Mercurial > sdl-ios-xcode
view docs/html/sdlopenaudio.html @ 4390:725e506f6243 SDL-1.2
Fixed bug #895
Markus Rothe 2009-12-07 09:32:46 PST
Check if libspe2 is available
Building on PowerPC64 results in:
[...]
In file included from ./src/video/ps3/SDL_ps3events_c.h:33,
from ./src/video/ps3/SDL_ps3video.c:32:
./src/video/ps3/SDL_ps3video.h:34:21: error: libspe2.h: No such file or
directory
In file included from ./src/video/ps3/SDL_ps3events_c.h:33,
from ./src/video/ps3/SDL_ps3video.c:32:
./src/video/ps3/SDL_ps3video.h:75: error: expected specifier-qualifier-list
before 'spe_context_ptr_t'
./src/video/ps3/SDL_ps3video.c:78: error: expected '=', ',', ';', 'asm' or
'__attribute__' before 'fb_writer_spu'
./src/video/ps3/SDL_ps3video.c: In function 'PS3_VideoInit':
./src/video/ps3/SDL_ps3video.c:167: error: 'spu_data_t' has no member named
'program'
./src/video/ps3/SDL_ps3video.c:167: error: 'fb_writer_spu' undeclared (first
use in this function)
[...]
The problem is that the ps3 video driver is being build regardless if libspe2
is installed or not. The attached patch fixes this problem.
[ Note: The other headers that are being checked for are coming from the linux
headers package on powerpc64. As a result these are also available if you're on
a generic powerpc64 machine and not a PS3 only. ]
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 11 Dec 2009 15:14:13 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_OpenAudio</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Audio" HREF="audio.html"><LINK REL="PREVIOUS" TITLE="SDL_AudioSpec" HREF="sdlaudiospec.html"><LINK REL="NEXT" TITLE="SDL_PauseAudio" HREF="sdlpauseaudio.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlaudiospec.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlpauseaudio.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLOPENAUDIO" ></A >SDL_OpenAudio</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN6650" ></A ><H2 >Name</H2 >SDL_OpenAudio -- Opens the audio device with the desired parameters.</DIV ><DIV CLASS="REFSYNOPSISDIV" ><A NAME="AEN6653" ></A ><H2 >Synopsis</H2 ><DIV CLASS="FUNCSYNOPSIS" ><A NAME="AEN6654" ></A ><P ></P ><PRE CLASS="FUNCSYNOPSISINFO" >#include "SDL.h"</PRE ><P ><CODE ><CODE CLASS="FUNCDEF" >int <B CLASS="FSFUNC" >SDL_OpenAudio</B ></CODE >(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);</CODE ></P ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN6660" ></A ><H2 >Description</H2 ><P >This function opens the audio device with the <TT CLASS="PARAMETER" ><I >desired</I ></TT > parameters, and returns 0 if successful, placing the actual hardware parameters in the structure pointed to by <TT CLASS="PARAMETER" ><I >obtained</I ></TT >. If <TT CLASS="PARAMETER" ><I >obtained</I ></TT > is NULL, the audio data passed to the callback function will be guaranteed to be in the requested format, and will be automatically converted to the hardware audio format if necessary. This function returns -1 if it failed to open the audio device, or couldn't set up the audio thread.</P ><P >To open the audio device a <TT CLASS="PARAMETER" ><I >desired</I ></TT > <A HREF="sdlaudiospec.html" ><SPAN CLASS="STRUCTNAME" >SDL_AudioSpec</SPAN ></A > must be created. <PRE CLASS="PROGRAMLISTING" >SDL_AudioSpec *desired; . . desired = malloc(sizeof(SDL_AudioSpec));</PRE > You must then fill this structure with your desired audio specifications.</P ><P ></P ><DIV CLASS="VARIABLELIST" ><DL ><DT ><SPAN CLASS="STRUCTNAME" >desired</SPAN >-><TT CLASS="STRUCTFIELD" ><I >freq</I ></TT ></DT ><DD ><P >The desired audio frequency in samples-per-second.</P ></DD ><DT ><SPAN CLASS="STRUCTNAME" >desired</SPAN >-><TT CLASS="STRUCTFIELD" ><I >format</I ></TT ></DT ><DD ><P >The desired audio format (see <A HREF="sdlaudiospec.html" ><SPAN CLASS="STRUCTNAME" >SDL_AudioSpec</SPAN ></A >)</P ></DD ><DT ><SPAN CLASS="STRUCTNAME" >desired</SPAN >-><TT CLASS="STRUCTFIELD" ><I >samples</I ></TT ></DT ><DD ><P >The desired size of the audio buffer in samples. This number should be a power of two, and may be adjusted by the audio driver to a value more suitable for the hardware. Good values seem to range between 512 and 8192 inclusive, depending on the application and CPU speed. Smaller values yield faster response time, but can lead to underflow if the application is doing heavy processing and cannot fill the audio buffer in time. A stereo sample consists of both right and left channels in LR ordering. Note that the number of samples is directly related to time by the following formula: ms = (samples*1000)/freq</P ></DD ><DT ><SPAN CLASS="STRUCTNAME" >desired</SPAN >-><TT CLASS="STRUCTFIELD" ><I >callback</I ></TT ></DT ><DD ><P >This should be set to a function that will be called when the audio device is ready for more data. It is passed a pointer to the audio buffer, and the length in bytes of the audio buffer. This function usually runs in a separate thread, and so you should protect data structures that it accesses by calling <A HREF="sdllockaudio.html" ><TT CLASS="FUNCTION" >SDL_LockAudio</TT ></A > and <A HREF="sdlunlockaudio.html" ><TT CLASS="FUNCTION" >SDL_UnlockAudio</TT ></A > in your code. The callback prototype is: <PRE CLASS="PROGRAMLISTING" >void callback(void *userdata, Uint8 *stream, int len);</PRE > <TT CLASS="PARAMETER" ><I >userdata</I ></TT > is the pointer stored in <TT CLASS="STRUCTFIELD" ><I >userdata</I ></TT > field of the <SPAN CLASS="STRUCTNAME" >SDL_AudioSpec</SPAN >. <TT CLASS="PARAMETER" ><I >stream</I ></TT > is a pointer to the audio buffer you want to fill with information and <TT CLASS="PARAMETER" ><I >len</I ></TT > is the length of the audio buffer in bytes.</P ></DD ><DT ><SPAN CLASS="STRUCTNAME" >desired</SPAN >-><TT CLASS="STRUCTFIELD" ><I >userdata</I ></TT ></DT ><DD ><P >This pointer is passed as the first parameter to the <TT CLASS="FUNCTION" >callback</TT > function.</P ></DD ></DL ></DIV ><P ><TT CLASS="FUNCTION" >SDL_OpenAudio</TT > reads these fields from the <TT CLASS="PARAMETER" ><I >desired</I ></TT > <SPAN CLASS="STRUCTNAME" >SDL_AudioSpec</SPAN > structure pass to the function and attempts to find an audio configuration matching your <TT CLASS="PARAMETER" ><I >desired</I ></TT >. As mentioned above, if the <TT CLASS="PARAMETER" ><I >obtained</I ></TT > parameter is <TT CLASS="LITERAL" >NULL</TT > then SDL with convert from your <TT CLASS="PARAMETER" ><I >desired</I ></TT > audio settings to the hardware settings as it plays.</P ><P >If <TT CLASS="PARAMETER" ><I >obtained</I ></TT > is <TT CLASS="LITERAL" >NULL</TT > then the <TT CLASS="PARAMETER" ><I >desired</I ></TT > <SPAN CLASS="STRUCTNAME" >SDL_AudioSpec</SPAN > is your working specification, otherwise the <TT CLASS="PARAMETER" ><I >obtained</I ></TT > <SPAN CLASS="STRUCTNAME" >SDL_AudioSpec</SPAN > becomes the working specification and the <TT CLASS="PARAMETER" ><I >desirec</I ></TT > specification can be deleted. The data in the working specification is used when building <SPAN CLASS="STRUCTNAME" >SDL_AudioCVT</SPAN >'s for converting loaded data to the hardware format.</P ><P ><TT CLASS="FUNCTION" >SDL_OpenAudio</TT > calculates the <TT CLASS="STRUCTFIELD" ><I >size</I ></TT > and <TT CLASS="STRUCTFIELD" ><I >silence</I ></TT > fields for both the <TT CLASS="PARAMETER" ><I >desired</I ></TT > and <TT CLASS="PARAMETER" ><I >obtained</I ></TT > specifications. The <TT CLASS="STRUCTFIELD" ><I >size</I ></TT > field stores the total size of the audio buffer in bytes, while the <TT CLASS="STRUCTFIELD" ><I >silence</I ></TT > stores the value used to represent silence in the audio buffer</P ><P >The audio device starts out playing <TT CLASS="STRUCTFIELD" ><I >silence</I ></TT > when it's opened, and should be enabled for playing by calling <A HREF="sdlpauseaudio.html" ><TT CLASS="FUNCTION" >SDL_PauseAudio</TT >(<TT CLASS="PARAMETER" ><I >0</I ></TT >)</A > when you are ready for your audio <TT CLASS="STRUCTFIELD" ><I >callback</I ></TT > function to be called. Since the audio driver may modify the requested <TT CLASS="STRUCTFIELD" ><I >size</I ></TT > of the audio buffer, you should allocate any local mixing buffers after you open the audio device.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN6747" ></A ><H2 >Examples</H2 ><PRE CLASS="PROGRAMLISTING" >/* Prototype of our callback function */ void my_audio_callback(void *userdata, Uint8 *stream, int len); /* Open the audio device */ SDL_AudioSpec *desired, *obtained; SDL_AudioSpec *hardware_spec; /* Allocate a desired SDL_AudioSpec */ desired = malloc(sizeof(SDL_AudioSpec)); /* Allocate space for the obtained SDL_AudioSpec */ obtained = malloc(sizeof(SDL_AudioSpec)); /* 22050Hz - FM Radio quality */ desired->freq=22050; /* 16-bit signed audio */ desired->format=AUDIO_S16LSB; /* Mono */ desired->channels=0; /* Large audio buffer reduces risk of dropouts but increases response time */ desired->samples=8192; /* Our callback function */ desired->callback=my_audio_callback; desired->userdata=NULL; /* Open the audio device */ if ( SDL_OpenAudio(desired, obtained) < 0 ){ fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError()); exit(-1); } /* desired spec is no longer needed */ free(desired); hardware_spec=obtained; . . /* Prepare callback for playing */ . . . /* Start playing */ SDL_PauseAudio(0);</PRE ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN6750" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlaudiospec.html" ><TT CLASS="FUNCTION" >SDL_AudioSpec</TT ></A >, <A HREF="sdllockaudio.html" ><TT CLASS="FUNCTION" >SDL_LockAudio</TT ></A >, <A HREF="sdlunlockaudio.html" ><TT CLASS="FUNCTION" >SDL_UnlockAudio</TT ></A >, <A HREF="sdlpauseaudio.html" ><TT CLASS="FUNCTION" >SDL_PauseAudio</TT ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlaudiospec.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlpauseaudio.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_AudioSpec</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="audio.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_PauseAudio</TD ></TR ></TABLE ></DIV ></BODY ></HTML >