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https://github.com/Relintai/sdl2_frt.git
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0e45984fa0
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
151 lines
3.8 KiB
C
151 lines
3.8 KiB
C
/*
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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/* Program to load a wave file and loop playing it using SDL sound queueing */
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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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#include <signal.h>
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#endif
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struct
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{
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SDL_AudioSpec spec;
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Uint8 *sound; /* Pointer to wave data */
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Uint32 soundlen; /* Length of wave data */
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int soundpos; /* Current play position */
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} wave;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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SDL_Quit();
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exit(rc);
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}
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static int done = 0;
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void
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poked(int sig)
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{
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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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char filename[4096];
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Load the SDL library */
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if (SDL_Init(SDL_INIT_AUDIO) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return (1);
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}
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if (argc > 1) {
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SDL_strlcpy(filename, argv[1], sizeof(filename));
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} else {
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SDL_strlcpy(filename, "sample.wav", sizeof(filename));
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}
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/* Load the wave file into memory */
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if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError());
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quit(1);
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}
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wave.spec.callback = NULL; /* we'll push audio. */
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#if HAVE_SIGNAL_H
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/* Set the signals */
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#ifdef SIGHUP
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signal(SIGHUP, poked);
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#endif
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signal(SIGINT, poked);
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#ifdef SIGQUIT
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signal(SIGQUIT, poked);
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#endif
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signal(SIGTERM, poked);
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#endif /* HAVE_SIGNAL_H */
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/* Initialize fillerup() variables */
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if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
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SDL_FreeWAV(wave.sound);
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quit(2);
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}
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/*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/
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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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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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SDL_FreeWAV(wave.sound);
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SDL_Quit();
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return 0;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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