mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-22 10:40:56 +00:00
149 lines
3.7 KiB
C
149 lines
3.7 KiB
C
/*
|
|
Copyright (C) 1997-2018 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>
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#include <emscripten/emscripten.h>
|
|
#endif
|
|
|
|
#include "SDL.h"
|
|
|
|
#if HAVE_SIGNAL_H
|
|
#include <signal.h>
|
|
#endif
|
|
|
|
static struct
|
|
{
|
|
SDL_AudioSpec spec;
|
|
Uint8 *sound; /* Pointer to wave data */
|
|
Uint32 soundlen; /* Length of wave data */
|
|
} 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;
|
|
}
|
|
|
|
void
|
|
loop()
|
|
{
|
|
#ifdef __EMSCRIPTEN__
|
|
if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
/* 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());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
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);
|
|
|
|
done = 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. */
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
|
|
{
|
|
loop();
|
|
|
|
SDL_Delay(100); /* let it play for awhile. */
|
|
}
|
|
#endif
|
|
|
|
/* Clean up on signal */
|
|
SDL_CloseAudio();
|
|
SDL_FreeWAV(wave.sound);
|
|
SDL_Quit();
|
|
return 0;
|
|
}
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|