view docs/html/audio.html @ 1260:80f8c94b5199

Date: 10 Jun 2003 15:30:59 -0400 From: Mike Shal Subject: [SDL] Bug in SDL_wave.c? Hey everyone, I'm not sure if this is a bug in SDL, or if I just have incorrect WAV files. The problem I'm having is loading multiple concatenated WAVs from SDL_LoadWAV_RW. Some WAV files put comments at the end of the file (which may be bad form), and SDL doesn't skip past them when reading from the RWops. So the next WAV I try to load will start at the comment section of the previous WAV, which obviously doesn't work. If anyone else is having this problem, one quick fix you can do is run sox on the bad WAVs, which strips out all of the comment sections. Eg: $ sox sound.wav tmp.wav $ mv -f tmp.wav sound.wav The other fix is to patch SDL_wave.c, which is included with this email. (Assuming I made the patch correctly :). All it does is calculate how much remaining space there is in the WAV file after the data chunk, and does SDL_RWseek to skip it. I don't think it should interfere with anything else, but if someone could check it that would be nice :). If the bug is really with SDL and not with my WAVs, can someone work this into the next version of SDL? Thanks, -Mike Shal
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Jan 2006 07:20:18 +0000
parents 355632dca928
children
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>Chapter 10. Audio</H1
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><DL
><DT
><B
>Table of Contents</B
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><DT
><A
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>SDL_AudioSpec</A
>&nbsp;--&nbsp;Audio Specification Structure</DT
><DT
><A
HREF="sdlopenaudio.html"
>SDL_OpenAudio</A
>&nbsp;--&nbsp;Opens the audio device with the desired parameters.</DT
><DT
><A
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>SDL_PauseAudio</A
>&nbsp;--&nbsp;Pauses and unpauses the audio callback processing</DT
><DT
><A
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>SDL_GetAudioStatus</A
>&nbsp;--&nbsp;Get the current audio state</DT
><DT
><A
HREF="sdlloadwav.html"
>SDL_LoadWAV</A
>&nbsp;--&nbsp;Load a WAVE file</DT
><DT
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>SDL_FreeWAV</A
>&nbsp;--&nbsp;Frees previously opened WAV data</DT
><DT
><A
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>SDL_AudioCVT</A
>&nbsp;--&nbsp;Audio Conversion Structure</DT
><DT
><A
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>SDL_BuildAudioCVT</A
>&nbsp;--&nbsp;Initializes a SDL_AudioCVT structure for conversion</DT
><DT
><A
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>SDL_ConvertAudio</A
>&nbsp;--&nbsp;Convert audio data to a desired audio format.</DT
><DT
><A
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>SDL_MixAudio</A
>&nbsp;--&nbsp;Mix audio data</DT
><DT
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>SDL_LockAudio</A
>&nbsp;--&nbsp;Lock out the callback function</DT
><DT
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>SDL_UnlockAudio</A
>&nbsp;--&nbsp;Unlock the callback function</DT
><DT
><A
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>SDL_CloseAudio</A
>&nbsp;--&nbsp;Shuts down audio processing and closes the audio device.</DT
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><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
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><TT
CLASS="FUNCTION"
>SDL_OpenAudio()</TT
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>)</P
><P
>A commonly supported audio format is 16 bits per sample at 22050 Hz.</P
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