Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_OpenAudio.3 @ 172:37e3ca9254c7
Date: Sat, 8 Sep 2001 04:42:23 +0200
From: Max Horn <max@quendi.de>
Subject: SDL/OSX: Joystick; Better key handling
I just finished implementing improved keyhandling for OS X (in fact
the code should be easily ported to the "normal" MacOS part of SDL, I
just had no chance yet). Works like this:
First init the mapping table statically like before. Them, it queries
the OS for the "official" key table, then iterates over all 127
scancode and gets the associates ascii code. It ignores everythng
below 32 (has to, as it would lead to many problems if we did not...
e.g. both ESC and NUM LOCk produce an ascii code 27 on my keyboard),
and all stuff above 127 is mapped to SDLK_WORLD_* simply in the order
it is encountered.
In addition, caps lock is now working, too.
The code work flawless for me, but since I only have one keyboard, I
may have not encountered some serious problem... but I am pretty
confident that it is better than the old code in most cases.
The joystick driver works fine for me, too. I think it can be added
to CVS already. It would simply be helpful if more people would test
it. Hm, I wonder if Maelstrom or GLTron has Joystick support? That
would be a wonderful test application :)
I also took the liberty of modifying some text files like BUGS,
README.CVS, README.MacOSX (which now contains the OS X docs I long
promised)
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 11 Sep 2001 19:00:18 +0000 |
parents | 55f1f1b3e27d |
children | e5bc29de3f0a |
rev | line source |
---|---|
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
1 .TH "SDL_OpenAudio" "3" "Sun 10 Jun 2001, 19:40" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_OpenAudio\- Opens the audio device with the desired parameters\&. | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBint \fBSDL_OpenAudio\fP\fR(\fBSDL_AudioSpec *desired, SDL_AudioSpec *obtained\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 This function opens the audio device with the \fBdesired\fR parameters, and returns 0 if successful, placing the actual hardware parameters in the structure pointed to by \fBobtained\fR\&. If \fBobtained\fR is NULL, the audio data passed to the callback function will be guaranteed to be in the requested format, and will be automatically converted to the hardware audio format if necessary\&. This function returns -1 if it failed to open the audio device, or couldn\&'t set up the audio thread\&. | |
12 .PP | |
13 To open the audio device a \fBdesired\fR \fI\fBSDL_AudioSpec\fR\fR must be created\&. | |
14 .PP | |
15 .nf | |
16 \f(CWSDL_AudioSpec *desired; | |
17 \&. | |
18 \&. | |
19 desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));\fR | |
20 .fi | |
21 .PP | |
22 You must then fill this structure with your desired audio specifications\&. | |
23 .IP "\fBdesired\fR->\fBfreq\fR" 10The desired audio frequency in samples-per-second\&. | |
24 .IP "\fBdesired\fR->\fBformat\fR" 10The desired audio format (see \fI\fBSDL_AudioSpec\fR\fR) | |
25 .IP "\fBdesired\fR->\fBsamples\fR" 10The desired size of the audio buffer in samples\&. This number should be a power of two, and may be adjusted by the audio driver to a value more suitable for the hardware\&. Good values seem to range between 512 and 8192 inclusive, depending on the application and CPU speed\&. Smaller values yield faster response time, but can lead to underflow if the application is doing heavy processing and cannot fill the audio buffer in time\&. A stereo sample consists of both right and left channels in LR ordering\&. Note that the number of samples is directly related to time by the following formula: ms = (samples*1000)/freq | |
