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65527537
|
2021-03-30T04:32:39
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N3DS port (squashed)
A dedicated renderer using Citro3D would likely allow for better
much better graphical performances.
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90b86b13
|
2022-07-17T10:35:09
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audio: Handle non-power-of-two spec.samples when unsupported
Fixes #3685
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2f0816ad
|
2022-07-11T13:08:30
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Add SDL_GetDefaultAudioInfo.
This API is supported on pipewire, pulseaudio, wasapi, and directsound.
Co-authored-by: Frank Praznik <frank.praznik@gmail.com>
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e4a80875
|
2022-06-24T16:43:20
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Initial Audio driver
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a70bb259
|
2022-01-20T13:16:03
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drop handle parameter of OpenDevice
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1043dd8c
|
2022-01-19T12:58:04
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|
adjust handling of iscapture
- drop iscapture parameter of OpenDevice
- use SDL_bool for iscapture
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4a17612b
|
2022-01-17T12:04:32
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|
get rid of BeginLoopIteration
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0770c582
|
2022-01-17T11:48:26
|
|
get rid of PrepareToClose
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0dda8a7f
|
2022-01-17T11:21:01
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|
cleanup init functions of audio
- use SDL_bool if possible
- assume NULL/SDL_FALSE filled impl
- skip zfill of current_audio at the beginning of SDL_AudioInit (done before the init() calls)
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6fcfcc3d
|
2022-01-17T11:00:03
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|
get rid of SkipMixerLock
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|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
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|
f1fab24e
|
2021-04-15T21:00:00
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|
AAudio: add bootstrap in SDL_audio.c
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|
2d64e37e
|
2020-11-02T18:09:43
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|
Initial rebase of xerpi's port
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|
67e8522d
|
2021-02-27T17:37:25
|
|
Add SDL_GetAudioDeviceSpec.
This API is supported by pipewire, pulseaudio, coreaudio, wasapi, and disk.
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2f0b99a7
|
2021-02-13T11:56:05
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|
audio: Add Pipewire playback/capture sink
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|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
d2723875
|
2020-10-14T23:01:06
|
|
os2: integrate the port into main tree.
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|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
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|
723d0143
|
2019-06-04T17:32:15
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|
Fixed bug 4171 - SDL_GetQueuedAudioSize is broken with WASAPI
Cameron Gutman
I was trying to use SDL_GetQueuedAudioSize() to ensure my audio latency didn't get too high while streaming data in from the network. If I get more than N frames of audio queued, I know that the network is giving me more data than I can play and I need to drop some to keep latency low.
This doesn't work well on WASAPI out of the box, due to the addition of GetPendingBytes() to the amount of queued data. As a terrible hack, I loop 100 times calling SDL_Delay(10) and SDL_GetQueuedAudioSize() before I ever call SDL_QueueAudio() to get a "baseline" amount that I then subtract from SDL_GetQueuedAudioSize() later. However, because this value isn't actually a constant, this hack can cause SDL_GetQueuedAudioSize() - baselineSize to be < 0. This means I have no accurate way of determining how much data is actually queued in SDL's audio buffer queue.
The SDL_GetQueuedAudioSize() documentation says: "This is the number of bytes that have been queued for playback with SDL_QueueAudio(), but have not yet been sent to the hardware." Yet, SDL_GetQueuedAudioSize() returns > 0 value when SDL_QueueAudio() has never been called.
Based on that documentation, I believe the current behavior contradicts the documented behavior of this function and should be changed in line with Boris's patch.
I understand that exposing the IAudioClient::GetCurrentPadding() value is useful, but a solution there needs to take into account what of that data is silence inserted by SDL and what is actual data queued by the user with SDL_QueueAudio(). Until that happens, I think the best approach is to remove the GetPendingBytes() call until SDL is able to keep track of queued data to make sense of it. This would make SDL_GetQueuedAudioSize() possible to use accurately with WASAPI.
