2 Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
4 This software is provided 'as-is', without any express or implied
5 warranty. In no event will the authors be held liable for any damages
6 arising from the use of this software.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
13 /* Program to load a wave file and loop playing it using SDL sound queueing */
19 #include <emscripten/emscripten.h>
31 Uint8 *sound; /* Pointer to wave data */
32 Uint32 soundlen; /* Length of wave data */
33 int soundpos; /* Current play position */
37 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
56 if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) {
57 emscripten_cancel_main_loop();
62 /* The device from SDL_OpenAudio() is always device #1. */
63 const Uint32 queued = SDL_GetQueuedAudioSize(1);
64 SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
65 if (queued <= 8192) { /* time to requeue the whole thing? */
66 if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
67 SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
69 SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
76 main(int argc, char *argv[])
80 /* Enable standard application logging */
81 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
83 /* Load the SDL library */
84 if (SDL_Init(SDL_INIT_AUDIO) < 0) {
85 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
90 SDL_strlcpy(filename, argv[1], sizeof(filename));
92 SDL_strlcpy(filename, "sample.wav", sizeof(filename));
94 /* Load the wave file into memory */
95 if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
96 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError());
100 wave.spec.callback = NULL; /* we'll push audio. */
103 /* Set the signals */
105 signal(SIGHUP, poked);
107 signal(SIGINT, poked);
109 signal(SIGQUIT, poked);
111 signal(SIGTERM, poked);
112 #endif /* HAVE_SIGNAL_H */
114 /* Initialize fillerup() variables */
115 if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
116 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError());
117 SDL_FreeWAV(wave.sound);
121 /*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/
123 /* Let the audio run */
128 /* Note that we stuff the entire audio buffer into the queue in one
129 shot. Most apps would want to feed it a little at a time, as it
130 plays, but we're going for simplicity here. */
132 #ifdef __EMSCRIPTEN__
133 emscripten_set_main_loop(loop, 0, 1);
135 while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
139 SDL_Delay(100); /* let it play for awhile. */
143 /* Clean up on signal */
145 SDL_FreeWAV(wave.sound);
150 /* vi: set ts=4 sw=4 expandtab: */