view docs/html/audio.html @ 172:37e3ca9254c7

Date: Sat, 8 Sep 2001 04:42:23 +0200 From: Max Horn <max@quendi.de> Subject: SDL/OSX: Joystick; Better key handling I just finished implementing improved keyhandling for OS X (in fact the code should be easily ported to the "normal" MacOS part of SDL, I just had no chance yet). Works like this: First init the mapping table statically like before. Them, it queries the OS for the "official" key table, then iterates over all 127 scancode and gets the associates ascii code. It ignores everythng below 32 (has to, as it would lead to many problems if we did not... e.g. both ESC and NUM LOCk produce an ascii code 27 on my keyboard), and all stuff above 127 is mapped to SDLK_WORLD_* simply in the order it is encountered. In addition, caps lock is now working, too. The code work flawless for me, but since I only have one keyboard, I may have not encountered some serious problem... but I am pretty confident that it is better than the old code in most cases. The joystick driver works fine for me, too. I think it can be added to CVS already. It would simply be helpful if more people would test it. Hm, I wonder if Maelstrom or GLTron has Joystick support? That would be a wonderful test application :) I also took the liberty of modifying some text files like BUGS, README.CVS, README.MacOSX (which now contains the OS X docs I long promised)
author Sam Lantinga <slouken@libsdl.org>
date Tue, 11 Sep 2001 19:00:18 +0000
parents 55f1f1b3e27d
children 355632dca928
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><H1
><A
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>Chapter 10. Audio</A
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><DIV
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><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="sdlaudiospec.html"
>SDL_AudioSpec</A
> &#8212; Audio Specification Structure</DT
><DT
><A
HREF="sdlopenaudio.html"
>SDL_OpenAudio</A
> &#8212; Opens the audio device with the desired parameters.</DT
><DT
><A
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>SDL_PauseAudio</A
> &#8212; Pauses and unpauses the audio callback processing</DT
><DT
><A
HREF="sdlgetaudiostatus.html"
>SDL_GetAudioStatus</A
> &#8212; Get the current audio state</DT
><DT
><A
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>SDL_LoadWAV</A
> &#8212; Load a WAVE file</DT
><DT
><A
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>SDL_FreeWAV</A
> &#8212; Frees previously opened WAV data</DT
><DT
><A
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>SDL_AudioCVT</A
> &#8212; Audio Conversion Structure</DT
><DT
><A
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>SDL_BuildAudioCVT</A
> &#8212; Initializes a SDL_AudioCVT structure for conversion</DT
><DT
><A
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>SDL_ConvertAudio</A
> &#8212; Convert audio data to a desired audio format.</DT
><DT
><A
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>SDL_MixAudio</A
> &#8212; Mix audio data</DT
><DT
><A
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>SDL_LockAudio</A
> &#8212; Lock out the callback function</DT
><DT
><A
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>SDL_UnlockAudio</A
> &#8212; Unlock the callback function</DT
><DT
><A
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>SDL_CloseAudio</A
> &#8212; Shuts down audio processing and closes the audio device.</DT
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><P
>Sound on the computer is translated from waves that you hear into a series of 
values, or samples, each representing the amplitude of the wave.  When these
samples are sent in a stream to a sound card, an approximation of the original
wave can be recreated.  The more bits used to represent the amplitude, and the
greater frequency these samples are gathered, the closer the approximated
sound is to the original, and the better the quality of sound.</P
><P
>This library supports both 8 and 16 bit signed and unsigned sound samples,
at frequencies ranging from 11025 Hz to 44100 Hz, depending on the 
underlying hardware.  If the hardware doesn't support the desired audio
format or frequency, it can be emulated if desired (See 
<A
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><TT
CLASS="FUNCTION"
>SDL_OpenAudio()</TT
></A
>)</P
><P
>A commonly supported audio format is 16 bits per sample at 22050 Hz.</P
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