audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout was WinRT, which still needed it as its primary audio target until the WASAPI code code be made to work. The support matrix now looks like: WinXP: directsound by default, winmm as a fallback for buggy drivers. Vista+: WASAPI (directsound and winmm as fallbacks for debugging). WinRT: WASAPI --HG-- extra : amend_source : a28a9a9fbb09c4c25df05fa0a754fce0bee62335 extra : histedit_source : e5727ceb1a5db5806ce02534d8ffe4892eb6f5d9
This commit is contained in:
parent
8b08b7b07b
commit
1745441419
30 changed files with 958 additions and 1518 deletions
|
@ -70,7 +70,10 @@ Here is a rough list of what works, and what doesn't:
|
|||
SDL_GetPerformanceFrequency(), etc.)
|
||||
* file I/O via SDL_RWops
|
||||
* mouse input (unsupported on Windows Phone)
|
||||
* audio, via a modified version of SDL's XAudio2 backend
|
||||
* audio, via SDL's WASAPI backend (if you want to record, your app must
|
||||
have "Microphone" capabilities enabled in its manifest, and the user must
|
||||
not have blocked access. Otherwise, capture devices will fail to work,
|
||||
presenting as a device disconnect shortly after opening it.)
|
||||
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
|
||||
anything outside of the app is not supported.
|
||||
* system path retrieval via SDL's filesystem APIs
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue