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Fixed bug #89 Date: Sun, 23 Oct 2005 16:39:03 +0200 From: "A. Schmid" <sahib@phreaker.net> Subject: [SDL] no software surfaces with svgalib driver? Hi, I noticed that the SDL (1.2.9) svgalib driver only makes use of linear addressable (framebuffer) video modes. On older systems (like one of mine), linear addressable modes are often not available. Especially for cards with VESA VBE < 2.0 the svgalib vesa driver is unusable, since VESA only supports framebuffering for VBE 2.0 and later. The changes necessary to add support for software surfaces seem to be relatively small. I only had to hack src/video/svga/SDL_svgavideo.c (see attached patch). The code worked fine for me, but it is no more than a proof of concept and should be reviewed (probably has a memory leak when switching modes). It also uses the vgagl library (included in the svgalib package) and needs to be linked against it. -Alex
author Sam Lantinga <slouken@libsdl.org>
date Sun, 19 Mar 2006 12:05:16 +0000
parents 355632dca928
children
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>Audio Examples</H1
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>Opening the audio device</H2
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>    SDL_AudioSpec wanted;
    extern void fill_audio(void *udata, Uint8 *stream, int len);

    /* Set the audio format */
    wanted.freq = 22050;
    wanted.format = AUDIO_S16;
    wanted.channels = 2;    /* 1 = mono, 2 = stereo */
    wanted.samples = 1024;  /* Good low-latency value for callback */
    wanted.callback = fill_audio;
    wanted.userdata = NULL;

    /* Open the audio device, forcing the desired format */
    if ( SDL_OpenAudio(&#38;wanted, NULL) &#60; 0 ) {
        fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
        return(-1);
    }
    return(0);</PRE
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>Playing audio</H2
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>    static Uint8 *audio_chunk;
    static Uint32 audio_len;
    static Uint8 *audio_pos;

    /* The audio function callback takes the following parameters:
       stream:  A pointer to the audio buffer to be filled
       len:     The length (in bytes) of the audio buffer
    */
    void fill_audio(void *udata, Uint8 *stream, int len)
    {
        /* Only play if we have data left */
        if ( audio_len == 0 )
            return;

        /* Mix as much data as possible */
        len = ( len &#62; audio_len ? audio_len : len );
        SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);
        audio_pos += len;
        audio_len -= len;
    }

    /* Load the audio data ... */

    ;;;;;

    audio_pos = audio_chunk;

    /* Let the callback function play the audio chunk */
    SDL_PauseAudio(0);

    /* Do some processing */

    ;;;;;

    /* Wait for sound to complete */
    while ( audio_len &#62; 0 ) {
        SDL_Delay(100);         /* Sleep 1/10 second */
    }
    SDL_CloseAudio();</PRE
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