Mercurial > SDL_sound_CoreAudio
view TODO @ 230:aa4137f121e4
Updated.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Sat, 19 Jan 2002 03:11:26 +0000 |
parents | daa18455baf9 |
children | 156df33fd7fc |
line wrap: on
line source
Left todo for 0.1.5: - Implement rewind method in decoders missing it: * mikmod.c * ogg.c * flac.c * modplug.c * midi.c * mp3.c * shn.c - SMPEG only works after calling SDL_OpenAudio(), but I don't think this is a universal truth (i.e. - OpenAL uses it without outputting through SDL...) Figure out if this can be fixed. - in Sound_NewSample*, if a decoder is selected by file extension and fails, it should not be tried again when going through the rest of the decoders. Or should we just opt to give up if the specified decoder fails? - Update the Visual C project files. General stuff TODO: - Verify portability to various Unixes (BSD, etc) - Port to MacOS Classic. - Man pages for the API. More immediate: - Write a decent README. - Handle compression and other chunks in WAV files. - Handle compression and other chunks in AIFF-C files. - Cleanup up VOC decoder (seems messy to me). - Rename "test" directory to "playsound". - Have default make build playsound, and make install install it. - Make some of the SNDDBG() strings more uniform. - Run through ElectricFence, dmalloc, etc... - Verify thread safety. SDL_sound should be fully reentrant right now, with the exception of Sound_NewSample*()...starting two sounds at once can cause the internal linked list of currently-decoding samples to scramble. Decoders to implement: - .CDA (Does this need specific decoding? Or is a RWops needed?) - An mpglib MP3 decoder? (or backend mpglib into SMPEG?) - A c64 SID player? - ...and more... Ongoing: - look for "FIXME"s in the code. /* end of TODO ... */