cave-story-solaris/external/SDL2/test/testmultiaudio.c
Clownacy ac465d29b4 Mean CMake dependency overhaul
I'm taking a page from Dolphin's book, and including copies of each
dependency's source code. This combines the ease of use of including
pre-built libraries instead of needing to navigate a package manager
 - as is (or was) the case for MSVC - with the portability of using
packages. Granted, this method's more of a jack of all trades,
master of none, since it's *less* user-friendly than prebuilt
packages (compilation times), and you don't get the per-distro
compatibility fixes you'd get from a package manager.

You can still use system libs if you want. In fact, it's still the
default behaviour: compiling the libs manually is just a fallback.
I'll add an option to force-enable this soon, however, since it's a
nicer way to produce static MSYS2 builds than the hackish nightmare
that I was using before. Not to mention, having my own copy of the
sources means I can provide my own fixes and tweaks your package
manager may not. For example, I can combine MSYS2's FreeType
subpixel rendering with vcpkg's fix for SDL2 exporting its symbols
in static builds.
2019-04-26 01:52:02 +01:00

199 lines
5.4 KiB
C

/*
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
#include "SDL.h"
#include <stdio.h> /* for fflush() and stdout */
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
static SDL_AudioSpec spec;
static Uint8 *sound = NULL; /* Pointer to wave data */
static Uint32 soundlen = 0; /* Length of wave data */
typedef struct
{
SDL_AudioDeviceID dev;
int soundpos;
SDL_atomic_t done;
} callback_data;
callback_data cbd[64];
void SDLCALL
play_through_once(void *arg, Uint8 * stream, int len)
{
callback_data *cbd = (callback_data *) arg;
Uint8 *waveptr = sound + cbd->soundpos;
int waveleft = soundlen - cbd->soundpos;
int cpy = len;
if (cpy > waveleft)
cpy = waveleft;
SDL_memcpy(stream, waveptr, cpy);
len -= cpy;
cbd->soundpos += cpy;
if (len > 0) {
stream += cpy;
SDL_memset(stream, spec.silence, len);
SDL_AtomicSet(&cbd->done, 1);
}
}
void
loop()
{
if (SDL_AtomicGet(&cbd[0].done)) {
#ifdef __EMSCRIPTEN__
emscripten_cancel_main_loop();
#endif
SDL_PauseAudioDevice(cbd[0].dev, 1);
SDL_CloseAudioDevice(cbd[0].dev);
SDL_FreeWAV(sound);
SDL_Quit();
}
}
static void
test_multi_audio(int devcount)
{
int keep_going = 1;
int i;
#ifdef __ANDROID__
SDL_Event event;
/* Create a Window to get fully initialized event processing for testing pause on Android. */
SDL_CreateWindow("testmultiaudio", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 240, 0);
#endif
if (devcount > 64) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Too many devices (%d), clamping to 64...\n",
devcount);
devcount = 64;
}
spec.callback = play_through_once;
for (i = 0; i < devcount; i++) {
const char *devname = SDL_GetAudioDeviceName(i, 0);
SDL_Log("playing on device #%d: ('%s')...", i, devname);
fflush(stdout);
SDL_memset(&cbd[0], '\0', sizeof(callback_data));
spec.userdata = &cbd[0];
cbd[0].dev = SDL_OpenAudioDevice(devname, 0, &spec, NULL, 0);
if (cbd[0].dev == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device failed: %s\n", SDL_GetError());
} else {
SDL_PauseAudioDevice(cbd[0].dev, 0);
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (!SDL_AtomicGet(&cbd[0].done)) {
#ifdef __ANDROID__
/* Empty queue, some application events would prevent pause. */
while (SDL_PollEvent(&event)){}
#endif
SDL_Delay(100);
}
SDL_PauseAudioDevice(cbd[0].dev, 1);
#endif
SDL_Log("done.\n");
SDL_CloseAudioDevice(cbd[0].dev);
}
}
SDL_memset(cbd, '\0', sizeof(cbd));
SDL_Log("playing on all devices...\n");
for (i = 0; i < devcount; i++) {
const char *devname = SDL_GetAudioDeviceName(i, 0);
spec.userdata = &cbd[i];
cbd[i].dev = SDL_OpenAudioDevice(devname, 0, &spec, NULL, 0);
if (cbd[i].dev == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Open device %d failed: %s\n", i, SDL_GetError());
}
}
for (i = 0; i < devcount; i++) {
if (cbd[i].dev) {
SDL_PauseAudioDevice(cbd[i].dev, 0);
}
}
while (keep_going) {
keep_going = 0;
for (i = 0; i < devcount; i++) {
if ((cbd[i].dev) && (!SDL_AtomicGet(&cbd[i].done))) {
keep_going = 1;
}
}
#ifdef __ANDROID__
/* Empty queue, some application events would prevent pause. */
while (SDL_PollEvent(&event)){}
#endif
SDL_Delay(100);
}
#ifndef __EMSCRIPTEN__
for (i = 0; i < devcount; i++) {
if (cbd[i].dev) {
SDL_PauseAudioDevice(cbd[i].dev, 1);
SDL_CloseAudioDevice(cbd[i].dev);
}
}
SDL_Log("All done!\n");
#endif
}
int
main(int argc, char **argv)
{
int devcount = 0;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Load the SDL library */
if (SDL_Init(SDL_INIT_AUDIO) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
return (1);
}
SDL_Log("Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
devcount = SDL_GetNumAudioDevices(0);
if (devcount < 1) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Don't see any specific audio devices!\n");
} else {
if (argv[1] == NULL) {
argv[1] = "sample.wav";
}
/* Load the wave file into memory */
if (SDL_LoadWAV(argv[1], &spec, &sound, &soundlen) == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", argv[1],
SDL_GetError());
} else {
test_multi_audio(devcount);
SDL_FreeWAV(sound);
}
}
SDL_Quit();
return 0;
}