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#include <stdlib.h>
#include <stdio.h>
#include <AL/alut.h>
/*
* This program loads and plays a variety of files, basically an automated
* version of examples/playfile.c.
*/
static void playFile(const char *fileName)
{
ALuint buffer;
ALuint source;
ALenum error;
ALint status;
/* Create an AL buffer from the given sound file. */
buffer = alutCreateBufferFromFile(fileName);
if (buffer == AL_NONE)
{
error = alutGetError();
fprintf(stderr, "Error loading file: '%s'\n", alutGetErrorString(error));
alutExit();
exit(EXIT_FAILURE);
}
/* Generate a single source, attach the buffer to it and start playing. */
alGenSources(1, &source);
alSourcei(source, AL_BUFFER, buffer);
alSourcePlay(source);
/* Normally nothing should go wrong above, but one never knows... */
error = alGetError();
if (error != ALUT_ERROR_NO_ERROR)
{
fprintf(stderr, "%s\n", alGetString(error));
alutExit();
exit(EXIT_FAILURE);
}
/* Check every 0.1 seconds if the sound is still playing. */
do
{
alutSleep(0.1f);
alGetSourcei(source, AL_SOURCE_STATE, &status);
}
while (status == AL_PLAYING);
}
int main(int argc, char **argv)
{
/* Initialise ALUT and eat any ALUT-specific commandline flags. */
if (!alutInit(&argc, argv))
{
ALenum error = alutGetError();
fprintf(stderr, "%s\n", alutGetErrorString(error));
exit(EXIT_FAILURE);
}
/* If everything is OK, play the sound files and exit when finished. */
playFile("file1.wav");
playFile("file2.au");
playFile("file3.raw");
if (!alutExit())
{
ALenum error = alutGetError();
fprintf(stderr, "%s\n", alutGetErrorString(error));
exit(EXIT_FAILURE);
}
return EXIT_SUCCESS;
}
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