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Updated test program for Emscripten.
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@@ -15,6 +15,10 @@ |
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#include <stdio.h> |
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#include <stdlib.h> |
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#ifdef __EMSCRIPTEN__ |
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#include <emscripten/emscripten.h> |
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#endif |
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#include "SDL.h" |
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#if HAVE_SIGNAL_H |
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@@ -45,6 +49,29 @@ poked(int sig) |
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done = 1; |
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} |
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void |
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loop() |
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{ |
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#ifdef __EMSCRIPTEN__ |
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if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) { |
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emscripten_cancel_main_loop(); |
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} |
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else |
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#endif |
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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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} |
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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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@@ -96,25 +123,22 @@ main(int argc, char *argv[]) |
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/* Let the audio run */ |
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SDL_PauseAudio(0); |
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done = 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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#ifdef __EMSCRIPTEN__ |
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emscripten_set_main_loop(loop, 0, 1); |
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#else |
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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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loop(); |
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SDL_Delay(100); /* let it play for awhile. */ |
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} |
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#endif |
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/* Clean up on signal */ |
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SDL_CloseAudio(); |
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