Mercurial > sdl-ios-xcode
annotate XCodeiPhoneOS/Demos/src/common.h @ 3096:ae4e80dbe330
Date: Tue, 17 Feb 2009 14:00:25 +0100
From: Stefan Klug
Subject: [SDL] Possible bug, paused audio playing garbage
On my WinCE device a paused audio device plays random garbage.
This might also be the issue in the thread "sound cracks with SDL_mixer
and AUDIO_S16LSB"
I don't have that much knowledge of the SDL audio part, but the attached
patch fixes it for me, and collapses two redundant ifs.
I'm not sure if this is the correct way to fix this.
Shouldn't the complete stream conversion part of the RunAudio loop be
dependent on the paused property of the device? (not only the call to
(*fill)(udata, istream, istream_len).
Anyways. Would be great if the patch or a fix could find its way to SVN ;-)
Cheers
Stefan
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 23 Mar 2009 05:21:40 +0000 |
parents | f55c87ae336b |
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1 /* |
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2 * common.h |
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3 * written by Holmes Futrell |
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4 * use however you want |
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5 */ |
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6 |
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7 #define SCREEN_WIDTH 320 |
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8 #define SCREEN_HEIGHT 480 |
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9 |
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10 extern int randomInt(int min, int max); |
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11 extern float randomFloat(float min, float max); |
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12 extern void fatalError(const char *string); |