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source: orxonox.OLD/orxonox/branches/sound/src/demo1.c @ 3288

Last change on this file since 3288 was 2777, checked in by simon, 20 years ago

/branches/sound: brought up sound_control.cc which doesn't do anything at the moment.

  • Property svn:executable set to *
File size: 3.0 KB
RevLine 
[2777]1#include <stdio.h>
2#include <stdlib.h>
3#include "SDL.h"
4#include "SDL_mixer.h"
5
6/* Mix_Music actually holds the music information.  */
7Mix_Music *music = NULL;
8
9void handleKey(SDL_KeyboardEvent key);
10void musicDone();
11
12int main(void) {
13
14  SDL_Surface *screen;
15  SDL_Event event;
16  int done = 0;
17
18  /* We're going to be requesting certain things from our audio
19     device, so we set them up beforehand */
20  int audio_rate = 22050;
21  Uint16 audio_format = AUDIO_S16; /* 16-bit stereo */
22  int audio_channels = 2;
23  int audio_buffers = 4096;
24
25  SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
26
27  /* This is where we open up our audio device.  Mix_OpenAudio takes
28     as its parameters the audio format we'd /like/ to have. */
29  if(Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers)) {
30    printf("Unable to open audio!\n");
31    exit(1);
32  }
33
34  /* If we actually care about what we got, we can ask here.  In this
35     program we don't, but I'm showing the function call here anyway
36     in case we'd want to know later. */
37  Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
38
39  /* We're going to be using a window onscreen to register keypresses
40     in.  We don't really care what it has in it, since we're not
41     doing graphics, so we'll just throw something up there. */
42  screen = SDL_SetVideoMode(320, 240, 0, 0);
43
44  while(!done) {
45    while(SDL_PollEvent(&event)) {
46      switch(event.type) {
47      case SDL_QUIT:
48done = 1;
49break;
50      case SDL_KEYDOWN:
51      case SDL_KEYUP:
52handleKey(event.key);
53break;
54      }
55    }
56
57    /* So we don't hog the CPU */
58    SDL_Delay(50);
59
60  }
61
62  /* This is the cleaning up part */
63  Mix_CloseAudio();
64  SDL_Quit();
65
66}
67
68void handleKey(SDL_KeyboardEvent key) {
69  switch(key.keysym.sym) {
70  case SDLK_m:
71    if(key.state == SDL_PRESSED) {
72
73      /* Here we're going to have the 'm' key toggle the music on and
74 off.  When it's on, it'll be loaded and 'music' will point to
75 something valid.  If it's off, music will be NULL. */
76
77      if(music == NULL) {
78
79/* Actually loads up the music */
80music = Mix_LoadMUS("music.ogg");
81
82/* This begins playing the music - the first argument is a
83   pointer to Mix_Music structure, and the second is how many
84   times you want it to loop (use -1 for infinite, and 0 to
85   have it just play once) */
86Mix_PlayMusic(music, 0);
87
88/* We want to know when our music has stopped playing so we
89   can free it up and set 'music' back to NULL.  SDL_Mixer
90   provides us with a callback routine we can use to do
91   exactly that */
92Mix_HookMusicFinished(musicDone);
93
94      } else {
95/* Stop the music from playing */
96Mix_HaltMusic();
97
98/* Unload the music from memory, since we don't need it
99   anymore */
100Mix_FreeMusic(music);
101
102music = NULL;
103      }
104      break;
105    }
106  }
107}
108
109/* This is the function that we told SDL_Mixer to call when the music
110   was finished. In our case, we're going to simply unload the music
111   as though the player wanted it stopped.  In other applications, a
112   different music file might be loaded and played. */
113void musicDone() {
114  Mix_HaltMusic();
115  Mix_FreeMusic(music);
116  music = NULL;
117}
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