SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401938
This commit is contained in:
Sam Lantinga 2006-07-10 21:04:37 +00:00
parent 91a32b77a2
commit 0f030a1802
686 changed files with 117556 additions and 98661 deletions

View file

@ -16,99 +16,117 @@
#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 */
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)
static void
quit(int rc)
{
SDL_Quit();
exit(rc);
SDL_Quit();
exit(rc);
}
void SDLCALL fillerup(void *unused, Uint8 *stream, int len)
void SDLCALL
fillerup(void *unused, Uint8 * stream, int len)
{
Uint8 *waveptr;
int waveleft;
Uint8 *waveptr;
int waveleft;
/* Set up the pointers */
waveptr = wave.sound + wave.soundpos;
waveleft = wave.soundlen - wave.soundpos;
/* Set up the pointers */
waveptr = wave.sound + wave.soundpos;
waveleft = wave.soundlen - wave.soundpos;
/* Go! */
while ( waveleft <= len ) {
SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
stream += waveleft;
len -= waveleft;
waveptr = wave.sound;
waveleft = wave.soundlen;
wave.soundpos = 0;
}
SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
wave.soundpos += len;
/* Go! */
while (waveleft <= len) {
SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);
stream += waveleft;
len -= waveleft;
waveptr = wave.sound;
waveleft = wave.soundlen;
wave.soundpos = 0;
}
SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);
wave.soundpos += len;
}
static int done = 0;
void poked(int sig)
void
poked(int sig)
{
done = 1;
done = 1;
}
int main(int argc, char *argv[])
int
main(int argc, char *argv[])
{
char name[32];
int i, n;
/* 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);
}
/* Print available audio drivers */
n = SDL_GetNumAudioDrivers();
if (n == 0) {
printf("No built-in audio drivers\n");
} else {
printf("Built-in audio drivers:");
for (i = 0; i < n; ++i) {
if (i > 0) {
printf(",");
}
printf(" %s", SDL_GetAudioDriver(i));
}
printf("\n");
}
wave.spec.callback = fillerup;
/* 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 */
/* Set the signals */
#ifdef SIGHUP
signal(SIGHUP, poked);
signal(SIGHUP, poked);
#endif
signal(SIGINT, poked);
signal(SIGINT, poked);
#ifdef SIGQUIT
signal(SIGQUIT, poked);
signal(SIGQUIT, poked);
#endif
signal(SIGTERM, poked);
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);
}
SDL_PauseAudio(0);
/* 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);
}
SDL_PauseAudio(0);
/* Let the audio run */
printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
SDL_Delay(1000);
/* Let the audio run */
printf("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
SDL_Delay(1000);
/* Clean up on signal */
SDL_CloseAudio();
SDL_FreeWAV(wave.sound);
SDL_Quit();
return(0);
/* Clean up on signal */
SDL_CloseAudio();
SDL_FreeWAV(wave.sound);
SDL_Quit();
return (0);
}