view docs/html/event.html @ 3096:ae4e80dbe330

Date: Tue, 17 Feb 2009 14:00:25 +0100 From: Stefan Klug Subject: [SDL] Possible bug, paused audio playing garbage On my WinCE device a paused audio device plays random garbage. This might also be the issue in the thread "sound cracks with SDL_mixer and AUDIO_S16LSB" I don't have that much knowledge of the SDL audio part, but the attached patch fixes it for me, and collapses two redundant ifs. I'm not sure if this is the correct way to fix this. Shouldn't the complete stream conversion part of the RunAudio loop be dependent on the paused property of the device? (not only the call to (*fill)(udata, istream, istream_len). Anyways. Would be great if the patch or a fix could find its way to SVN ;-) Cheers Stefan
author Sam Lantinga <slouken@libsdl.org>
date Mon, 23 Mar 2009 05:21:40 +0000
parents 355632dca928
children
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>Chapter 8. Events</H1
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>Introduction</A
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>SDL Event Structures.</A
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>Introduction</H1
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>Event handling allows your application to receive input from the user. Event handling is initalised (along with video) with a call to:
<PRE
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>SDL_Init(SDL_INIT_VIDEO);</PRE
>
Internally, SDL stores all the events waiting to be handled in an event queue. Using functions like <A
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> and <A
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> you can observe and handle waiting input events.</P
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>The key to event handling in SDL is the <A
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>SDL_Event</SPAN
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> union. The event queue itself is composed of a series of <SPAN
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>SDL_Event</SPAN
> unions, one for each waiting event. <SPAN
CLASS="STRUCTNAME"
>SDL_Event</SPAN
> unions are read from the queue with the <TT
CLASS="FUNCTION"
>SDL_PollEvent</TT
> function and it is then up to the application to process the information stored with them.</P
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