| | |
| | | /* |
| | | Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org> |
| | | Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
| | | |
| | | This software is provided 'as-is', without any express or implied |
| | | warranty. In no event will the authors be held liable for any damages |
| | |
| | | #include <stdio.h> |
| | | #include <stdlib.h> |
| | | |
| | | #ifdef __EMSCRIPTEN__ |
| | | #include <emscripten/emscripten.h> |
| | | #endif |
| | | |
| | | #include "SDL.h" |
| | | |
| | | #if HAVE_SIGNAL_H |
| | | #include <signal.h> |
| | | #endif |
| | | |
| | | struct |
| | | static struct |
| | | { |
| | | SDL_AudioSpec spec; |
| | | Uint8 *sound; /* Pointer to wave data */ |
| | | Uint32 soundlen; /* Length of wave data */ |
| | | int soundpos; /* Current play position */ |
| | | } wave; |
| | | |
| | | |
| | |
| | | done = 1; |
| | | } |
| | | |
| | | void |
| | | loop() |
| | | { |
| | | #ifdef __EMSCRIPTEN__ |
| | | if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) { |
| | | 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[]) |
| | | { |
| | | int i; |
| | | char filename[4096]; |
| | | |
| | | /* Enable standard application logging */ |
| | | SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
| | | /* Enable standard application logging */ |
| | | SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); |
| | | |
| | | /* Load the SDL library */ |
| | | if (SDL_Init(SDL_INIT_AUDIO) < 0) { |
| | |
| | | /* Let the audio run */ |
| | | SDL_PauseAudio(0); |
| | | |
| | | 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 |
| | | while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) |
| | | { |
| | | /* 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()); |
| | | } |
| | | } |
| | | loop(); |
| | | |
| | | SDL_Delay(100); /* let it play for awhile. */ |
| | | } |
| | | #endif |
| | | |
| | | /* Clean up on signal */ |
| | | SDL_CloseAudio(); |