view docs/man3/SDL_OpenAudio.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
line wrap: on
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.TH "SDL_OpenAudio" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_OpenAudio \- Opens the audio device with the desired parameters\&.
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
.sp
\fBint \fBSDL_OpenAudio\fP\fR(\fBSDL_AudioSpec *desired, SDL_AudioSpec *obtained\fR);
.SH "DESCRIPTION"
.PP
This function opens the audio device with the \fBdesired\fR parameters, and returns 0 if successful, placing the actual hardware parameters in the structure pointed to by \fBobtained\fR\&. If \fBobtained\fR 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\&.
.PP
To open the audio device a \fBdesired\fR \fI\fBSDL_AudioSpec\fR\fR must be created\&. 
.PP
.nf
\f(CWSDL_AudioSpec *desired;
\&.
\&.
desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));\fR
.fi
.PP
 You must then fill this structure with your desired audio specifications\&.
.IP "\fBdesired\fR->\fBfreq\fR" 10The desired audio frequency in samples-per-second\&.
.IP "\fBdesired\fR->\fBformat\fR" 10The desired audio format (see \fI\fBSDL_AudioSpec\fR\fR)
.IP "\fBdesired\fR->\fBsamples\fR" 10The 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
.IP "\fBdesired\fR->\fBcallback\fR" 10This 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 \fI\fBSDL_LockAudio\fP\fR and \fI\fBSDL_UnlockAudio\fP\fR in your code\&. The callback prototype is: 
.PP
.nf
\f(CWvoid callback(void *userdata, Uint8 *stream, int len);\fR
.fi
.PP
 \fBuserdata\fR is the pointer stored in \fBuserdata\fR field of the \fBSDL_AudioSpec\fR\&. \fBstream\fR is a pointer to the audio buffer you want to fill with information and \fBlen\fR is the length of the audio buffer in bytes\&.
.IP "\fBdesired\fR->\fBuserdata\fR" 10This pointer is passed as the first parameter to the \fBcallback\fP function\&.
.PP
\fBSDL_OpenAudio\fP reads these fields from the \fBdesired\fR \fBSDL_AudioSpec\fR structure pass to the function and attempts to find an audio configuration matching your \fBdesired\fR\&. As mentioned above, if the \fBobtained\fR parameter is \fBNULL\fP then SDL with convert from your \fBdesired\fR audio settings to the hardware settings as it plays\&.
.PP
If \fBobtained\fR is \fBNULL\fP then the \fBdesired\fR \fBSDL_AudioSpec\fR is your working specification, otherwise the \fBobtained\fR \fBSDL_AudioSpec\fR becomes the working specification and the \fBdesirec\fR specification can be deleted\&. The data in the working specification is used when building \fBSDL_AudioCVT\fR\&'s for converting loaded data to the hardware format\&.
.PP
\fBSDL_OpenAudio\fP calculates the \fBsize\fR and \fBsilence\fR fields for both the \fBdesired\fR and \fBobtained\fR specifications\&. The \fBsize\fR field stores the total size of the audio buffer in bytes, while the \fBsilence\fR stores the value used to represent silence in the audio buffer
.PP
The audio device starts out playing \fBsilence\fR when it\&'s opened, and should be enabled for playing by calling \fI\fBSDL_PauseAudio\fP(\fB0\fR)\fR when you are ready for your audio \fBcallback\fR function to be called\&. Since the audio driver may modify the requested \fBsize\fR of the audio buffer, you should allocate any local mixing buffers after you open the audio device\&.
.SH "EXAMPLES"
.PP
.nf
\f(CW/* 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=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));

/* Allocate space for the obtained SDL_AudioSpec */
obtained=(SDL_AudioSpec *)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
", SDL_GetError());
  exit(-1);
}
/* desired spec is no longer needed */
free(desired);
hardware_spec=obtained;
\&.
\&.
/* Prepare callback for playing */
\&.
\&.
\&.
/* Start playing */
SDL_PauseAudio(0);\fR
.fi
.PP
.SH "SEE ALSO"
.PP
\fI\fBSDL_AudioSpec\fP\fR, \fI\fBSDL_LockAudio\fP\fR, \fI\fBSDL_UnlockAudio\fP\fR, \fI\fBSDL_PauseAudio\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58