Mercurial > sdl-ios-xcode
view docs/man3/SDL_ConvertAudio.3 @ 3099:82e60908fab1
Date: Mon, 23 Mar 2009 09:17:24 +0200
From: "Mike Gorchak"
Subject: New QNX patches
Please apply patch qnx4.diff, which is attached. What has been done:
1)Added back OpenGL ES renderer for QNX target. Added few corrections to
OpenGL ES renderer to let it work under QNX. OpenGL ES renderer do not
support textures under QNX, so I think some additional work must be done.
2) Added GL_OES_query_matrix extension to SDL_opengles.h header file, which
required by OpenGL ES 1.1 specification.
3) Added attribute clearing at the entrance of function
SDL_GL_GetAttribure(). Added error checking into the function
SDL_GL_GetAttribure(), because some attributes can't be obtained in OpenGL
ES 1.0.
4) Porting testdyngles to OpenGL ES 1.0 (1.1 has glColor4ub() and
glColor4f() functions, but 1.0 has glColor4f() only).
5) Added error checking after obtaining attributes using
SDL_GL_GetAttribute() function to the testgl2 and testgles.
6) Small correction to testmultiaudio with printing errors.
7) Added software and accelerated OpenGL ES 1.0 support into the QNX GF
driver.
Please remove ./src/audio/nto directory - it will not be used anymore.
Please create ./src/audio/qsa directory and add content of the archive
qsa.tar.gz into this directory. I rewrote some sound code, added support for
multiple audio cards, enumeration, etc. Added initial support for capture.
As far as I can understand SDL 1.3 is not supporting audio capture right now
? Sam, Am I right ? Or audio capture must be supported through the
PlayDevice routine ?
And last, please put file SDL_gf_opengles.c to the ./src/video/qnxgf
directory. It is OpenGL ES 1.1 emulation layer for some functions, which are
not supported by OpenGL ES 1.0.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 24 Mar 2009 10:33:12 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
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.TH "SDL_ConvertAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" .SH "NAME" SDL_ConvertAudio \- Convert audio data to a desired audio format\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBint \fBSDL_ConvertAudio\fP\fR(\fBSDL_AudioCVT *cvt\fR); .SH "DESCRIPTION" .PP \fBSDL_ConvertAudio\fP takes one parameter, \fBcvt\fR, which was previously initilized\&. Initilizing a \fI\fBSDL_AudioCVT\fR\fR is a two step process\&. First of all, the structure must be passed to \fI\fBSDL_BuildAudioCVT\fP\fR along with source and destination format parameters\&. Secondly, the \fBcvt\fR->\fBbuf\fR and \fBcvt\fR->\fBlen\fR fields must be setup\&. \fBcvt\fR->\fBbuf\fR should point to the audio data and \fBcvt\fR->\fBlen\fR should be set to the length of the audio data in bytes\&. Remember, the length of the buffer pointed to by \fBbuf\fR show be \fBlen\fR*\fBlen_mult\fR bytes in length\&. .PP Once the \fBSDL_AudioCVT\fRstructure is initilized then we can pass it to \fBSDL_ConvertAudio\fP, which will convert the audio data pointer to by \fBcvt\fR->\fBbuf\fR\&. If \fBSDL_ConvertAudio\fP returned \fB0\fR then the conversion was completed successfully, otherwise \fB-1\fR is returned\&. .PP If the conversion completed successfully then the converted audio data can be read from \fBcvt\fR->\fBbuf\fR\&. The amount of valid, converted, audio data in the buffer is equal to \fBcvt\fR->\fBlen\fR*\fBcvt\fR->\fBlen_ratio\fR\&. .SH "EXAMPLES" .PP .nf \f(CW/* Converting some WAV data to hardware format */ void my_audio_callback(void *userdata, Uint8 *stream, int len); SDL_AudioSpec *desired, *obtained; SDL_AudioSpec wav_spec; SDL_AudioCVT wav_cvt; Uint32 wav_len; Uint8 *wav_buf; int ret; /* Allocated audio specs */ desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec)); obtained=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec)); /* Set desired format */ desired->freq=22050; desired->format=AUDIO_S16LSB; desired->samples=8192; 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 ", SDL_GetError()); exit(-1); } free(desired); /* Load the test\&.wav */ if( SDL_LoadWAV("test\&.wav", &wav_spec, &wav_buf, &wav_len) == NULL ){ fprintf(stderr, "Could not open test\&.wav: %s ", SDL_GetError()); SDL_CloseAudio(); free(obtained); exit(-1); } /* Build AudioCVT */ ret = SDL_BuildAudioCVT(&wav_cvt, wav_spec\&.format, wav_spec\&.channels, wav_spec\&.freq, obtained->format, obtained->channels, obtained->freq); /* Check that the convert was built */ if(ret==-1){ fprintf(stderr, "Couldn\&'t build converter! "); SDL_CloseAudio(); free(obtained); SDL_FreeWAV(wav_buf); } /* Setup for conversion */ wav_cvt\&.buf=(Uint8 *)malloc(wav_len*wav_cvt\&.len_mult); wav_cvt\&.len=wav_len; memcpy(wav_cvt\&.buf, wav_buf, wav_len); /* We can delete to original WAV data now */ SDL_FreeWAV(wav_buf); /* And now we\&'re ready to convert */ SDL_ConvertAudio(&wav_cvt); /* do whatever */ \&. \&. \&. \&. \fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_BuildAudioCVT\fP\fR, \fI\fBSDL_AudioCVT\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58