- Cleaned up a bunch of code

- Added 'feature' enable/disable so we're not running accel/sound/whatever in Java when we don't need to be
- More work on the sound system. But it still crashes pretty horribly, not sure why yet.
This commit is contained in:
Paul Hunkin 2010-07-27 21:21:24 +02:00
parent 9ac4bd2a17
commit ef47472280
8 changed files with 174 additions and 20 deletions

View file

@ -14,6 +14,8 @@
#include <stdlib.h>
#include <math.h>
#include <signal.h>
#include <android/log.h>
@ -353,6 +355,89 @@ int drawGLScene( GLvoid )
return( TRUE );
}
struct
{
SDL_AudioSpec spec;
Uint8 *sound; /* Pointer to wave data */
Uint32 soundlen; /* Length of wave data */
int soundpos; /* Current play position */
} wave;
void SDLCALL
fillerup(void *unused, Uint8 * stream, int len)
{
__android_log_print(ANDROID_LOG_INFO, "SDL","FILLERUP\n");
Uint8 *waveptr;
int waveleft;
/* Set up the pointers */
waveptr = wave.sound + wave.soundpos;
waveleft = wave.soundlen - wave.soundpos;
/* Go! */
while (waveleft <= len) {
SDL_memcpy(stream, waveptr, waveleft);
stream += waveleft;
len -= waveleft;
waveptr = wave.sound;
waveleft = wave.soundlen;
wave.soundpos = 0;
}
SDL_memcpy(stream, waveptr, len);
wave.soundpos += len;
}
void testAudio(){
const char *file = "/sdcard/sample.wav";
/* Load the SDL library */
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
__android_log_print(ANDROID_LOG_INFO, "SDL","Couldn't initialize SDL Audio: %s\n", SDL_GetError());
return;
}else{
__android_log_print(ANDROID_LOG_INFO, "SDL","Init audio ok\n");
}
/* Load the wave file into memory */
if (SDL_LoadWAV(file, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
__android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't load %s: %s\n", file, SDL_GetError());
return;
}
wave.spec.callback = fillerup;
__android_log_print(ANDROID_LOG_INFO, "SDL","Loaded: %d\n", wave.soundlen);
/* Initialize fillerup() variables */
if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
__android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't open audio: %s\n", SDL_GetError());
SDL_FreeWAV(wave.sound);
return;
}
__android_log_print(ANDROID_LOG_INFO, "SDL","Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
/* Let the audio run */
SDL_PauseAudio(0);
__android_log_print(ANDROID_LOG_INFO, "SDL","Playing\n");
while (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING){
//__android_log_print(ANDROID_LOG_INFO, "SDL","Still playing\n");
//SDL_Delay(100);
}
__android_log_print(ANDROID_LOG_INFO, "SDL","Closing down\n");
/* Clean up on signal */
SDL_CloseAudio();
SDL_FreeWAV(wave.sound);
}
int SDL_main( int argc, char **argv )
{
@ -425,13 +510,8 @@ int SDL_main( int argc, char **argv )
/* resize the initial window */
resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
/* Load the SDL library */
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
__android_log_print(ANDROID_LOG_INFO, "SDL","Couldn't initialize SDL Audio: %s\n", SDL_GetError());
return (1);
}else{
__android_log_print(ANDROID_LOG_INFO, "SDL","Init audio ok\n");
}
testAudio();
/* wait for events */