1 | /* |
2 | Copyright (C) 1997-2021 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: */ |
150 | |