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test: Removed loopwavequeue.c; obsolete in SDL3.

Ryan C. Gordon il y a 1 an
Parent
commit
47b0321ebf
3 fichiers modifiés avec 0 ajouts et 185 suppressions
  1. 0 1
      test/CMakeLists.txt
  2. 0 1
      test/README
  3. 0 183
      test/loopwavequeue.c

+ 0 - 1
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)

+ 0 - 1
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

+ 0 - 183
test/loopwavequeue.c

@@ -1,183 +0,0 @@
-/*
-  Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
-
-  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 <stdlib.h>
-
-#ifdef __EMSCRIPTEN__
-#include <emscripten/emscripten.h>
-#endif
-
-#include <SDL3/SDL.h>
-#include <SDL3/SDL_main.h>
-#include <SDL3/SDL_test.h>
-
-#ifdef HAVE_SIGNAL_H
-#include <signal.h>
-#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;
-}