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chore(build): use SDL3
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3286 changed files with 866354 additions and 554996 deletions
137
vendor/sdl-3.2.10/test/loopwave.c
vendored
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137
vendor/sdl-3.2.10/test/loopwave.c
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/*
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Copyright (C) 1997-2025 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 audio */
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/* loopwaves.c is much more robust in handling WAVE files --
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This is only for simple WAVEs
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*/
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#include <stdlib.h>
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test.h>
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#include "testutils.h"
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static 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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} wave;
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static SDL_AudioStream *stream;
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static SDLTest_CommonState *state;
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static int fillerup(void)
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{
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const int minimum = (wave.soundlen / SDL_AUDIO_FRAMESIZE(wave.spec)) / 2;
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if (SDL_GetAudioStreamQueued(stream) < minimum) {
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SDL_PutAudioStreamData(stream, wave.sound, wave.soundlen);
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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char *filename = NULL;
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/* this doesn't have to run very much, so give up tons of CPU time between iterations. */
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SDL_SetHint(SDL_HINT_MAIN_CALLBACK_RATE, "5");
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
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return SDL_APP_SUCCESS;
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}
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/* Parse commandline */
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (!consumed) {
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if (!filename) {
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filename = argv[i];
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consumed = 1;
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}
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}
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if (consumed <= 0) {
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static const char *options[] = { "[sample.wav]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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exit(1);
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}
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i += consumed;
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}
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/* Load the SDL library */
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if (!SDL_Init(SDL_INIT_AUDIO | SDL_INIT_EVENTS)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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filename = GetResourceFilename(filename, "sample.wav");
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if (!filename) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", SDL_GetError());
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return SDL_APP_FAILURE;
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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)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", filename, SDL_GetError());
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SDL_free(filename);
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return SDL_APP_FAILURE;
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}
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SDL_free(filename);
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/* Show the list of available drivers */
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SDL_Log("Available audio drivers:");
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for (i = 0; i < SDL_GetNumAudioDrivers(); ++i) {
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SDL_Log("%i: %s", i, SDL_GetAudioDriver(i));
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}
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SDL_Log("Using audio driver: %s", SDL_GetCurrentAudioDriver());
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stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &wave.spec, NULL, NULL);
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if (!stream) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_ResumeAudioStreamDevice(stream);
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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return (event->type == SDL_EVENT_QUIT) ? SDL_APP_SUCCESS : SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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return fillerup();
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_DestroyAudioStream(stream);
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SDL_free(wave.sound);
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SDL_Quit();
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SDLTest_CommonDestroyState(state);
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}
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