mirror of
https://github.com/Ryujinx/SDL.git
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70438be272
WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
128 lines
3.4 KiB
C
128 lines
3.4 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 queueing */
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#include <stdio.h>
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#include <stdlib.h>
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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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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 = 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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/* 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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while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING))
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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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SDL_Delay(100); /* let it play for awhile. */
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}
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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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