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|
f3e76ea1
|
2019-05-23T13:47:30
|
|
Use the OpenSL ES audio driver by default on Android, as it has the lowest latency.
|
|
7dc92a76
|
2019-01-12T12:18:44
|
|
Initial Android OpenSL ES implementation, contributed by ANTA
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
04cbf132
|
2018-10-10T15:20:56
|
|
audio: All device names reported by SDL must be unique.
This means that if you have two devices named "Soundblaster Pro" in your
machine, one will be reported as "Soundblaster Pro" and the other as
"Soundblaster Pro (2)".
This makes it so you can't into a position where one of your devices can't
be opened because another is sitting on the same name.
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
351d6d47
|
2017-12-06T12:24:32
|
|
audio: Port WASAPI to WinRT, remove XAudio2 backend.
XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout
was WinRT, which still needed it as its primary audio target until the WASAPI
code code be made to work.
The support matrix now looks like:
WinXP: directsound by default, winmm as a fallback for buggy drivers.
Vista+: WASAPI (directsound and winmm as fallbacks for debugging).
WinRT: WASAPI
|
|
4366721b
|
2017-07-02T22:46:00
|
|
qnx: Removed unused bootstrap declaration.
QNX_bootstrap is the VideoBootStrap. QSAAUDIO_bootstrap is still there.
|
|
22241ed0
|
2017-07-01T17:50:47
|
|
Support for QNX 7.0 (thanks, Elad!).
Fixes Bugzilla #3686.
|
|
d9039f23
|
2017-06-08T13:27:58
|
|
jack: Initial shot at a JACK audio target.
http://jackaudio.org/
Fixes Bugzilla #2163.
(with several more commits following to improve this code.)
|
|
a7fc2822
|
2017-05-24T19:56:59
|
|
audio: rename bsd target to netbsd.
Apparently this is no longer a generic BSD audio target, and hasn't been for
years, so rename it for NetBSD.
|
|
cfcec57f
|
2017-02-19T21:05:09
|
|
Fixed comment.
|
|
1ed41d6d
|
2017-02-14T03:12:09
|
|
Patched to compile on Windows.
|
|
e5fc93ba
|
2017-02-13T16:59:02
|
|
audio: Don't wrap bootstrap declarations in preprocessor macros.
They are harmless and ignored if we don't actually link against them. The
preprocessor checks elsewhere if they're actually used.
|
|
175f1e8f
|
2017-02-13T16:55:00
|
|
audio: Added a ThreadDeinit() method to match ThreadInit.
Not used by any targets at the moment, but will be shortly!
|
|
b3e8db80
|
2017-01-06T01:07:34
|
|
audio: rename fake_stream to work_buffer.
It's more than an alternative for when the OS can't provide a DMA buffer, now.
|
|
4aa9e369
|
2017-01-05T19:45:57
|
|
Patched to compile on some compilers.
|
|
30178a9b
|
2017-01-05T19:29:38
|
|
audio: Added SDL_AudioStream. Non-power-of-two resampling now works!
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
a0e003ee
|
2016-12-06T02:23:54
|
|
Refactored the audio queueing code to a generic SDL_DataQueue interface.
This is not a public API (at the moment), but we will be needing this for
other internal things soon.
|
|
8b960d4e
|
2016-12-06T02:20:58
|
|
Added SDL_VARIABLE_LENGTH_ARRAY so this #ifdef is localized to one place.
|
|
36156335
|
2016-11-20T21:34:54
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
|
|
57d01d7d
|
2016-11-13T22:57:41
|
|
Patch from Sylvain to fix clang warnings
|
|
f6a280ab
|
2016-10-07T15:13:46
|
|
audio: Don't trust audio drivers to drain pending audio.
This tends to be a frequent spot where drivers hang, and the waits were
often unreliable in any case.
