view docs/html/audio.html @ 672:5955fa16d4b8

Date: Mon, 28 Jul 2003 18:30:50 +0300 From: "Mike Gorchak" Subject: New test for overlays While writting QNX Photon Overlay code I've found that the existent overlay test application is not enough, it performs too artificial tests - it always moves/resizes the overlay's viewport, but in the real life that happens very rare. So I decided to write new test (commonly base on testoverlay.c code) and called it testoverlay2 :) moose.dat - raw 8 bit paletted data of the small movie. (It was a moose.gif, also included in the attachment as reference, but not needed for this test, it is just for information). I cannot find, who created this .gif, so no credits this time :) But over inet I saw this gif zillion times, so I think we do not infringing somebody rights :)
author Sam Lantinga <slouken@libsdl.org>
date Fri, 08 Aug 2003 21:31:18 +0000
parents 55f1f1b3e27d
children 355632dca928
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<HTML
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>Audio</TITLE
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><DIV
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><H1
><A
NAME="AUDIO"
>Chapter 10. Audio</A
></H1
><DIV
CLASS="TOC"
><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
HREF="sdlpauseaudio.html"
>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
HREF="sdlloadwav.html"
>SDL_LoadWAV</A
> &#8212; Load a WAVE file</DT
><DT
><A
HREF="sdlfreewav.html"
>SDL_FreeWAV</A
> &#8212; Frees previously opened WAV data</DT
><DT
><A
HREF="sdlaudiocvt.html"
>SDL_AudioCVT</A
> &#8212; Audio Conversion Structure</DT
><DT
><A
HREF="sdlbuildaudiocvt.html"
>SDL_BuildAudioCVT</A
> &#8212; Initializes a SDL_AudioCVT structure for conversion</DT
><DT
><A
HREF="sdlconvertaudio.html"
>SDL_ConvertAudio</A
> &#8212; Convert audio data to a desired audio format.</DT
><DT
><A
HREF="sdlmixaudio.html"
>SDL_MixAudio</A
> &#8212; Mix audio data</DT
><DT
><A
HREF="sdllockaudio.html"
>SDL_LockAudio</A
> &#8212; Lock out the callback function</DT
><DT
><A
HREF="sdlunlockaudio.html"
>SDL_UnlockAudio</A
> &#8212; Unlock the callback function</DT
><DT
><A
HREF="sdlcloseaudio.html"
>SDL_CloseAudio</A
> &#8212; Shuts down audio processing and closes the audio device.</DT
></DL
></DIV
><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
HREF="sdlopenaudio.html"
><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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