| 1 | /* |
| 2 | * SDL_sound -- An abstract sound format decoding API. |
| 3 | * Copyright (C) 2001 Ryan C. Gordon. |
| 4 | * |
| 5 | * This library is free software; you can redistribute it and/or |
| 6 | * modify it under the terms of the GNU Lesser General Public |
| 7 | * License as published by the Free Software Foundation; either |
| 8 | * version 2.1 of the License, or (at your option) any later version. |
| 9 | * |
| 10 | * This library is distributed in the hope that it will be useful, |
| 11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| 13 | * Lesser General Public License for more details. |
| 14 | * |
| 15 | * You should have received a copy of the GNU Lesser General Public |
| 16 | * License along with this library; if not, write to the Free Software |
| 17 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
| 18 | */ |
| 19 | |
| 20 | /** |
| 21 | * This is just a simple "decode sound, play it through SDL" example. |
| 22 | * The much more complex, fancy, and robust code is playsound.c. |
| 23 | * |
| 24 | * Please see the file COPYING in the source's root directory. |
| 25 | * |
| 26 | * This file written by Ryan C. Gordon. (icculus@clutteredmind.org) |
| 27 | */ |
| 28 | |
| 29 | #include <SDL/SDL.h> |
| 30 | #include <SDL/SDL_sound.h> |
| 31 | |
| 32 | /* global decoding state. */ |
| 33 | typedef struct |
| 34 | { |
| 35 | Sound_Sample *sample; |
| 36 | SDL_AudioSpec devformat; |
| 37 | Uint8 *decoded_ptr; |
| 38 | Uint32 decoded_bytes; |
| 39 | } PlaysoundAudioCallbackData; |
| 40 | |
| 41 | /* |
| 42 | * This variable is flipped to non-zero when the audio callback has |
| 43 | * finished playing the whole file. |
| 44 | */ |
| 45 | static volatile int global_done_flag = 0; |
| 46 | |
| 47 | |
| 48 | /* |
| 49 | * The audio callback. SDL calls this frequently to feed the audio device. |
| 50 | * We decode the audio file being played in here in small chunks and feed |
| 51 | * the device as necessary. Other solutions may want to predecode more |
| 52 | * (or all) of the file, since this needs to run fast and frequently, |
| 53 | * but since we're only sitting here and waiting for the file to play, |
| 54 | * the only real requirement is that we can decode a given audio file |
| 55 | * faster than realtime, which isn't really a problem with any modern format |
| 56 | * on even pretty old hardware at this point. |
| 57 | */ |
| 58 | static void audio_callback(void *userdata, Uint8 *stream, int len) |
| 59 | { |
| 60 | PlaysoundAudioCallbackData *data = (PlaysoundAudioCallbackData *) userdata; |
| 61 | Sound_Sample *sample = data->sample; |
| 62 | int bw = 0; /* bytes written to stream this time through the callback */ |
| 63 | |
| 64 | while (bw < len) |
| 65 | { |
| 66 | int cpysize; /* bytes to copy on this iteration of the loop. */ |
| 67 | |
| 68 | if (data->decoded_bytes == 0) /* need more data! */ |
| 69 | { |
| 70 | /* if there wasn't previously an error or EOF, read more. */ |
| 71 | if ( ((sample->flags & SOUND_SAMPLEFLAG_ERROR) == 0) && |
| 72 | ((sample->flags & SOUND_SAMPLEFLAG_EOF) == 0) ) |
| 73 | { |
| 74 | data->decoded_bytes = Sound_Decode(sample); |
| 75 | data->decoded_ptr = sample->buffer; |
| 76 | } /* if */ |
| 77 | |
| 78 | if (data->decoded_bytes == 0) |
| 79 | { |
| 80 | /* ...there isn't any more data to read! */ |
| 81 | memset(stream + bw, '\0', len - bw); /* write silence. */ |
| 82 | global_done_flag = 1; |
| 83 | return; /* we're done playback, one way or another. */ |
| 84 | } /* if */ |
| 85 | } /* if */ |
| 86 | |
| 87 | /* we have data decoded and ready to write to the device... */ |
| 88 | cpysize = len - bw; /* len - bw == amount device still wants. */ |
| 89 | if (cpysize > data->decoded_bytes) |
| 90 | cpysize = data->decoded_bytes; /* clamp to what we have left. */ |
| 91 | |
| 92 | /* if it's 0, next iteration will decode more or decide we're done. */ |
| 93 | if (cpysize > 0) |
| 94 | { |
| 95 | /* write this iteration's data to the device. */ |
| 96 | memcpy(stream + bw, (Uint8 *) data->decoded_ptr, cpysize); |
