Mercurial > sdl-ios-xcode
view test/automated/audio/audio.c @ 3468:789b97008d8a
My first OpenGL shader! Momma will be so proud!
This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque.
The OpenGL renderer on Mac OS X now passes all the automated render tests! :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 05:29:31 +0000 |
parents | 22ac66da0765 |
children | c32c53fca10d |
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/** * Automated SDL_RWops test. * * Written by Edgar Simo "bobbens" * * Released under Public Domain. */ #include "SDL.h" #include "SDL_at.h" /** * @brief Prints available devices. */ static int audio_printDevices( int iscapture ) { int i, n; /* Get number of devices. */ n = SDL_GetNumAudioDevices(iscapture); SDL_ATprintVerbose( 1, "%d %s Audio Devices\n", n, iscapture ? "Capture" : "Output" ); /* List devices. */ for (i=0; i<n; i++) { SDL_ATprintVerbose( 1, " %d) %s\n", i+1, SDL_GetAudioDeviceName( i, iscapture ) ); } return 0; } /** * @brief Makes sure parameters work properly. */ static void audio_testOpen (void) { int i, n; int ret; /* Begin testcase. */ SDL_ATbegin( "Audio Open" ); /* List drivers. */ n = SDL_GetNumAudioDrivers(); SDL_ATprintVerbose( 1, "%d Audio Drivers\n", n ); for (i=0; i<n; i++) { SDL_ATprintVerbose( 1, " %s\n", SDL_GetAudioDriver(i) ); } /* Start SDL. */ ret = SDL_Init( SDL_INIT_AUDIO ); if (SDL_ATvassert( ret==0, "SDL_Init( SDL_INIT_AUDIO ): %s", SDL_GetError())) return; /* Print devices. */ SDL_ATprintVerbose( 1, "Using Audio Driver '%s'\n", SDL_GetCurrentAudioDriver() ); audio_printDevices(0); audio_printDevices(1); /* Quit SDL. */ SDL_Quit(); /* End testcase. */ SDL_ATend(); } /** * @brief Entry point. */ #ifdef TEST_STANDALONE int main( int argc, const char *argv[] ) { (void) argc; (void) argv; #else /* TEST_STANDALONE */ int test_audio (void) { #endif /* TEST_STANDALONE */ SDL_ATinit( "SDL_Audio" ); audio_testOpen(); return SDL_ATfinish(); }