symbian-qemu-0.9.1-12/libsdl-trunk/test/loopwave.c
changeset 1 2fb8b9db1c86
equal deleted inserted replaced
0:ffa851df0825 1:2fb8b9db1c86
       
     1 
       
     2 /* Program to load a wave file and loop playing it using SDL sound */
       
     3 
       
     4 /* loopwaves.c is much more robust in handling WAVE files -- 
       
     5 	This is only for simple WAVEs
       
     6 */
       
     7 #include "SDL_config.h"
       
     8 
       
     9 #include <stdio.h>
       
    10 #include <stdlib.h>
       
    11 
       
    12 #if HAVE_SIGNAL_H
       
    13 #include <signal.h>
       
    14 #endif
       
    15 
       
    16 #include "SDL.h"
       
    17 #include "SDL_audio.h"
       
    18 
       
    19 struct {
       
    20 	SDL_AudioSpec spec;
       
    21 	Uint8   *sound;			/* Pointer to wave data */
       
    22 	Uint32   soundlen;		/* Length of wave data */
       
    23 	int      soundpos;		/* Current play position */
       
    24 } wave;
       
    25 
       
    26 
       
    27 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
       
    28 static void quit(int rc)
       
    29 {
       
    30 	SDL_Quit();
       
    31 	exit(rc);
       
    32 }
       
    33 
       
    34 
       
    35 void SDLCALL fillerup(void *unused, Uint8 *stream, int len)
       
    36 {
       
    37 	Uint8 *waveptr;
       
    38 	int    waveleft;
       
    39 
       
    40 	/* Set up the pointers */
       
    41 	waveptr = wave.sound + wave.soundpos;
       
    42 	waveleft = wave.soundlen - wave.soundpos;
       
    43 
       
    44 	/* Go! */
       
    45 	while ( waveleft <= len ) {
       
    46 		SDL_memcpy(stream, waveptr, waveleft);
       
    47 		stream += waveleft;
       
    48 		len -= waveleft;
       
    49 		waveptr = wave.sound;
       
    50 		waveleft = wave.soundlen;
       
    51 		wave.soundpos = 0;
       
    52 	}
       
    53 	SDL_memcpy(stream, waveptr, len);
       
    54 	wave.soundpos += len;
       
    55 }
       
    56 
       
    57 static int done = 0;
       
    58 void poked(int sig)
       
    59 {
       
    60 	done = 1;
       
    61 }
       
    62 
       
    63 int main(int argc, char *argv[])
       
    64 {
       
    65 	char name[32];
       
    66 
       
    67 	/* Load the SDL library */
       
    68 	if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
       
    69 		fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
       
    70 		return(1);
       
    71 	}
       
    72 	if ( argv[1] == NULL ) {
       
    73 		argv[1] = "sample.wav";
       
    74 	}
       
    75 	/* Load the wave file into memory */
       
    76 	if ( SDL_LoadWAV(argv[1],
       
    77 			&wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
       
    78 		fprintf(stderr, "Couldn't load %s: %s\n",
       
    79 						argv[1], SDL_GetError());
       
    80 		quit(1);
       
    81 	}
       
    82 
       
    83 	wave.spec.callback = fillerup;
       
    84 #if HAVE_SIGNAL_H
       
    85 	/* Set the signals */
       
    86 #ifdef SIGHUP
       
    87 	signal(SIGHUP, poked);
       
    88 #endif
       
    89 	signal(SIGINT, poked);
       
    90 #ifdef SIGQUIT
       
    91 	signal(SIGQUIT, poked);
       
    92 #endif
       
    93 	signal(SIGTERM, poked);
       
    94 #endif /* HAVE_SIGNAL_H */
       
    95 
       
    96 	/* Initialize fillerup() variables */
       
    97 	if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
       
    98 		fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
       
    99 		SDL_FreeWAV(wave.sound);
       
   100 		quit(2);
       
   101 	}
       
   102 	SDL_PauseAudio(0);
       
   103 
       
   104 	/* Let the audio run */
       
   105 	printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
       
   106 	while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
       
   107 		SDL_Delay(1000);
       
   108 
       
   109 	/* Clean up on signal */
       
   110 	SDL_CloseAudio();
       
   111 	SDL_FreeWAV(wave.sound);
       
   112 	SDL_Quit();
       
   113 	return(0);
       
   114 }