26 .IP "\fBdesired\fR->\fBcallback\fR" 10This should be set to a function that will be called when the audio device is ready for more data\&. It is passed a pointer to the audio buffer, and the length in bytes of the audio buffer\&. This function usually runs in a separate thread, and so you should protect data structures that it accesses by calling \fI\fBSDL_LockAudio\fP\fR and \fI\fBSDL_UnlockAudio\fP\fR in your code\&. The callback prototype is: | |
27 .PP | |
28 .nf | |
29 \f(CWvoid callback(void *userdata, Uint8 *stream, int len);\fR | |
30 .fi | |
31 .PP | |
32 \fBuserdata\fR is the pointer stored in \fBuserdata\fR field of the \fBSDL_AudioSpec\fR\&. \fBstream\fR is a pointer to the audio buffer you want to fill with information and \fBlen\fR is the length of the audio buffer in bytes\&. | |
33 .IP "\fBdesired\fR->\fBuserdata\fR" 10This pointer is passed as the first parameter to the \fBcallback\fP function\&. | |
34 .PP | |
35 \fBSDL_OpenAudio\fP reads these fields from the \fBdesired\fR \fBSDL_AudioSpec\fR structure pass to the function and attempts to find an audio configuration matching your \fBdesired\fR\&. As mentioned above, if the \fBobtained\fR parameter is \fBNULL\fP then SDL with convert from your \fBdesired\fR audio settings to the hardware settings as it plays\&. | |
36 .PP | |
37 If \fBobtained\fR is \fBNULL\fP then the \fBdesired\fR \fBSDL_AudioSpec\fR is your working specification, otherwise the \fBobtained\fR \fBSDL_AudioSpec\fR becomes the working specification and the \fBdesirec\fR specification can be deleted\&. The data in the working specification is used when building \fBSDL_AudioCVT\fR\&'s for converting loaded data to the hardware format\&. | |
38 .PP | |
39 \fBSDL_OpenAudio\fP calculates the \fBsize\fR and \fBsilence\fR fields for both the \fBdesired\fR and \fBobtained\fR specifications\&. The \fBsize\fR field stores the total size of the audio buffer in bytes, while the \fBsilence\fR stores the value used to represent silence in the audio buffer | |
40 .PP | |
41 The audio device starts out playing \fBsilence\fR when it\&'s opened, and should be enabled for playing by calling \fI\fBSDL_PauseAudio\fP(\fB0\fR)\fR when you are ready for your audio \fBcallback\fR function to be called\&. Since the audio driver may modify the requested \fBsize\fR of the audio buffer, you should allocate any local mixing buffers after you open the audio device\&. | |
42 .SH "EXAMPLES" | |
43 .PP | |
44 .nf | |
45 \f(CW/* Prototype of our callback function */ | |
46 void my_audio_callback(void *userdata, Uint8 *stream, int len); | |
47 | |
48 /* Open the audio device */ | |
49 SDL_AudioSpec *desired, *obtained; | |
50 SDL_AudioSpec *hardware_spec; | |
51 | |
52 /* Allocate a desired SDL_AudioSpec */ | |
53 desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec)); | |
54 | |
55 /* Allocate space for the obtained SDL_AudioSpec */ | |
56 obtained=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec)); | |
57 | |
58 /* 22050Hz - FM Radio quality */ | |
59 desired->freq=22050; | |
60 | |
61 /* 16-bit signed audio */ | |
62 desired->format=AUDIO_S16LSB; | |
63 | |
64 /* Large audio buffer reduces risk of dropouts but increases response time */ | |
65 desired->samples=8192; | |
66 | |
67 /* Our callback function */ | |
68 desired->callback=my_audio_callback; | |
69 | |
70 desired->userdata=NULL; | |
71 | |
72 /* Open the audio device */ | |
73 if ( SDL_OpenAudio(desired, obtained) < 0 ){ | |
74 fprintf(stderr, "Couldn\&'t open audio: %s | |
75 ", SDL_GetError()); | |
76 exit(-1); | |
77 } | |
78 /* desired spec is no longer needed */ | |
79 free(desired); | |
80 hardware_spec=obtained; | |
81 \&. | |
82 \&. | |
83 /* Prepare callback for playing */ | |
84 \&. | |
85 \&. | |
86 \&. | |
87 /* Start playing */ | |
88 SDL_PauseAudio(0);\fR | |
89 .fi | |
90 .PP | |
91 .SH "SEE ALSO" | |
92 .PP | |
93 \fI\fBSDL_AudioSpec\fP\fR, \fI\fBSDL_LockAudio\fP\fR, \fI\fBSDL_UnlockAudio\fP\fR, \fI\fBSDL_PauseAudio\fP\fR | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
94 ...\" created by instant / docbook-to-man, Sun 10 Jun 2001, 19:40 |