kivy-ios/sdl/sdl1.3/test/loopwave.c

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/*
Copyright (C) 1997-2011 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 */
/* loopwaves.c is much more robust in handling WAVE files --
This is only for simple WAVEs
*/
#include "SDL_config.h"
#include <stdio.h>
#include <stdlib.h>
#if HAVE_SIGNAL_H
#include <signal.h>
#endif
#include "SDL.h"
#include "SDL_audio.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);
}
void SDLCALL
fillerup(void *unused, Uint8 * stream, int len)
{
Uint8 *waveptr;
int waveleft;
/* Set up the pointers */
waveptr = wave.sound + wave.soundpos;
waveleft = wave.soundlen - wave.soundpos;
/* Go! */
while (waveleft <= len) {
SDL_memcpy(stream, waveptr, waveleft);
stream += waveleft;
len -= waveleft;
waveptr = wave.sound;
waveleft = wave.soundlen;
wave.soundpos = 0;
}
SDL_memcpy(stream, waveptr, len);
wave.soundpos += len;
}
static int done = 0;
void
poked(int sig)
{
done = 1;
}
int
main(int argc, char *argv[])
{
/* Load the SDL library */
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
return (1);
}
if (argv[1] == NULL) {
argv[1] = "sample.wav";
}
/* Load the wave file into memory */
if (SDL_LoadWAV(argv[1], &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
fprintf(stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError());
quit(1);
}
wave.spec.callback = fillerup;
#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) {
fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
SDL_FreeWAV(wave.sound);
quit(2);
}
printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
/* Let the audio run */
SDL_PauseAudio(0);
while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
SDL_Delay(1000);
/* Clean up on signal */
SDL_CloseAudio();
SDL_FreeWAV(wave.sound);
SDL_Quit();
return (0);
}