view include/SDL_timer.h @ 942:41a59de7f2ed

Here are patches for SDL12 and SDL_mixer for 4 or 6 channel surround sound on Linux using the Alsa driver. To use them, naturally you need a sound card that will do 4 or 6 channels and probably also a recent version of the Alsa drivers and library. Since the only SDL output driver that knows about surround sound is the Alsa driver, you���ll want to choose it, using: export SDL_AUDIODRIVER=alsa There are no syntactic changes to the programming API. No new library calls, no differences in arguments. There are two semantic changes: (1) For library calls with number of channels as an argument, formerly you could use only 1 or 2 for the number of channels. Now you can also use 4 or 6. (2) The two "left" and "right" arguments to Mix_SetPanning, for the case of 4 or 6 channels, no longer simply control the volumes of the left and right channels. Now the "left" argument is converted to an angle and Mix_SetPosition is called, and the "right" argu- ment is ignored. With two exceptions, so far as I know, the modified SDL12 and SDL_mixer work the same way as the original versions, when opened for 1 or 2 channel output. The two exceptions are bugs which I fixed. Well, the first, anyway, is a bug for sure. When rate conversions up or down by a factor of two are applied (in src/audio/SDL_audiocvt.c), streams with different numbers of channels (that is, mono and stereo) are treated the same way: either each sample is copied or every other sample is omitted. This is ok for mono, but for stereo, it is frames that should be copied or omitted, where by "frame" I mean a portion of the stream containing one sample for each channel. (In the SDL source, confusingly, sometimes frames are called "samples".) So for these rate conversions, stereo streams have to be treated differently, and they are, in my modified version. The other problem that might be characterized as a bug arises when SDL_mixer is passed a multichannel chunk which does not have an integral number of frames. Due to the way the effect_position code loops over frames, when the chunk ends with a partial frame, memory outside the chunk buffer will be accessed. In the case of stereo, it���s possible that because malloc may give more memory than requested, this potential problem never actually causes a segment fault. I don���t know. For 6 channel chunks, I do know, and it does cause segment faults. If SDL_mixer is passed defective chunks and this causes a segment fault, arguably, that���s not a bug in SDL_mixer. Still, whether or not it counts as a bug, it���s easy to protect against, so why not? I added code in mixer.c to discard any partial frame at the end of a chunk. Then what about when SDL or SDL_mixer is opened for 4 or 6 chan- nel output? What happens with the parts of the current library designed for stereo? I don���t know whether I���ve covered all the bases, but I���ve tried: (1) For playing 2 channel waves, or other cases where SDL knows it has to match up a 2 channel source with a 4 or 6 channel output, I���ve added code in SDL_audiocvt.c to make the necessary conversions. (2) For playing midis using timidity, I���ve converted timidity to do 4 or 6 channel output, upon request. (3) For playing mods using mikmod, I put ad hoc code in music.c to convert the stereo output that mikmod produces to 4 or 6 chan- nels. Obviously it would be better to change the mikmod code to mix down into 4 or 6 channels, but I have a hard time following the code in mikmod, so I didn���t do that. (4) For playing mp3s, I put ad hoc code in smpeg to copy channels in the case when 4 or 6 channel output is needed. (5) There seems to be no problem with .ogg files - stereo .oggs can be up converted as .wavs are. (6) The effect_position code in SDL_mixer is now generalized to in- clude the cases of 4 and 6 channel streams. I���ve done a very limited amount of compatibility testing for some of the games using SDL I happen to have. For details, see the file TESTS. I���ve put into a separate archive, Surround-SDL-testfiles.tgz, a couple of 6 channel wave files for testing and a 6 channel ogg file. If you have the right hardware and version of Alsa, you should be able to play the wave files with the Alsa utility aplay (and hear all channels, except maybe lfe, for chan-id.wav, since it���s rather faint). Don���t expect aplay to give good sound, though. There���s something wrong with the current version of aplay. The canyon.ogg file is to test loading of 6 channel oggs. After patching and compiling, you can play it with playmus. (My version of ogg123 will not play it, and I had to patch mplayer to get it to play 6 channel oggs.) Greg Lee <greg@ling.lll.hawaii.edu> Thus, July 1, 2004
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Aug 2004 12:27:02 +0000
parents b8d311d90021
children 5ba65305c954
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2004 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

#ifndef _SDL_timer_h
#define _SDL_timer_h

/* Header for the SDL time management routines */

#include "SDL_main.h"
#include "SDL_types.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/* This is the OS scheduler timeslice, in milliseconds */
#define SDL_TIMESLICE		10

/* This is the maximum resolution of the SDL timer on all platforms */
#define TIMER_RESOLUTION	10	/* Experimentally determined */

/* Get the number of milliseconds since the SDL library initialization.
 * Note that this value wraps if the program runs for more than ~49 days.
 */ 
extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);

/* Wait a specified number of milliseconds before returning */
extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);

/* Function prototype for the timer callback function */
typedef Uint32 (SDLCALL *SDL_TimerCallback)(Uint32 interval);

/* Set a callback to run after the specified number of milliseconds has
 * elapsed. The callback function is passed the current timer interval
 * and returns the next timer interval.  If the returned value is the 
 * same as the one passed in, the periodic alarm continues, otherwise a
 * new alarm is scheduled.  If the callback returns 0, the periodic alarm
 * is cancelled.
 *
 * To cancel a currently running timer, call SDL_SetTimer(0, NULL);
 *
 * The timer callback function may run in a different thread than your
 * main code, and so shouldn't call any functions from within itself.
 *
 * The maximum resolution of this timer is 10 ms, which means that if
 * you request a 16 ms timer, your callback will run approximately 20 ms
 * later on an unloaded system.  If you wanted to set a flag signaling
 * a frame update at 30 frames per second (every 33 ms), you might set a 
 * timer for 30 ms:
 *   SDL_SetTimer((33/10)*10, flag_update);
 *
 * If you use this function, you need to pass SDL_INIT_TIMER to SDL_Init().
 *
 * Under UNIX, you should not use raise or use SIGALRM and this function
 * in the same program, as it is implemented using setitimer().  You also
 * should not use this function in multi-threaded applications as signals
 * to multi-threaded apps have undefined behavior in some implementations.
 */
extern DECLSPEC int SDLCALL SDL_SetTimer(Uint32 interval, SDL_TimerCallback callback);

/* New timer API, supports multiple timers
 * Written by Stephane Peter <megastep@lokigames.com>
 */

/* Function prototype for the new timer callback function.
 * The callback function is passed the current timer interval and returns
 * the next timer interval.  If the returned value is the same as the one
 * passed in, the periodic alarm continues, otherwise a new alarm is
 * scheduled.  If the callback returns 0, the periodic alarm is cancelled.
 */
typedef Uint32 (SDLCALL *SDL_NewTimerCallback)(Uint32 interval, void *param);

/* Definition of the timer ID type */
typedef struct _SDL_TimerID *SDL_TimerID;

/* Add a new timer to the pool of timers already running.
   Returns a timer ID, or NULL when an error occurs.
 */
extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_NewTimerCallback callback, void *param);

/* Remove one of the multiple timers knowing its ID.
 * Returns a boolean value indicating success.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID t);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* _SDL_timer_h */