Mercurial > sdl-ios-xcode
changeset 2000:8c05b048c32c
Let SDL convert to valid Dreamcast audio formats instead of failing if the
hardware can't be opened in a specific format. Not that you'd want to swallow
the overhead on a Dreamcast, but hey, it's the SDL way.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 31 Aug 2006 23:16:23 +0000 |
parents | dd4b184b3050 |
children | 02108bfd6550 |
files | src/audio/dc/SDL_dcaudio.c |
diffstat | 1 files changed, 21 insertions(+), 8 deletions(-) [+] |
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line diff
--- a/src/audio/dc/SDL_dcaudio.c Thu Aug 31 22:40:53 2006 +0000 +++ b/src/audio/dc/SDL_dcaudio.c Thu Aug 31 23:16:23 2006 +0000 @@ -220,18 +220,31 @@ static int DCAUD_OpenAudio(_THIS, SDL_AudioSpec * spec) { - switch (spec->format & 0xff) { - case 8: - spec->format = AUDIO_S8; - break; - case 16: - spec->format = AUDIO_S16LSB; - break; - default: + SDL_AudioFormat test_format = SDL_FirstAudioFormat(spec->format); + int valid_datatype = 0; + while ((!valid_datatype) && (test_format)) { + spec->format = test_format; + switch (test_format) { + /* only formats Dreamcast accepts... */ + case AUDIO_S8: + case AUDIO_S16LSB: + valid_datatype = 1; + break; + + default: + test_format = SDL_NextAudioFormat(); + break; + } + } + + if (!valid_datatype) { /* shouldn't happen, but just in case... */ SDL_SetError("Unsupported audio format"); return (-1); } + if (spec->channels > 2) + spec->channels = 2; /* no more than stereo on the Dreamcast. */ + /* Update the fragment size as size in bytes */ SDL_CalculateAudioSpec(spec);