Mercurial > sdl-ios-xcode
annotate docs/html/sdlmixaudio.html @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | 355632dca928 |
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rev | line source |
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0 | 1 <HTML |
2 ><HEAD | |
3 ><TITLE | |
4 >SDL_MixAudio</TITLE | |
5 ><META | |
6 NAME="GENERATOR" | |
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ |
0 | 8 "><LINK |
9 REL="HOME" | |
10 TITLE="SDL Library Documentation" | |
11 HREF="index.html"><LINK | |
12 REL="UP" | |
13 TITLE="Audio" | |
14 HREF="audio.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="SDL_ConvertAudio" | |
17 HREF="sdlconvertaudio.html"><LINK | |
18 REL="NEXT" | |
19 TITLE="SDL_LockAudio" | |
20 HREF="sdllockaudio.html"></HEAD | |
21 ><BODY | |
22 CLASS="REFENTRY" | |
23 BGCOLOR="#FFF8DC" | |
24 TEXT="#000000" | |
25 LINK="#0000ee" | |
26 VLINK="#551a8b" | |
27 ALINK="#ff0000" | |
28 ><DIV | |
29 CLASS="NAVHEADER" | |
30 ><TABLE | |
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31 SUMMARY="Header navigation table" |
0 | 32 WIDTH="100%" |
33 BORDER="0" | |
34 CELLPADDING="0" | |
35 CELLSPACING="0" | |
36 ><TR | |
37 ><TH | |
38 COLSPAN="3" | |
39 ALIGN="center" | |
40 >SDL Library Documentation</TH | |
41 ></TR | |
42 ><TR | |
43 ><TD | |
44 WIDTH="10%" | |
45 ALIGN="left" | |
46 VALIGN="bottom" | |
47 ><A | |
48 HREF="sdlconvertaudio.html" | |
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49 ACCESSKEY="P" |
0 | 50 >Prev</A |
51 ></TD | |
52 ><TD | |
53 WIDTH="80%" | |
54 ALIGN="center" | |
55 VALIGN="bottom" | |
56 ></TD | |
57 ><TD | |
58 WIDTH="10%" | |
59 ALIGN="right" | |
60 VALIGN="bottom" | |
61 ><A | |
62 HREF="sdllockaudio.html" | |
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63 ACCESSKEY="N" |
0 | 64 >Next</A |
65 ></TD | |
66 ></TR | |
67 ></TABLE | |
68 ><HR | |
69 ALIGN="LEFT" | |
70 WIDTH="100%"></DIV | |
71 ><H1 | |
72 ><A | |
73 NAME="SDLMIXAUDIO" | |
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74 ></A |
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75 >SDL_MixAudio</H1 |
0 | 76 ><DIV |
77 CLASS="REFNAMEDIV" | |
78 ><A | |
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79 NAME="AEN7107" |
0 | 80 ></A |
81 ><H2 | |
82 >Name</H2 | |
83 >SDL_MixAudio -- Mix audio data</DIV | |
84 ><DIV | |
85 CLASS="REFSYNOPSISDIV" | |
86 ><A | |
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87 NAME="AEN7110" |
0 | 88 ></A |
89 ><H2 | |
90 >Synopsis</H2 | |
91 ><DIV | |
92 CLASS="FUNCSYNOPSIS" | |
93 ><A | |
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94 NAME="AEN7111" |
0 | 95 ></A |
96 ><P | |
97 ></P | |
98 ><PRE | |
99 CLASS="FUNCSYNOPSISINFO" | |
100 >#include "SDL.h"</PRE | |
101 ><P | |
102 ><CODE | |
103 ><CODE | |
104 CLASS="FUNCDEF" | |
105 >void <B | |
106 CLASS="FSFUNC" | |
107 >SDL_MixAudio</B | |
108 ></CODE | |
109 >(Uint8 *dst, Uint8 *src, Uint32 len, int volume);</CODE | |
110 ></P | |
111 ><P | |
112 ></P | |
113 ></DIV | |
114 ></DIV | |
115 ><DIV | |
116 CLASS="REFSECT1" | |
117 ><A | |
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118 NAME="AEN7117" |
0 | 119 ></A |
120 ><H2 | |
121 >Description</H2 | |
122 ><P | |
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123 >This function takes two audio buffers of <TT |
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124 CLASS="PARAMETER" |
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125 ><I |
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126 >len</I |
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127 ></TT |
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128 > bytes each |
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129 of the playing audio format and mixes them, performing addition, volume |
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130 adjustment, and overflow clipping. The <TT |
