diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index 679a602aa..418ed7625 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -119,7 +119,6 @@ endif() add_sdl_test_executable(checkkeys SOURCES checkkeys.c) add_sdl_test_executable(checkkeysthreads SOURCES checkkeysthreads.c) add_sdl_test_executable(loopwave NEEDS_RESOURCES TESTUTILS SOURCES loopwave.c) -add_sdl_test_executable(loopwavequeue NEEDS_RESOURCES TESTUTILS SOURCES loopwavequeue.c) add_sdl_test_executable(testsurround SOURCES testsurround.c) add_sdl_test_executable(testresample NEEDS_RESOURCES SOURCES testresample.c) add_sdl_test_executable(testaudioinfo SOURCES testaudioinfo.c) diff --git a/test/README b/test/README index 914c11430..4327b1d4f 100644 --- a/test/README +++ b/test/README @@ -3,7 +3,6 @@ These are test programs for the SDL library: checkkeys Watch the key events to check the keyboard loopwave Audio test -- loop playing a WAV file - loopwavequeue Audio test -- loop playing a WAV file with SDL_QueueAudio testsurround Audio test -- play test tone on each audio channel testaudioinfo Lists audio device capabilities testerror Tests multi-threaded error handling diff --git a/test/loopwavequeue.c b/test/loopwavequeue.c deleted file mode 100644 index e8c4daaab..000000000 --- a/test/loopwavequeue.c +++ /dev/null @@ -1,183 +0,0 @@ -/* - Copyright (C) 1997-2023 Sam Lantinga - - 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. -*/ - -/* Program to load a wave file and loop playing it using SDL sound queueing */ - -#include - -#ifdef __EMSCRIPTEN__ -#include -#endif - -#include -#include -#include - -#ifdef HAVE_SIGNAL_H -#include -#endif - -#include "testutils.h" - -static struct -{ - SDL_AudioSpec spec; - Uint8 *sound; /* Pointer to wave data */ - Uint32 soundlen; /* Length of wave data */ -} wave; - -/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ -static void -quit(int rc) -{ - SDL_Quit(); - /* Let 'main()' return normally */ - if (rc != 0) { - exit(rc); - } -} - -static int done = 0; -static void poked(int sig) -{ - done = 1; -} - -static SDL_AudioDeviceID g_audio_id = 0; - -static void loop(void) -{ -#ifdef __EMSCRIPTEN__ - if (done || (SDL_GetAudioDeviceStatus(g_audio_id) != SDL_AUDIO_PLAYING)) { - emscripten_cancel_main_loop(); - } else -#endif - { - /* The device from SDL_OpenAudio() is always device #1. */ - const Uint32 queued = SDL_GetQueuedAudioSize(g_audio_id); - SDL_Log("Device has %u bytes queued.\n", (unsigned int)queued); - if (queued <= 8192) { /* time to requeue the whole thing? */ - if (SDL_QueueAudio(g_audio_id, wave.sound, wave.soundlen) == 0) { - SDL_Log("Device queued %u more bytes.\n", (unsigned int)wave.soundlen); - } else { - SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int)wave.soundlen, SDL_GetError()); - } - } - } -} - -int main(int argc, char *argv[]) -{ - int i; - char *filename = NULL; - SDLTest_CommonState *state; - - /* Initialize test framework */ - state = SDLTest_CommonCreateState(argv, 0); - if (state == NULL) { - return 1; - } - - /* Enable standard application logging */ - SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); - - /* Parse commandline */ - for (i = 1; i < argc;) { - int consumed; - - consumed = SDLTest_CommonArg(state, i); - if (!consumed) { - if (!filename) { - filename = argv[i]; - consumed = 1; - } - } - if (consumed <= 0) { - static const char *options[] = { "[sample.wav]", NULL }; - SDLTest_CommonLogUsage(state, argv[0], options); - exit(1); - } - - i += consumed; - } - - /* 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; - } - - filename = GetResourceFilename(filename, "sample.wav"); - - if (filename == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s\n", SDL_GetError()); - quit(1); - } - - /* Load the wave file into memory */ - if (SDL_LoadWAV(filename, &wave.spec, &wave.sound, &wave.soundlen) == NULL) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s\n", filename, SDL_GetError()); - quit(1); - } - - wave.spec.callback = NULL; /* we'll push audio. */ - -#ifdef HAVE_SIGNAL_H - /* Set the signals */ -#ifdef SIGHUP - (void)signal(SIGHUP, poked); -#endif - (void)signal(SIGINT, poked); -#ifdef SIGQUIT - (void)signal(SIGQUIT, poked); -#endif - (void)signal(SIGTERM, poked); -#endif /* HAVE_SIGNAL_H */ - - /* Initialize fillerup() variables */ - g_audio_id = SDL_OpenAudioDevice(NULL, 0, &wave.spec, NULL, 0); - - if (!g_audio_id) { - SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't open audio: %s\n", SDL_GetError()); - SDL_free(wave.sound); - quit(2); - } - - /*static x[99999]; SDL_QueueAudio(1, x, sizeof (x));*/ - - /* Let the audio run */ - SDL_PlayAudioDevice(g_audio_id); - - done = 0; - - /* Note that we stuff the entire audio buffer into the queue in one - shot. Most apps would want to feed it a little at a time, as it - plays, but we're going for simplicity here. */ - -#ifdef __EMSCRIPTEN__ - emscripten_set_main_loop(loop, 0, 1); -#else - while (!done && (SDL_GetAudioDeviceStatus(g_audio_id) == SDL_AUDIO_PLAYING)) { - loop(); - - SDL_Delay(100); /* let it play for a while. */ - } -#endif - - /* Clean up on signal */ - SDL_CloseAudioDevice(g_audio_id); - SDL_free(wave.sound); - SDL_free(filename); - SDL_Quit(); - SDLTest_CommonDestroyState(state); - return 0; -}