Mercurial > sdl-ios-xcode
view src/audio/nds/SDL_ndsaudio.c @ 3183:d1436442215f
Support for 15/16/24/32 bpps of icon.bmp has been added, in case if not an original icon.bmp (8bpp with palette) is used for tests.
author | Mike Gorchak <lestat@i.com.ua> |
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date | Wed, 10 Jun 2009 05:54:19 +0000 |
parents | 1e431c2631ee |
children | f7b03b6838cb |
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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 Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org This file written by Ryan C. Gordon (icculus@icculus.org) */ #include "SDL_config.h" /* Output audio to NDS */ #include <nds.h> #include "SDL_audio.h" #include "../SDL_audio_c.h" #include "SDL_ndsaudio.h" static int NDSAUD_OpenDevice(_THIS, const char *devname, int iscapture) { SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format); int valid_datatype = 0; this->hidden = SDL_malloc(sizeof(*(this->hidden))); if (!this->hidden) { SDL_OutOfMemory(); return 0; } SDL_memset(this->hidden, 0, (sizeof *this->hidden)); while ((!valid_datatype) && (test_format)) { this->spec.format = test_format; switch (test_format) { case AUDIO_S8: /*case AUDIO_S16LSB: */ valid_datatype = 1; break; default: test_format = SDL_NextAudioFormat(); break; } } /* set the generic sound parameters */ setGenericSound(22050, /* sample rate */ 127, /* volume */ 64, /* panning/balance */ 0); /* sound format */ return 1; } static void NDSAUD_PlayDevice(_THIS) { TransferSoundData *sound = SDL_malloc(sizeof(TransferSoundData)); if (!sound) { SDL_OutOfMemory(); } playGenericSound(this->hidden->mixbuf, this->hidden->mixlen); #if 0 // sound->data = this->hidden->mixbuf;/* pointer to raw audio data */ // sound->len = this->hidden->mixlen; /* size of raw data pointed to above */ // sound->rate = 22050; /* sample rate = 22050Hz */ // sound->vol = 127; /* volume [0..127] for [min..max] */ // sound->pan = 64; /* balance [0..127] for [left..right] */ // sound->format = 0; /* 0 for 16-bit, 1 for 8-bit */ // playSound(sound); #endif } static Uint8 * NDSAUD_GetDeviceBuf(_THIS) { return this->hidden->mixbuf; /* is this right? */ } static void NDSAUD_WaitDevice(_THIS) { /* stub */ } static void NDSAUD_CloseDevice(_THIS) { /* stub */ } static int NDSAUD_Init(SDL_AudioDriverImpl * impl) { /* Set the function pointers */ impl->OpenDevice = NDSAUD_OpenDevice; impl->PlayDevice = NDSAUD_PlayDevice; impl->WaitDevice = NDSAUD_WaitDevice; impl->GetDeviceBuf = NDSAUD_GetDeviceBuf; impl->CloseDevice = NDSAUD_CloseDevice; /* and the capabilities */ impl->HasCaptureSupport = 1; impl->OnlyHasDefaultOutputDevice = 1; impl->OnlyHasDefaultInputDevice = 1; return 2; /* 2 == definitely has an audio device. */ } AudioBootStrap NDSAUD_bootstrap = { "nds", "SDL NDS audio driver", NDSAUD_Init, 0 /*1? */ }; /* vi: set ts=4 sw=4 expandtab: */