0 | 131 CLASS="PARAMETER" |
132 ><I | |
133 >volume</I | |
134 ></TT | |
55
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135 > ranges |
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136 from 0 to <TT |
0 | 137 CLASS="LITERAL" |
138 >SDL_MIX_MAXVOLUME</TT | |
55
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139 > and should be set to the maximum |
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140 value for full audio volume. Note this does not change hardware volume. This is |
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141 provided for convenience -- you can mix your own audio data.</P |
181
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142 ><DIV |
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143 CLASS="NOTE" |
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144 ><BLOCKQUOTE |
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145 CLASS="NOTE" |
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146 ><P |
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147 ><B |
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148 >Note: </B |
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149 >Do not use this function for mixing together more than two streams of sample |
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150 data. The output from repeated application of this function may be distorted |
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151 by clipping, because there is no accumulator with greater range than the |
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152 input (not to mention this being an inefficient way of doing it). |
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153 Use mixing functions from SDL_mixer, OpenAL, or write your own mixer instead.</P |
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154 ></BLOCKQUOTE |
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155 ></DIV |
0 | 156 ></DIV |
157 ><DIV | |
158 CLASS="REFSECT1" | |
159 ><A | |
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160 NAME="AEN7125" |
0 | 161 ></A |
162 ><H2 | |
163 >See Also</H2 | |
164 ><P | |
165 ><A | |
166 HREF="sdlopenaudio.html" | |
167 ><TT | |
168 CLASS="FUNCTION" | |
169 >SDL_OpenAudio</TT | |
170 ></A | |
171 ></P | |
172 ></DIV | |
173 ><DIV | |
174 CLASS="NAVFOOTER" | |
175 ><HR | |
176 ALIGN="LEFT" | |
177 WIDTH="100%"><TABLE | |
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178 SUMMARY="Footer navigation table" |
0 | 179 WIDTH="100%" |
180 BORDER="0" | |
181 CELLPADDING="0" | |
182 CELLSPACING="0" | |
183 ><TR | |
184 ><TD | |
185 WIDTH="33%" | |
186 ALIGN="left" | |
187 VALIGN="top" | |
188 ><A | |
189 HREF="sdlconvertaudio.html" | |
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190 ACCESSKEY="P" |
0 | 191 >Prev</A |
192 ></TD | |
193 ><TD | |
194 WIDTH="34%" | |
195 ALIGN="center" | |
196 VALIGN="top" | |
197 ><A | |
198 HREF="index.html" | |
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199 ACCESSKEY="H" |
0 | 200 >Home</A |
201 ></TD | |
202 ><TD | |
203 WIDTH="33%" | |
204 ALIGN="right" | |
205 VALIGN="top" | |
206 ><A | |
207 HREF="sdllockaudio.html" | |
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208 ACCESSKEY="N" |
0 | 209 >Next</A |
210 ></TD | |
211 ></TR | |
212 ><TR | |
213 ><TD | |
214 WIDTH="33%" | |
215 ALIGN="left" | |
216 VALIGN="top" | |
217 >SDL_ConvertAudio</TD | |
218 ><TD | |
219 WIDTH="34%" | |
220 ALIGN="center" | |
221 VALIGN="top" | |
222 ><A | |
223 HREF="audio.html" | |
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224 ACCESSKEY="U" |
0 | 225 >Up</A |
226 ></TD | |
227 ><TD | |
228 WIDTH="33%" | |
229 ALIGN="right" | |
230 VALIGN="top" | |
231 >SDL_LockAudio</TD | |
232 ></TR | |
233 ></TABLE | |
234 ></DIV | |
235 ></BODY | |
236 ></HTML | |
237 > |