view docs/html/guideaudioexamples.html @ 1157:baf35853ad54

Date: Mon, 10 Oct 2005 13:09:32 +0300 From: Tommi Kyntola <tommi.kyntola@ray.fi> To: sdl@libsdl.org Subject: [SDL] [RFC] get_ticks broken on linux It uses gettimeofday to calculate the timedifference. Gettimeofday returns current time which is seldom monotonous. This breaks SDL timer subsystem. (time callbacks and all that get borked when the time difference ms is suddenly ~ 2^32) I posted a message about this earlier but got no response. Some thoughts on this matter would be appreciated. (Or even an explanation for the lack of interest.) A patch below would use the posix timers that have been around since posix 93 and do provide a good source of monotonous time on linux boxes (and on few others too). The following patch is also availabe at: http://www.hut.fi/u/tkyntola/SDL-1.2.9-clockfix.patch It's against 1.2.9, but I can easily rediffit against the cvs branch is needed. cheers, Tommi Kyntola tommi.kyntola@ray.fi
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 11 Oct 2005 18:16:12 +0000
parents 355632dca928
children
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>Audio Examples</H1
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>Opening the audio device</H2
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>    SDL_AudioSpec wanted;
    extern void fill_audio(void *udata, Uint8 *stream, int len);

    /* Set the audio format */
    wanted.freq = 22050;
    wanted.format = AUDIO_S16;
    wanted.channels = 2;    /* 1 = mono, 2 = stereo */
    wanted.samples = 1024;  /* Good low-latency value for callback */
    wanted.callback = fill_audio;
    wanted.userdata = NULL;

    /* Open the audio device, forcing the desired format */
    if ( SDL_OpenAudio(&#38;wanted, NULL) &#60; 0 ) {
        fprintf(stderr, "Couldn't open audio: %s\n", SDL_GetError());
        return(-1);
    }
    return(0);</PRE
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>Playing audio</H2
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CLASS="PROGRAMLISTING"
>    static Uint8 *audio_chunk;
    static Uint32 audio_len;
    static Uint8 *audio_pos;

    /* The audio function callback takes the following parameters:
       stream:  A pointer to the audio buffer to be filled
       len:     The length (in bytes) of the audio buffer
    */
    void fill_audio(void *udata, Uint8 *stream, int len)
    {
        /* Only play if we have data left */
        if ( audio_len == 0 )
            return;

        /* Mix as much data as possible */
        len = ( len &#62; audio_len ? audio_len : len );
        SDL_MixAudio(stream, audio_pos, len, SDL_MIX_MAXVOLUME);
        audio_pos += len;
        audio_len -= len;
    }

    /* Load the audio data ... */

    ;;;;;

    audio_pos = audio_chunk;

    /* Let the callback function play the audio chunk */
    SDL_PauseAudio(0);

    /* Do some processing */

    ;;;;;

    /* Wait for sound to complete */
    while ( audio_len &#62; 0 ) {
        SDL_Delay(100);         /* Sleep 1/10 second */
    }
    SDL_CloseAudio();</PRE
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