Commit graph

119 commits

Author SHA1 Message Date
Ryan C. Gordon
c34806796a Apparently it's possible that MSVC will want to call a built-in function to
bitshift an Sint64, but it can't find this function since we don't use the
 C runtime on Windows.

Division doesn't have this problem, though. Strange.

  Thanks, Suzuki Masahiro.

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2006-11-29 10:38:07 +00:00
Ryan C. Gordon
0089ba6cbe Merged SDL-ryan-multiple-audio-device branch r2803:2871 into the trunk.
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2006-10-17 09:15:21 +00:00
Sam Lantinga
d0a80f6b53 Fixed bug #292
I might be on crack here.

It looks like SDL_ConvertMono() in src/audio/SDL_audiocvt.c adds the left and
right channels of a stereo stream together, and clamps the new mono channel if
it would overflow.

Shouldn't it be dividing by 2 to average the two sample points instead of
clamping? Otherwise the mono sample point's volume doubles in the conversion.
This would also make the conversion faster, as it replaces two branches per
sample frame with a bitwise shift.

--ryan.

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2006-09-24 15:56:36 +00:00
Ryan C. Gordon
4ada9445af Replaced unions with calls to SDL_SwapFloat...
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2006-09-01 19:29:49 +00:00
Sam Lantinga
fdafca64b3 Added source color and alpha modulation support.
Added perl script to generate optimized render copy functions.

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2006-08-28 03:17:39 +00:00
Ryan C. Gordon
c500e6c0b4 First shot at new audio data types (int32 and float32).
Notable changes:
 - Converters between types are autogenerated. Instead of making multiple
   passes over the data with seperate filters for endianess, size, signedness,
   etc, converting between data types is always one specialized filter. This
   simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases
   with the new types, and makes the actually conversions more CPU cache
   friendly. Left a stub for adding specific optimized versions of these
   routines (SSE/MMX/Altivec, assembler, etc)
 - Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This
   does not need to be run unless tweaking the code, and thus doesn't need
   integration into the build system.
 - Went through all the drivers and tried to weed out all the "Uint16"
   references that are better specified with the new SDL_AudioFormat typedef.
 - Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them
   with new SDL_AUDIO_* macros.
 - Added initial float32 and int32 support code. Theoretically, existing
   drivers will push these through converters to get the data they want to
   feed to the hardware.

Still TODO:
 - Optimize and debug new converters.
 - Update the CoreAudio backend to accept float32 data directly.
 - Other backends, too?
 - SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files
   (both of which exist and can be generated by 'sox' for testing purposes).
 - Update the mixer to handle new datatypes.
 - Optionally update SDL_sound and SDL_mixer, etc.

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2006-08-24 12:10:46 +00:00
Sam Lantinga
0f030a1802 SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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2006-07-10 21:04:37 +00:00
Sam Lantinga
b4ba6518d6 Fixed bug #215
The current SVN trunk is missing the SDLCALL specifier at numerous locations.

It has to be added for all (possibly user provided) callbacks.

I stumbled over this while creating a makefile for the OpenWatcom compiler for
Win32.

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2006-05-07 03:40:06 +00:00
Sam Lantinga
bb11c757f7 Update for Visual C++ 6.0
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2006-02-24 18:24:57 +00:00
Sam Lantinga
c36118165e Use consistent identifiers for the various platforms we support.
Make sure every source file includes SDL_config.h, so the proper system
headers are chosen.

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2006-02-21 08:46:50 +00:00
Sam Lantinga
684909fae2 More header massaging... works great on Windows. ;-)
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2006-02-10 06:48:43 +00:00
Sam Lantinga
6c3f928cd8 It's now possible to build SDL without any C runtime at all on Windows,
using Visual C++ 2005

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2006-02-06 08:28:51 +00:00
Sam Lantinga
eea4857268 Updated copyright information and removed rcs id lines (problematic in branch merges)
I batch edited these files, so please let me know if I've accidentally removed anybody's
credit here.

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2006-02-01 06:32:25 +00:00
Sam Lantinga
d1ea7480a9 *** empty log message ***
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2004-12-13 08:49:17 +00:00
Sam Lantinga
2c65409ade Here are patches for SDL12 and SDL_mixer for 4 or 6 channel
surround sound on Linux using the Alsa driver.  To use them, naturally
you need a sound card that will do 4 or 6 channels and probably also a
recent version of the Alsa drivers and library.   Since the  only  SDL
output  driver  that  knows  about  surround sound is the Alsa driver,
you���ll want to choose it, using:

     export SDL_AUDIODRIVER=alsa

     There are no syntactic changes to the  programming  API.  No  new
library calls, no differences in arguments.

