, 0, 1); 133 #else 134 while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) 135 { 136 loop(); 137 138 SDL_Delay(100); /* let it play for awhile. */ 139 } 140 #endif 141 142 /* Clean up on signal */ 143 SDL_CloseAudio(); 144 SDL_FreeWAV(wave.sound); 145 SDL_Quit(); 146 return 0; 147 } 148 149 /* vi: set ts=4 sw=4 expandtab: */