view docs/html/sdlpauseaudio.html @ 3335:b8d313de8a65

Adam Strzelecki to SDL Since current DirectFB implementation is incomplete for YUV surfaces (actually causes segmentation faults when trying Lock and use YUV planar textures) I decided to fix it a bit. Here's a patch that should make DirectFB properly support YUV both packed and planar (3 planes). (1) Removed SDL_BYTESPERPIXEL at all in favor of DFB_BYTES_PER_PIXEL(SDLToDFBPixelFormat(fmt)) which does return always proper BPP for YUVs too, coz SDL_BYTESPERPIXEL returns incorrect values for FOURCCs (2) Fixed data->pixels allocation for planar YUVs in CreateTexture, it should allocate 150% more space (3) Copy other planes for planar YUVs in UpdateTexture (4) Moved checking if format is supported at all with DirectFB on CreateTexture at the beginning of the code Waiting for comments, -- Adam Strzelecki | nanoant.com
author Sam Lantinga <slouken@libsdl.org>
date Sun, 04 Oct 2009 04:03:37 +0000
parents 355632dca928
children
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>SDL_PauseAudio</H1
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>SDL_PauseAudio&nbsp;--&nbsp;Pauses and unpauses the audio callback processing</DIV
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><PRE
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>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_PauseAudio</B
></CODE
>(int pause_on);</CODE
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>Description</H2
><P
>This function pauses and unpauses the audio callback processing.
It should be called with <TT
CLASS="PARAMETER"
><I
>pause_on</I
></TT
>=0 after opening the audio
device to start playing sound.  This is so you can safely initialize
data for your callback function after opening the audio device.
Silence will be written to the audio device during the pause.</P
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HREF="sdlgetaudiostatus.html"
><TT
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>SDL_GetAudioStatus</TT
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>,
<A
HREF="sdlopenaudio.html"
><TT
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>SDL_OpenAudio</TT
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