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Corrected header file documentation comment.
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test/loopwavequeue.c
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127
test/loopwavequeue.c
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/*
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Program to load a wave file and loop playing it using SDL sound queueing */
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#include <stdio.h>
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#include <stdlib.h>
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#include "SDL.h"
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#if HAVE_SIGNAL_H
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#include <signal.h>
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#endif
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struct
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{
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SDL_AudioSpec spec;
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Uint8 *sound; /* Pointer to wave data */
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Uint32 soundlen; /* Length of wave data */
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int soundpos; /* Current play position */
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} wave;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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SDL_Quit();
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exit(rc);
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}
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static int done = 0;
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void
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poked(int sig)
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{
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done = 1;
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}
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int
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main(int argc, char *argv[])
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{
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int i;
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char filename[4096];
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Load the SDL library */
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if (SDL_Init(SDL_INIT_AUDIO) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return (1);
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}
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if (argc > 1) {
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SDL_strlcpy(filename, argv[1], sizeof(filename));
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} else {
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SDL_strlcpy(filename, "sample.wav", sizeof(filename));
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}
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/* Load the wave file into memory */
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if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError());
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quit(1);
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}
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wave.spec.callback = NULL; /* we'll push audio. */
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#if HAVE_SIGNAL_H
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/* Set the signals */
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#ifdef SIGHUP
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signal(SIGHUP, poked);
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#endif
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signal(SIGINT, poked);
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#ifdef SIGQUIT
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signal(SIGQUIT, poked);
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#endif
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signal(SIGTERM, poked);
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#endif /* HAVE_SIGNAL_H */
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/* Initialize fillerup() variables */
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if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
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SDL_FreeWAV(wave.sound);
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quit(2);
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}
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/*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/
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/* Let the audio run */
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SDL_PauseAudio(0);
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/* Note that we stuff the entire audio buffer into the queue in one
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shot. Most apps would want to feed it a little at a time, as it
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plays, but we're going for simplicity here. */
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while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
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{
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/* The device from SDL_OpenAudio() is always device #1. */
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const Uint32 queued = SDL_GetQueuedAudioSize(1);
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SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
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if (queued <= 8192) { /* time to requeue the whole thing? */
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if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
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SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
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} else {
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SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
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}
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}
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SDL_Delay(100); /* let it play for awhile. */
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}
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/* Clean up on signal */
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SDL_CloseAudio();
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SDL_FreeWAV(wave.sound);
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SDL_Quit();
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return 0;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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