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AmigActive 13
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Programming
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SDL-Amiga
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demo
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loopwave.c
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C/C++ Source or Header
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2000-08-22
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/* Program to load a wave file and loop playing it using SDL sound */
/* loopwaves.c is much more robust in handling WAVE files --
This is only for simple WAVEs
*/
#include <stdio.h>
#include <stdlib.h>
#include <signal.h>
#include "mydebug.h"
#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 */
} wave;
int done;
void fillerup(void *unused, Uint8 *stream, int len)
{
Uint8 *waveptr;
int wavetoplay;
if( (wave.soundlen-wave.soundpos)<=0 )
{
D(bug("Playing finito!\n"));
done=1;
return;
}
/* Set up the pointers */
waveptr = wave.sound + wave.soundpos;
wavetoplay = (wave.soundlen - wave.soundpos)>len ? len : (wave.soundlen - wave.soundpos);
/* Go! */
D(bug("Mixxo %ld bytes, da %lx...\n",wavetoplay,waveptr));
SDL_MixAudio(stream, waveptr, wavetoplay, SDL_MIX_MAXVOLUME);
wave.soundpos += wavetoplay;
}
main(int argc, char *argv[])
{
/* Load the SDL library */
if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
exit(1);
}
atexit(SDL_Quit);
if ( argv[1] == NULL ) {
fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]);
exit(1);
}
/* 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());
exit(1);
}
D(bug("Suono wav: len:%ld data:%lx T:%lx Fq:%ld C:%d\n",wave.soundlen,wave.sound,wave.spec.format,wave.spec.freq,wave.spec.channels));
wave.spec.callback = fillerup;
/* Initialize fillerup() variables */
if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
SDL_FreeWAV(wave.sound);
exit(2);
}
D(bug("Avvio il playback...\n"));
SDL_PauseAudio(0);
/* Let the audio run */
while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
SDL_Delay(1000);
/* Clean up on signal */
SDL_CloseAudio();
SDL_FreeWAV(wave.sound);
exit(0);
}