| 97 | |
| 98 | /* update state for next iteration or callback */ |
| 99 | bw += cpysize; |
| 100 | data->decoded_ptr += cpysize; |
| 101 | data->decoded_bytes -= cpysize; |
| 102 | } /* if */ |
| 103 | } /* while */ |
| 104 | } /* audio_callback */ |
| 105 | |
| 106 | |
| 107 | |
| 108 | static void playOneSoundFile(const char *fname) |
| 109 | { |
| 110 | PlaysoundAudioCallbackData data; |
| 111 | |
| 112 | memset(&data, '\0', sizeof (PlaysoundAudioCallbackData)); |
| 113 | data.sample = Sound_NewSampleFromFile(fname, NULL, 65536); |
| 114 | if (data.sample == NULL) |
| 115 | { |
| 116 | fprintf(stderr, "Couldn't load '%s': %s.\n", fname, Sound_GetError()); |
| 117 | return; |
| 118 | } /* if */ |
| 119 | |
| 120 | /* |
| 121 | * Open device in format of the the sound to be played. |
| 122 | * We open and close the device for each sound file, so that SDL |
| 123 | * handles the data conversion to hardware format; this is the |
| 124 | * easy way out, but isn't practical for most apps. Usually you'll |
| 125 | * want to pick one format for all the data or one format for the |
| 126 | * audio device and convert the data when needed. This is a more |
| 127 | * complex issue than I can describe in a source code comment, though. |
| 128 | */ |
| 129 | data.devformat.freq = data.sample->actual.rate; |
| 130 | data.devformat.format = data.sample->actual.format; |
| 131 | data.devformat.channels = data.sample->actual.channels; |
| 132 | data.devformat.samples = 4096; /* I just picked a largish number here. */ |
| 133 | data.devformat.callback = audio_callback; |
| 134 | data.devformat.userdata = &data; |
| 135 | if (SDL_OpenAudio(&data.devformat, NULL) < 0) |
| 136 | { |
| 137 | fprintf(stderr, "Couldn't open audio device: %s.\n", SDL_GetError()); |
| 138 | Sound_FreeSample(data.sample); |
| 139 | return; |
| 140 | } /* if */ |
| 141 | |
| 142 | printf("Now playing [%s]...\n", fname); |
| 143 | SDL_PauseAudio(0); /* SDL audio device is "paused" right after opening. */ |
| 144 | |
| 145 | global_done_flag = 0; /* the audio callback will flip this flag. */ |
| 146 | while (!global_done_flag) |
| 147 | SDL_Delay(10); /* just wait for the audio callback to finish. */ |
| 148 | |
| 149 | /* at this point, we've played the entire audio file. */ |
| 150 | SDL_PauseAudio(1); /* so stop the device. */ |
| 151 | |
| 152 | /* |
| 153 | * Sleep two buffers' worth of audio before closing, in order |
| 154 | * to allow the playback to finish. This isn't always enough; |
| 155 | * perhaps SDL needs a way to explicitly wait for device drain? |
| 156 | * Most apps don't have this issue, since they aren't explicitly |
| 157 | * closing the device as soon as a sound file is done playback. |
| 158 | * As an alternative for this app, you could also change the callback |
| 159 | * to write silence for a call or two before flipping global_done_flag. |
| 160 | */ |
| 161 | SDL_Delay(2 * 1000 * data.devformat.samples / data.devformat.freq); |
| 162 | |
| 163 | /* if there was an error, tell the user. */ |
| 164 | if (data.sample->flags & SOUND_SAMPLEFLAG_ERROR) |
| 165 | fprintf(stderr, "Error decoding file: %s\n", Sound_GetError()); |
| 166 | |
| 167 | Sound_FreeSample(data.sample); /* clean up SDL_Sound resources... */ |
| 168 | SDL_CloseAudio(); /* will reopen with next file's format. */ |
| 169 | } /* playOneSoundFile */ |
| 170 | |
| 171 | |
| 172 | int main(int argc, char **argv) |
| 173 | { |
| 174 | int i; |
| 175 | |
| 176 | if (!Sound_Init()) /* this calls SDL_Init(SDL_INIT_AUDIO) ... */ |
| 177 | { |
| 178 | fprintf(stderr, "Sound_Init() failed: %s.\n", Sound_GetError()); |
| 179 | SDL_Quit(); |
| 180 | return(42); |
| 181 | } /* if */ |
| 182 | |
| 183 | for (i = 1; i < argc; i++) /* each arg is an audio file to play. */ |
| 184 | playOneSoundFile(argv[i]); |
| 185 | |
| 186 | /* Shutdown the libraries... */ |
| 187 | Sound_Quit(); |
| 188 | SDL_Quit(); |
| 189 | return(0); |
| 190 | } /* main */ |
| 191 | |
| 192 | /* end of playsound-simple.c ... */ |
| 193 | |