#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;
}
