1 /*
2   Copyright (C) 1997-2019 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
quit(int rc)38 quit(int rc)
39 {
40     SDL_Quit();
41     exit(rc);
42 }
43 
44 static int done = 0;
45 void
poked(int sig)46 poked(int sig)
47 {
48     done = 1;
49 }
50 
51 void
loop()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
main(int argc,char * argv[])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