annotate docs/man3/SDL_ConvertAudio.3 @ 876:9e84d106ec19

(Said Max Horn on the SDL mailing list...) Hi folks, based on Eric Wing's patch, I created the attached patch which fixes the OpenGL coordinate inversion bug in SDL. It works fine over here on 10.3 with Ryan's test program (which I also attached). There is another change in it: I removed the "- 1" in the two lines using CGDisplayPixelsHigh()... while I understand from a logical point of view why they *should* be correct, I checked the actual values computed that way, and they were off-by-one. After removing the " - 1", the returned mouse coordinates are correct. I checked this by moving the mouse to the screen top/bottom in fullscreen mode, BTW. With the change, the proper values 0 and 479 are returned (in 640x480 mode). Sam, you may still want to test on 10.1, it's very simple using Ryan's minimal test code :-) Cheers, Max (Here is the reproduction case for revision history's sake...) /* * To compile: * gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL * * --ryan. */ #include <stdio.h> #include "SDL.h" #include "SDL_opengl.h" int main(int argc, char **argv) { Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */; SDL_Surface *screen; SDL_Event event; int done = 0; GLfloat ratio; SDL_Init(SDL_INIT_VIDEO); SDL_ShowCursor(0); if ((argv[1]) && (strcmp(argv[1], "--grab") == 0)) SDL_WM_GrabInput(SDL_GRAB_ON); screen = SDL_SetVideoMode(640, 480, 0, flags); if (!screen) return(42); ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClearDepth( 1.0f ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glViewport( 0, 0, screen->w, screen->h); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, ratio, 0.1f, 100.0f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); // eh, close enough. #define MAX_X 6.12 #define MAX_Y 4.50 while (!done) { int x, y; GLfloat glx, gly; if (!SDL_WaitEvent(&event)) break; switch (event.type) { case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) done = 1; break; } SDL_GetMouseState(&x, &y); glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X; gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(glx,-gly,-6.0f); glBegin(GL_TRIANGLES); glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f); glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f); glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f); glEnd(); SDL_GL_SwapBuffers(); } SDL_Quit(); return(0); } /* end of test.c ... */
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 22 Mar 2004 09:38:20 +0000
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
181
e5bc29de3f0a Updated from the SDL Documentation Project
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1 .TH "SDL_ConvertAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_ConvertAudio\- Convert audio data to a desired audio format\&.
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4 .SH "SYNOPSIS"
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5 .PP
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6 \fB#include "SDL\&.h"
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7 .sp
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8 \fBint \fBSDL_ConvertAudio\fP\fR(\fBSDL_AudioCVT *cvt\fR);
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9 .SH "DESCRIPTION"
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10 .PP
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11 \fBSDL_ConvertAudio\fP takes one parameter, \fBcvt\fR, which was previously initilized\&. Initilizing a \fI\fBSDL_AudioCVT\fR\fR is a two step process\&. First of all, the structure must be passed to \fI\fBSDL_BuildAudioCVT\fP\fR along with source and destination format parameters\&. Secondly, the \fBcvt\fR->\fBbuf\fR and \fBcvt\fR->\fBlen\fR fields must be setup\&. \fBcvt\fR->\fBbuf\fR should point to the audio data and \fBcvt\fR->\fBlen\fR should be set to the length of the audio data in bytes\&. Remember, the length of the buffer pointed to by \fBbuf\fR show be \fBlen\fR*\fBlen_mult\fR bytes in length\&.
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12 .PP
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13 Once the \fBSDL_AudioCVT\fRstructure is initilized then we can pass it to \fBSDL_ConvertAudio\fP, which will convert the audio data pointer to by \fBcvt\fR->\fBbuf\fR\&. If \fBSDL_ConvertAudio\fP returned \fB0\fR then the conversion was completed successfully, otherwise \fB-1\fR is returned\&.
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14 .PP
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15 If the conversion completed successfully then the converted audio data can be read from \fBcvt\fR->\fBbuf\fR\&. The amount of valid, converted, audio data in the buffer is equal to \fBcvt\fR->\fBlen\fR*\fBcvt\fR->\fBlen_ratio\fR\&.
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16 .SH "EXAMPLES"
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17 .PP
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18 .nf
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19 \f(CW/* Converting some WAV data to hardware format */
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20 void my_audio_callback(void *userdata, Uint8 *stream, int len);
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21
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22 SDL_AudioSpec *desired, *obtained;
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23 SDL_AudioSpec wav_spec;
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24 SDL_AudioCVT wav_cvt;
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25 Uint32 wav_len;
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26 Uint8 *wav_buf;
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27 int ret;
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28
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29 /* Allocated audio specs */
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30 desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
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31 obtained=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
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32
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33 /* Set desired format */
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34 desired->freq=22050;
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35 desired->format=AUDIO_S16LSB;
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36 desired->samples=8192;
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37 desired->callback=my_audio_callback;
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38 desired->userdata=NULL;
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39
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40 /* Open the audio device */
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41 if ( SDL_OpenAudio(desired, obtained) < 0 ){
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42 fprintf(stderr, "Couldn\&'t open audio: %s
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43 ", SDL_GetError());
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44 exit(-1);
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45 }
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46
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47 free(desired);
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48
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49 /* Load the test\&.wav */
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50 if( SDL_LoadWAV("test\&.wav", &wav_spec, &wav_buf, &wav_len) == NULL ){
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51 fprintf(stderr, "Could not open test\&.wav: %s
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52 ", SDL_GetError());
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53 SDL_CloseAudio();
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54 free(obtained);
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55 exit(-1);
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56 }
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57
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58 /* Build AudioCVT */
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59 ret = SDL_BuildAudioCVT(&wav_cvt,
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60 wav_spec\&.format, wav_spec\&.channels, wav_spec\&.freq,
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61 obtained->format, obtained->channels, obtained->freq);
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62
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63 /* Check that the convert was built */
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64 if(ret==-1){
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65 fprintf(stderr, "Couldn\&'t build converter!
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66 ");
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67 SDL_CloseAudio();
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68 free(obtained);
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69 SDL_FreeWAV(wav_buf);
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70 }
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71
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72 /* Setup for conversion */
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73 wav_cvt\&.buf=(Uint8 *)malloc(wav_len*wav_cvt\&.len_mult);
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74 wav_cvt\&.len=wav_len;
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75 memcpy(wav_cvt\&.buf, wav_buf, wav_len);
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76
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77 /* We can delete to original WAV data now */
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78 SDL_FreeWAV(wav_buf);
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79
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80 /* And now we\&'re ready to convert */
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81 SDL_ConvertAudio(&wav_cvt);
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82
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83 /* do whatever */
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84 \&.
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85 \&.
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86 \&.
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87 \&.
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88
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89 \fR
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90 .fi
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91 .PP
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92 .SH "SEE ALSO"
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93 .PP
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94 \fI\fBSDL_BuildAudioCVT\fP\fR, \fI\fBSDL_AudioCVT\fP\fR
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95 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58