/* Shows one way to handle looping of a sound. This example uses a decoder as the data source. Decoders can be used with the `ma_data_source` API which, conveniently, supports looping via the `ma_data_source_read_pcm_frames()` API. To use it, all you need to do is pass a pointer to the decoder straight into `ma_data_source_read_pcm_frames()` and it will just work. */ #define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.h" #include void data_callback(ma_device* pDevice, void* pOutput, const void* pInput, ma_uint32 frameCount) { ma_decoder* pDecoder = (ma_decoder*)pDevice->pUserData; if (pDecoder == NULL) { return; } /* Reading PCM frames will loop based on what we specified when called ma_data_source_set_looping(). */ ma_data_source_read_pcm_frames(pDecoder, pOutput, frameCount, NULL); (void)pInput; } int main(int argc, char** argv) { ma_result result; ma_decoder decoder; ma_device_config deviceConfig; ma_device device; if (argc < 2) { printf("No input file.\n"); return -1; } result = ma_decoder_init_file(argv[1], NULL, &decoder); if (result != MA_SUCCESS) { return -2; } /* A decoder is a data source which means we just use ma_data_source_set_looping() to set the looping state. We will read data using ma_data_source_read_pcm_frames() in the data callback. */ ma_data_source_set_looping(&decoder, MA_TRUE); deviceConfig = ma_device_config_init(ma_device_type_playback); deviceConfig.playback.format = decoder.outputFormat; deviceConfig.playback.channels = decoder.outputChannels; deviceConfig.sampleRate = decoder.outputSampleRate; deviceConfig.dataCallback = data_callback; deviceConfig.pUserData = &decoder; if (ma_device_init(NULL, &deviceConfig, &device) != MA_SUCCESS) { printf("Failed to open playback device.\n"); ma_decoder_uninit(&decoder); return -3; } if (ma_device_start(&device) != MA_SUCCESS) { printf("Failed to start playback device.\n"); ma_device_uninit(&device); ma_decoder_uninit(&decoder); return -4; } printf("Press Enter to quit..."); getchar(); ma_device_uninit(&device); ma_decoder_uninit(&decoder); return 0; }