Mercurial > sdl-ios-xcode
view docs/html/sdlaudiocvt.html @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_AudioCVT</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Audio" HREF="audio.html"><LINK REL="PREVIOUS" TITLE="SDL_FreeWAV" HREF="sdlfreewav.html"><LINK REL="NEXT" TITLE="SDL_BuildAudioCVT" HREF="sdlbuildaudiocvt.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlfreewav.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlbuildaudiocvt.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLAUDIOCVT" ></A >SDL_AudioCVT</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN6884" ></A ><H2 >Name</H2 >SDL_AudioCVT -- Audio Conversion Structure</DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN6887" ></A ><H2 >Structure Definition</H2 ><PRE CLASS="PROGRAMLISTING" >typedef struct{ int needed; Uint16 src_format; Uint16 dest_format; double rate_incr; Uint8 *buf; int len; int len_cvt; int len_mult; double len_ratio; void (*filters[10])(struct SDL_AudioCVT *cvt, Uint16 format); int filter_index; } SDL_AudioCVT;</PRE ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN6890" ></A ><H2 >Structure Data</H2 ><DIV CLASS="INFORMALTABLE" ><A NAME="AEN6892" ></A ><P ></P ><TABLE BORDER="0" CLASS="CALSTABLE" ><TBODY ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >needed</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Set to one if the conversion is possible</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >src_format</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Audio format of the source</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >dest_format</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Audio format of the destination</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >rate_incr</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Rate conversion increment</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >buf</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Audio buffer</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >len</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Length of the original audio buffer in bytes</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >len_cvt</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Length of converted audio buffer in bytes (calculated)</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >len_mult</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >buf</I ></TT > must be <TT CLASS="STRUCTFIELD" ><I >len</I ></TT >*<TT CLASS="STRUCTFIELD" ><I >len_mult</I ></TT > bytes in size(calculated)</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >len_ratio</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Final audio size is <TT CLASS="STRUCTFIELD" ><I >len</I ></TT >*<TT CLASS="STRUCTFIELD" ><I >len_ratio</I ></TT ></TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >filters[10](..)</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Pointers to functions needed for this conversion</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >filter_index</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Current conversion function</TD ></TR ></TBODY ></TABLE ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN6944" ></A ><H2 >Description</H2 ><P >The <SPAN CLASS="STRUCTNAME" >SDL_AudioCVT</SPAN > is used to convert audio data between different formats. A <SPAN CLASS="STRUCTNAME" >SDL_AudioCVT</SPAN > structure is created with the <A HREF="sdlbuildaudiocvt.html" ><TT CLASS="FUNCTION" >SDL_BuildAudioCVT</TT ></A > function, while the actual conversion is done by the <A HREF="sdlconvertaudio.html" ><TT CLASS="FUNCTION" >SDL_ConvertAudio</TT ></A > function.</P ><P >Many of the fields in the <SPAN CLASS="STRUCTNAME" >SDL_AudioCVT</SPAN > structure should be considered private and their function will not be discussed here.</P ><P ></P ><DIV CLASS="VARIABLELIST" ><DL ><DT ><SPAN CLASS="TYPE" >Uint8 *</SPAN ><TT CLASS="STRUCTFIELD" ><I >buf</I ></TT ></DT ><DD ><P >This points to the audio data that will be used in the conversion. It is both the source and the destination, which means the converted audio data overwrites the original data. It also means that the converted data may be larger than the original data (if you were converting from 8-bit to 16-bit, for instance), so you must ensure <TT CLASS="STRUCTFIELD" ><I >buf</I ></TT > is large enough. See below.</P ></DD ><DT ><SPAN CLASS="TYPE" >int</SPAN > <TT CLASS="STRUCTFIELD" ><I >len</I ></TT ></DT ><DD ><P >This is the length of the original audio data in bytes.</P ></DD ><DT ><SPAN CLASS="TYPE" >int</SPAN > <TT CLASS="STRUCTFIELD" ><I >len_mult</I ></TT ></DT ><DD ><P >As explained above, the audio buffer needs to be big enough to store the converted data, which may be bigger than the original audio data. The length of <TT CLASS="STRUCTFIELD" ><I >buf</I ></TT > should be <TT CLASS="STRUCTFIELD" ><I >len</I ></TT >*<TT CLASS="STRUCTFIELD" ><I >len_mult</I ></TT >.</P ></DD ><DT ><SPAN CLASS="TYPE" >double</SPAN > <TT CLASS="STRUCTFIELD" ><I >len_ratio</I ></TT ></DT ><DD ><P >When you have finished converting your audio data, you need to know how much of your audio buffer is valid. <TT CLASS="STRUCTFIELD" ><I >len</I ></TT >*<TT CLASS="STRUCTFIELD" ><I >len_ratio</I ></TT > is the size of the converted audio data in bytes. This is very similar to <TT CLASS="STRUCTFIELD" ><I >len_mult</I ></TT >, however when the convert audio data is shorter than the original <TT CLASS="STRUCTFIELD" ><I >len_mult</I ></TT > would be 1. <TT CLASS="STRUCTFIELD" ><I >len_ratio</I ></TT >, on the other hand, would be a fractional number between 0 and 1.</P ></DD ></DL ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN6989" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlbuildaudiocvt.html" ><TT CLASS="FUNCTION" >SDL_BuildAudioCVT</TT ></A >, <A HREF="sdlconvertaudio.html" ><TT CLASS="FUNCTION" >SDL_ConvertAudio</TT ></A >, <A HREF="sdlaudiospec.html" ><SPAN CLASS="STRUCTNAME" >SDL_AudioSpec</SPAN ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlfreewav.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlbuildaudiocvt.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_FreeWAV</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="audio.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_BuildAudioCVT</TD ></TR ></TABLE ></DIV ></BODY ></HTML >