Mercurial > sdl-ios-xcode
view src/audio/alsa/SDL_alsa_audio.h @ 2960:91708bc14aab
It's probably not worth pushing palettized textures. The memory optimization
isn't worth the effort on modern hardware with the sorts of games that would
be using the SDL 1.3 texture API.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 02 Jan 2009 09:27:36 +0000 |
parents | 99210400e8b9 |
children | 4e83cdb58134 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifndef _ALSA_PCM_audio_h #define _ALSA_PCM_audio_h #define ALSA_PCM_OLD_HW_PARAMS_API #define ALSA_PCM_OLD_SW_PARAMS_API #include <alsa/asoundlib.h> #include "../SDL_sysaudio.h" /* Hidden "this" pointer for the audio functions */ #define _THIS SDL_AudioDevice *this struct SDL_PrivateAudioData { /* The audio device handle */ snd_pcm_t *pcm_handle; /* The parent process id, to detect when application quits */ pid_t parent; /* Raw mixing buffer */ Uint8 *mixbuf; int mixlen; }; #endif /* _ALSA_PCM_audio_h */ /* vi: set ts=4 sw=4 expandtab: */