Mercurial > sdl-ios-xcode
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
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
1 .TH "SDL_ConvertAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_ConvertAudio\- Convert audio data to a desired audio format\&. | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBint \fBSDL_ConvertAudio\fP\fR(\fBSDL_AudioCVT *cvt\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
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\&. | |
12 .PP | |
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\&. | |
14 .PP | |
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\&. | |
16 .SH "EXAMPLES" | |
17 .PP | |
18 .nf | |
19 \f(CW/* Converting some WAV data to hardware format */ | |
20 void my_audio_callback(void *userdata, Uint8 *stream, int len); | |
21 | |
22 SDL_AudioSpec *desired, *obtained; | |
23 SDL_AudioSpec wav_spec; | |
24 SDL_AudioCVT wav_cvt; | |
25 Uint32 wav_len; | |
26 Uint8 *wav_buf; | |
27 int ret; | |
28 | |
29 /* Allocated audio specs */ | |
30 desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec)); | |
31 obtained=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec)); | |
32 | |
33 /* Set desired format */ | |
34 desired->freq=22050; | |
35 desired->format=AUDIO_S16LSB; | |
36 desired->samples=8192; | |
37 desired->callback=my_audio_callback; | |
38 desired->userdata=NULL; | |
39 | |
40 /* Open the audio device */ | |
41 if ( SDL_OpenAudio(desired, obtained) < 0 ){ | |
42 fprintf(stderr, "Couldn\&'t open audio: %s | |
43 ", SDL_GetError()); | |
44 exit(-1); | |
45 } | |
46 | |
47 free(desired); | |
48 | |
49 /* Load the test\&.wav */ | |
50 if( SDL_LoadWAV("test\&.wav", &wav_spec, &wav_buf, &wav_len) == NULL ){ | |
51 fprintf(stderr, "Could not open test\&.wav: %s | |
52 ", SDL_GetError()); | |
53 SDL_CloseAudio(); | |
54 free(obtained); | |
55 exit(-1); | |
56 } | |
57 | |
58 /* Build AudioCVT */ | |
59 ret = SDL_BuildAudioCVT(&wav_cvt, | |
60 wav_spec\&.format, wav_spec\&.channels, wav_spec\&.freq, | |
61 obtained->format, obtained->channels, obtained->freq); | |
62 | |
63 /* Check that the convert was built */ | |
64 if(ret==-1){ | |
65 fprintf(stderr, "Couldn\&'t build converter! | |
66 "); | |
67 SDL_CloseAudio(); | |
68 free(obtained); | |
69 SDL_FreeWAV(wav_buf); | |
70 } | |
71 | |
72 /* Setup for conversion */ | |
73 wav_cvt\&.buf=(Uint8 *)malloc(wav_len*wav_cvt\&.len_mult); | |
74 wav_cvt\&.len=wav_len; | |
75 memcpy(wav_cvt\&.buf, wav_buf, wav_len); | |
76 | |
77 /* We can delete to original WAV data now */ | |
78 SDL_FreeWAV(wav_buf); | |
79 | |
80 /* And now we\&'re ready to convert */ | |
81 SDL_ConvertAudio(&wav_cvt); | |
82 | |
83 /* do whatever */ | |
84 \&. | |
85 \&. | |
86 \&. | |
87 \&. | |
88 | |
89 \fR | |
90 .fi | |
91 .PP | |
92 .SH "SEE ALSO" | |
93 .PP | |
94 \fI\fBSDL_BuildAudioCVT\fP\fR, \fI\fBSDL_AudioCVT\fP\fR | |
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
95 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58 |