     There are two semantic changes:

(1) For library calls with number of channels as an argument, formerly
     you  could  use only 1 or 2 for the number of channels.   Now you
     can also use 4 or 6.

(2) The two "left" and "right" arguments to Mix_SetPanning,   for  the
     case of 4 or 6 channels,  no longer simply control the volumes of
     the left and right channels. Now the "left" argument is converted
     to an angle and Mix_SetPosition is called,  and the "right" argu-
     ment is ignored.

     With two exceptions,  so far as I know,  the modified  SDL12  and
SDL_mixer work the same way as the original versions,  when opened for
1  or  2  channel output.   The two exceptions are bugs which I fixed.
Well, the first, anyway, is a bug for sure.   When rate conversions up
or down by a factor of two are applied (in  src/audio/SDL_audiocvt.c),
streams with different numbers of channels (that is,  mono and stereo)
are treated the same way:  either each sample is copied or every other
sample is omitted.  This is ok for mono, but for stereo,  it is frames
that should be copied or omitted, where by "frame" I mean a portion of
the stream containing one sample for each channel. (In the SDL source,
confusingly,   sometimes  frames are called "samples".)   So for these
rate conversions,  stereo streams have to be treated differently,  and
they are, in my modified version.

     The other problem that might be characterized  as  a  bug  arises
when  SDL_mixer  is passed a multichannel chunk which does not have an
integral number of frames.   Due to the way the  effect_position  code
loops  over frames,  when the chunk ends with a partial frame,  memory
outside the chunk buffer will be accessed.   In the  case  of  stereo,
it���s possible that because malloc may give more memory than requested,
this potential problem never actually causes a segment fault.  I don���t
know.   For 6 channel chunks,  I do know,  and it does  cause  segment
faults.


     If SDL_mixer is passed defective chunks and this causes a segment
fault, arguably, that���s not a bug in SDL_mixer.  Still, whether or not
it counts as a bug, it���s easy to protect against, so why not?  I added
code in mixer.c to discard any partial frame at the end of a chunk.

     Then what about when SDL or SDL_mixer is opened for 4 or 6  chan-
nel  output?    What  happens  with  the  parts of the current library
designed for stereo?  I don���t know whether I���ve covered all the bases,
but I���ve tried:

(1) For playing 2 channel waves, or other cases where SDL knows it has
     to match up a 2 channel source with a 4 or 6 channel output, I���ve
     added code in SDL_audiocvt.c to make the necessary conversions.

(2) For playing midis using timidity,  I���ve converted timidity to do 4
     or 6 channel output, upon request.

(3) For playing mods using mikmod,  I put ad hoc code  in  music.c  to
     convert  the  stereo  output that mikmod produces to 4 or 6 chan-
     nels.   Obviously it would be better to change the mikmod code to
     mix down into 4 or 6 channels,  but I have a hard time  following
     the code in mikmod, so I didn���t do that.

(4) For  playing mp3s,  I put ad hoc code in smpeg to copy channels in
     the case when 4 or 6 channel output is needed.

(5) There seems to be no problem with .ogg files - stereo .oggs can be
     up converted as .wavs are.

(6) The  effect_position  code  in SDL_mixer is now generalized to in-
     clude the cases of 4 and 6 channel streams.

     I���ve done a very limited amount of compatibility testing for some
of  the games using SDL I happen to have.   For details,  see the file
TESTS.

     I���ve put into a separate archive,  Surround-SDL-testfiles.tgz,  a
couple of 6 channel wave files for testing and a 6 channel  ogg  file.
If you have the right hardware and version of Alsa, you should be able
to  play  the  wave  files  with  the Alsa utility aplay (and hear all
channels, except maybe lfe, for chan-id.wav, since it���s rather faint).
Don���t expect aplay to give good sound,   though.    There���s  something
wrong with the current version of aplay.

     The canyon.ogg file is to test loading of 6 channel oggs.   After
patching and compiling, you can play it with playmus.   (My version of
ogg123 will not play it,  and I had to patch mplayer to get it to play
6 channel oggs.)

Greg Lee <greg@ling.lll.hawaii.edu>
Thus, July 1, 2004

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2004-08-21 12:27:02 +00:00
Sam Lantinga
cb9c2efd17 Updated copyright information for 2004 (Happy New Year!)
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2004-01-04 16:49:27 +00:00
Sam Lantinga
ea5d630479 Updated copyright information for 2002
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2002-03-06 11:23:08 +00:00
Sam Lantinga
3ceea60069 Updated the source with the correct e-mail address
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2001-12-14 12:38:15 +00:00
Sam Lantinga
2f110628a7 Initial revision
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2001-04-26 16:45:43 +00:00