Mercurial > sdl-ios-xcode
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First shot at new audio data types (int32 and float32).
Notable changes:
- Converters between types are autogenerated. Instead of making multiple
passes over the data with seperate filters for endianess, size, signedness,
etc, converting between data types is always one specialized filter. This
simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases
with the new types, and makes the actually conversions more CPU cache
friendly. Left a stub for adding specific optimized versions of these
routines (SSE/MMX/Altivec, assembler, etc)
- Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This
does not need to be run unless tweaking the code, and thus doesn't need
integration into the build system.
- Went through all the drivers and tried to weed out all the "Uint16"
references that are better specified with the new SDL_AudioFormat typedef.
- Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them
with new SDL_AUDIO_* macros.
- Added initial float32 and int32 support code. Theoretically, existing
drivers will push these through converters to get the data they want to
feed to the hardware.
Still TODO:
- Optimize and debug new converters.
- Update the CoreAudio backend to accept float32 data directly.
- Other backends, too?
- SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files
(both of which exist and can be generated by 'sox' for testing purposes).
- Update the mixer to handle new datatypes.
- Optionally update SDL_sound and SDL_mixer, etc.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 24 Aug 2006 12:10:46 +0000 |
parents | c6a447c98584 |
children |
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<!DOCTYPE HTML PUBLIC "-//Norman Walsh//DTD DocBook HTML 1.0//EN"> <HTML> <HEAD><TITLE>Simple DirectMedia Layer Introduction</TITLE></HEAD> <BODY BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000"> <DIV CLASS="NAVHEADER"> <HR ALIGN="LEFT" WIDTH="100%"> </DIV> <DIV CLASS="PREFACE"> <H2><A NAME="AEN8">Simple DirectMedia Layer Introduction</A></H2> <P> This library is designed to make it easy to write games that run on many different platforms using the various native high-performance media interfaces, (for video, audio, etc) and presenting a single source-code level API to your application. This is a fairly low level API, but using this, completely portable applications can be written with a great deal of flexibility. </P><P> An introduction to SDL can be found online at: <A HREF="http://www.libsdl.org/intro.php" TARGET="_top"> http://www.libsdl.org/intro.php</A> </P><P> Tutorials on a variety of topics can be found online at: <A HREF="http://www.libsdl.org/tutorials.php" TARGET="_top"> http://www.libsdl.org/tutorials.php</A> </P><P> Documentation in Wiki form can be found online at: <A HREF="http://www.libsdl.org/cgi/docwiki.cgi/" TARGET="_top"> http://www.libsdl.org/cgi/docwiki.cgi/</A> </P><P> Enjoy! </P><P> Sam Lantinga <TT CLASS="EMAIL"><<A HREF="mailto:slouken@libsdl.org"><A HREF="mailto:slouken@libsdl.org" TARGET="_top" >slouken@libsdl.org</A></A>></TT> </P> <P> <br><br><HR> <H1>Table of Contents</H1> <UL> <LI><A HREF="html/index.html">Full Table of Contents</A></LI> <LI><A HREF="html/guide.html">The SDL Guide</A></LI> <LI><A HREF="html/reference.html">The SDL Reference</A></LI> <UL> <LI><A HREF="html/general.html">Initialization</A></LI> <LI><A HREF="html/video.html">Video</A></LI> <LI><A HREF="html/wm.html">Window Manager</A></LI> <LI><A HREF="html/event.html">Event Handling</A></LI> <LI><A HREF="html/joystick.html">Joystick</A></LI> <LI><A HREF="html/audio.html">Audio</A></LI> <LI><A HREF="html/cdrom.html">CDROM</A></LI> <LI><A HREF="html/thread.html">Threads</A></LI> <LI><A HREF="html/time.html">Timers</A></LI> </UL> </UL> </DIV ></BODY ></HTML >