Mercurial > sdl-ios-xcode
annotate README @ 4216:5b99971a27b4 SDL-1.2
Fixed bug #698
Hans de Goede 2009-02-13 01:10:52 PST
Since the new "glitch free" version of pulseaudio (used in Fedora 10 amongst
others), the sound of SDL using apps (like a simple playmus call) has been
crackling.
While looking in to fixing this I noticed that the current pulseaudio code in
SDL uses pa_simple. However pa_simple uses a thread to pump pulseaudio events
and ipc, given that SDL already has its own thread for audio handling this is
clearly suboptimal, leading to unnecessary context switching IPC, etc. Also
pa_simple does not allow one to implement the WaitAudio() callback for SDL
audiodrivers properly.
Given that my work is mostly a rewrite (although some original pieces remain)
I'm attaching the new .c and .h file, as that is easier to review then the huge
diff.
Let me know if you also want the diff.
This new version has the following features:
-no longer use an additional thread next to the SDL sound thread
-do not crackle with glitch free audio
-when used with a newer pulse, which does glitch free audio, the total latency
is
the same as with the alsa driver
-proper WaitAudio() implementation, saving another mixlen worth of latency
-adds a WaitDone() implementation
This patch has been written in consultancy with Lennart Poetering (the
pulseaudio author) and has been reviewed by him for correct use of the pa API.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 21 Sep 2009 09:27:08 +0000 |
parents | 8582c6a5ca16 |
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2 Simple DirectMedia Layer | |
3 | |
4 (SDL) | |
5 | |
6 Version 1.2 | |
7 | |
8 --- | |
9 http://www.libsdl.org/ | |
10 | |
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11 This is the Simple DirectMedia Layer, a general API that provides low |
0 | 12 level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, |
13 and 2D framebuffer across multiple platforms. | |
14 | |
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15 The current version supports Linux, Windows CE/95/98/ME/XP/Vista, BeOS, |
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16 MacOS Classic, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, |
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17 and QNX. The code contains support for Dreamcast, Atari, AIX, OSF/Tru64, |
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18 RISC OS, SymbianOS, Nintendo DS, and OS/2, but these are not officially |
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19 supported. |
0 | 20 |
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21 SDL is written in C, but works with C++ natively, and has bindings to |
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22 several other languages, including Ada, C#, Eiffel, Erlang, Euphoria, |
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23 Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP, |
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24 Pike, Pliant, Python, Ruby, and Smalltalk. |
0 | 25 |
26 This library is distributed under GNU LGPL version 2, which can be | |
27 found in the file "COPYING". This license allows you to use SDL | |
28 freely in commercial programs as long as you link with the dynamic | |
29 library. | |
30 | |
31 The best way to learn how to use SDL is to check out the header files in | |
32 the "include" subdirectory and the programs in the "test" subdirectory. | |
33 The header files and test programs are well commented and always up to date. | |
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34 More documentation is available in HTML format in "docs/index.html", and |
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35 a documentation wiki is available online at: |
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36 http://www.libsdl.org/cgi/docwiki.cgi |
0 | 37 |
38 The test programs in the "test" subdirectory are in the public domain. | |
39 | |
40 Frequently asked questions are answered online: | |
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41 http://www.libsdl.org/faq.php |
0 | 42 |
43 If you need help with the library, or just want to discuss SDL related | |
44 issues, you can join the developers mailing list: | |
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45 http://www.libsdl.org/mailing-list.php |
0 | 46 |
47 Enjoy! | |
48 Sam Lantinga (slouken@libsdl.org) | |
49 |