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📄 loopwave.c

📁 linux sdl 音频播放程序
💻 C
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/* Program to load a wave file and loop playing it using SDL sound *//* loopwaves.c is much more robust in handling WAVE files -- 	This is only for simple WAVEs*/#include <stdio.h>#include <stdlib.h>#include <signal.h>#include "SDL.h"#include "SDL_audio.h"struct {	SDL_AudioSpec spec;	Uint8   *sound;			/* Pointer to wave data */	Uint32   soundlen;		/* Length of wave data */	int      soundpos;		/* Current play position */} wave;void fillerup(void *unused, Uint8 *stream, int len){	Uint8 *waveptr;	int    waveleft;	/* Set up the pointers */	waveptr = wave.sound + wave.soundpos;	waveleft = wave.soundlen - wave.soundpos;	/* Go! */	while ( waveleft <= len ) {		SDL_MixAudio(stream, waveptr, waveleft, SDL_MIX_MAXVOLUME);		stream += waveleft;		len -= waveleft;		waveptr = wave.sound;		waveleft = wave.soundlen;		wave.soundpos = 0;	}	SDL_MixAudio(stream, waveptr, len, SDL_MIX_MAXVOLUME);	wave.soundpos += len;}static int done = 0;void poked(int sig){	done = 1;}int main(int argc, char *argv[]){	char name[32];	/* Load the SDL library */	if ( SDL_Init(SDL_INIT_AUDIO) < 0 ) {		fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());		exit(1);	}	atexit(SDL_Quit);	if ( argv[1] == NULL ) {		fprintf(stderr, "Usage: %s <wavefile>\n", argv[0]);		exit(1);	}	/* Load the wave file into memory */	if ( SDL_LoadWAV(argv[1],			&wave.spec, &wave.sound, &wave.soundlen) == NULL ) {		fprintf(stderr, "Couldn't load %s: %s\n",						argv[1], SDL_GetError());		exit(1);	}	wave.spec.callback = fillerup;	/* Set the signals */#ifdef SIGHUP	signal(SIGHUP, poked);#endif	signal(SIGINT, poked);#ifdef SIGQUIT	signal(SIGQUIT, poked);#endif	signal(SIGTERM, poked);	/* Initialize fillerup() variables */	if ( SDL_OpenAudio(&wave.spec, NULL) < 0 ) {		fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());		SDL_FreeWAV(wave.sound);		exit(2);	}	SDL_PauseAudio(0);	/* Let the audio run */	printf("Using audio driver: %s\n", SDL_AudioDriverName(name, 32));	while ( ! done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING) )		SDL_Delay(1000);	/* Clean up on signal */	SDL_CloseAudio();	SDL_FreeWAV(wave.sound);	return(0);}

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