2 /* Program to load a wave file and loop playing it using SDL sound */
4 /* loopwaves.c is much more robust in handling WAVE files --
5 This is only for simple WAVEs
7 #include "SDL_config.h"
17 #include "SDL_audio.h"
21 Uint8 *sound; /* Pointer to wave data */
22 Uint32 soundlen; /* Length of wave data */
23 int soundpos; /* Current play position */
27 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
28 static void quit(int rc)
35 void SDLCALL fillerup(void *unused, Uint8 *stream, int len)
40 /* Set up the pointers */
41 waveptr = wave.sound + wave.soundpos;
42 waveleft = wave.soundlen - wave.soundpos;
45 while ( waveleft <= len ) {
46 SDL_memcpy(stream, waveptr, waveleft);
50 waveleft = wave.soundlen;
53 SDL_memcpy(stream, waveptr, len);
63 int main(int argc, char *argv[])
67 /* Load the SDL library */
68 if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {
69 fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
72 if ( argv[1] == NULL ) {
73 argv[1] = "sample.wav";
75 /* Load the wave file into memory */
76 if ( SDL_LoadWAV(argv[1],
77 &wave.spec, &wave.sound, &wave.soundlen) == NULL ) {
78 fprintf(stderr, "Couldn't load %s: %s\n",
79 argv[1], SDL_GetError());
83 wave.spec.callback = fillerup;
87 signal(SIGHUP, poked);
89 signal(SIGINT, poked);
91 signal(SIGQUIT, poked);
93 signal(SIGTERM, poked);
94 #endif /* HAVE_SIGNAL_H */
96 /* Initialize fillerup() variables */
97 if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {
98 fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
99 SDL_FreeWAV(wave.sound);
104 /* Let the audio run */
105 printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));
106 while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )
109 /* Clean up on signal */
111 SDL_FreeWAV(wave.sound);