mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
b72938c861
An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
162 lines
3.7 KiB
C
162 lines
3.7 KiB
C
/*
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Copyright (C) 1997-2014 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 */
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/* loopwaves.c is much more robust in handling WAVE files --
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This is only for simple WAVEs
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*/
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#include "SDL_config.h"
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#include <stdio.h>
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#include <stdlib.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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#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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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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void SDLCALL
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fillerup(void *unused, Uint8 * stream, int len)
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{
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Uint8 *waveptr;
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int waveleft;
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/* Set up the pointers */
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waveptr = wave.sound + wave.soundpos;
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waveleft = wave.soundlen - wave.soundpos;
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/* Go! */
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while (waveleft <= len) {
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SDL_memcpy(stream, waveptr, waveleft);
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stream += waveleft;
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len -= waveleft;
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waveptr = wave.sound;
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waveleft = wave.soundlen;
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wave.soundpos = 0;
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}
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SDL_memcpy(stream, waveptr, len);
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wave.soundpos += len;
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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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#ifdef __EMSCRIPTEN__
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void
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loop()
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{
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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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#endif
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int
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main(int argc, char *argv[])
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{
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int i;
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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 = fillerup;
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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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/* Show the list of available drivers */
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SDL_Log("Available audio drivers:");
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for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
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SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
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}
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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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SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
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/* Let the audio run */
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SDL_PauseAudio(0);
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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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SDL_Delay(1000);
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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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