Updated test program for Emscripten.

This commit is contained in:
Philipp Wiesemann 2015-03-23 20:21:45 +01:00
parent b42c259752
commit 8a58e12f5f

View File

@ -15,6 +15,10 @@
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include "SDL.h" #include "SDL.h"
#if HAVE_SIGNAL_H #if HAVE_SIGNAL_H
@ -45,6 +49,29 @@ poked(int sig)
done = 1; 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 int
main(int argc, char *argv[]) main(int argc, char *argv[])
{ {
@ -96,25 +123,22 @@ main(int argc, char *argv[])
/* Let the audio run */ /* Let the audio run */
SDL_PauseAudio(0); SDL_PauseAudio(0);
done = 0;
/* Note that we stuff the entire audio buffer into the queue in one /* 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 shot. Most apps would want to feed it a little at a time, as it
plays, but we're going for simplicity here. */ 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)) while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
{ {
/* The device from SDL_OpenAudio() is always device #1. */ loop();
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());
}
}
SDL_Delay(100); /* let it play for awhile. */ SDL_Delay(100); /* let it play for awhile. */
} }
#endif
/* Clean up on signal */ /* Clean up on signal */
SDL_CloseAudio(); SDL_CloseAudio();