SDL  2.0
loopwavequeue.c File Reference
#include <stdio.h>
#include <stdlib.h>
#include "SDL.h"
+ Include dependency graph for loopwavequeue.c:

Go to the source code of this file.

Functions

static void quit (int rc)
void poked (int sig)
void loop ()
int main (int argc, char *argv[])

Variables

struct {
   SDL_AudioSpec   spec
   Uint8 *   sound
   Uint32   soundlen
wave
static int done = 0

Function Documentation

void loop ( )

Definition at line 52 of file loopwavequeue.c.

References done, SDL_AUDIO_PLAYING, SDL_GetAudioStatus, SDL_GetError, SDL_GetQueuedAudioSize, SDL_Log, SDL_QueueAudio, and wave.

{
#ifdef __EMSCRIPTEN__
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[] 
)

Definition at line 75 of file loopwavequeue.c.

References done, sort_controllers::filename, loop(), NULL, poked(), quit(), SDL_AUDIO_PLAYING, SDL_CloseAudio, SDL_Delay, SDL_FreeWAV, SDL_GetAudioStatus, SDL_GetError, SDL_Init, SDL_INIT_AUDIO, SDL_LoadWAV, SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, SDL_LogError, SDL_LogSetPriority, SDL_OpenAudio, SDL_PauseAudio, SDL_Quit, SDL_strlcpy, and wave.

{
char filename[4096];
/* Enable standard application logging */
/* Load the SDL library */
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 */
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
{
loop();
SDL_Delay(100); /* let it play for awhile. */
}
#endif
/* Clean up on signal */
SDL_FreeWAV(wave.sound);
return 0;
}
void poked ( int  sig)

Definition at line 46 of file loopwavequeue.c.

References done.

Referenced by main().

{
done = 1;
}
static void quit ( int  rc)
static

Definition at line 38 of file loopwavequeue.c.

References SDL_Quit.

{
exit(rc);
}

Variable Documentation

int done = 0
static

Definition at line 44 of file loopwavequeue.c.

Uint8* sound

Definition at line 31 of file loopwavequeue.c.

Uint32 soundlen

Definition at line 32 of file loopwavequeue.c.

Definition at line 30 of file loopwavequeue.c.

struct { ... } wave

Referenced by loop(), and main().