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Updated test program for Emscripten.
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@ -15,6 +15,10 @@
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#include <stdio.h>
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#include <stdlib.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include "SDL.h"
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#if HAVE_SIGNAL_H
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@ -45,6 +49,29 @@ poked(int sig)
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done = 1;
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}
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void
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loop()
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{
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#ifdef __EMSCRIPTEN__
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if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) {
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emscripten_cancel_main_loop();
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}
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else
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#endif
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{
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/* The device from SDL_OpenAudio() is always device #1. */
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const Uint32 queued = SDL_GetQueuedAudioSize(1);
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SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
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if (queued <= 8192) { /* time to requeue the whole thing? */
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if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
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SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
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} else {
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SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
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}
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}
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}
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}
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int
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main(int argc, char *argv[])
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{
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@ -96,25 +123,22 @@ main(int argc, char *argv[])
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/* Let the audio run */
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SDL_PauseAudio(0);
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done = 0;
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/* Note that we stuff the entire audio buffer into the queue in one
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shot. Most apps would want to feed it a little at a time, as it
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plays, but we're going for simplicity here. */
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
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{
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/* The device from SDL_OpenAudio() is always device #1. */
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const Uint32 queued = SDL_GetQueuedAudioSize(1);
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SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
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if (queued <= 8192) { /* time to requeue the whole thing? */
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if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
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SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
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} else {
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SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
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}
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}
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loop();
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SDL_Delay(100); /* let it play for awhile. */
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}
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#endif
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/* Clean up on signal */
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SDL_CloseAudio();
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