Instead, our audio thread now alerts the driver that we're done streaming audio
(which currently XAudio2 uses to alert the system not to warn about the
impending underflow) and then SDL_Delay()'s for a duration that's reasonable
to drain the DMA buffers before closing the device.
|
|
76f48acf
|
2016-10-07T14:35:25
|
|
audio: threading and device hang improvements.
This tries to make SDL robust against device drivers that have hung up,
apps don't freeze in catastrophic (but not necessarily uncommon) conditions.
Now we detach the audio thread and let it clean up and don't care if it
never actually runs to completion.
|
|
bac61096
|
2016-10-04T06:48:07
|
|
ensure SDL_AUDIODEVICEREMOVED gets sent when hotplug removes a device
James Zipperer
The problem I was seeing was that the the ALSA hotplug thread would call SDL_RemoveAudioDevice, but my application code was not seeing an SDL_AUDIODEVICEREMOVED event to go along with it. To fix it, I added some code into SDL_RemoveAudioDevice to call SDL_OpenedAudioDeviceDisconnected on the corresponding open audio device. There didn't appear to be a way to cross reference the handle that SDL_RemoveAudioDevice gets and the SDL_AudioDevice pointer that SDL_OpenedAudioDeviceDisconnected needs, so I ended up adding a void *handle field to struct SDL_AudioDevice so that I could do the cross reference.
Is there some other way beside adding a void *handle field to the struct to get the proper information for SDL_OpenedAudioDeviceDisconnected?
|
|
978df1ad
|
2016-08-06T03:39:15
|
|
disk audio: Implemented "capture" support, cleaned up some things.
|
|
9b2a59ef
|
2016-08-05T02:04:48
|
|
audio: Changed OnlyHasDefaultInputDevice to OnlyHasDefaultCaptureDevice.
|
|
9b647727
|
2016-08-05T01:44:41
|
|
audio: Clean up some CloseDevice() interface details.
- It's now always called if device->hidden isn't NULL, even if OpenDevice()
failed halfway through. This lets implementation code not have to clean up
itself on every possible failure point; just return an error and SDL will
handle it for you.
- Implementations can assume this->hidden != NULL and not check for it.
- implementations don't have to set this->hidden = NULL when done, because
the caller is always about to free(this).
- Don't reset other fields that are in a block of memory about to be free()'d.
- Implementations all now free things like internal mix buffers last, after
closing devices and such, to guarantee they definitely aren't in use anymore
at the point of deallocation.
|
|
0d0f7080
|
2016-08-02T13:50:21
|
|
audio: implemented higher level infrastructure for running capture devices.
|
|
6d5c9c1e
|
2016-08-02T13:48:52
|
|
audio: Made some SDL_AudioDevice fields atomic.
This makes sure they're properly communicated to the audio threads.
|
|
67f2538c
|
2016-08-01T13:32:27
|
|
audio: changed some internal ints to be SDL_bools.
|
|
c754662d
|
2016-08-01T11:45:45
|
|
audio: Make SDL_AudioDevice::shutdown an atomic value.
Just to make sure this get communicated to the audio thread properly.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
6c072917
|
2015-03-19T23:54:35
|
|
Patched to compile on gcc2.
|
|
11cffe1d
|
2015-03-19T15:43:00
|
|
SDL_RemoveAudioDevice() should specify capture vs output.
This lets us reuse values between the two categories without conflicting, etc.
|
|
5cbb32ef
|
2015-03-19T13:27:10
|
|
Disconnected/broken/lost audio devices now continue to fire their callback.
The data produced by the callback is just thrown away and the audio thread
delays as if it's waiting for the hardware to drain.
This lets apps that rely on their audio callback firing regularly continue
to make progress to function as properly as possible in the face of disaster.
Apps that want to know that the device is really gone and deal with that
scenario can use the new hotplug functionality.
|
|
97ff10c6
|
2015-03-18T10:09:23
|
|
Tweaked a couple comments, added some FIXMEs.
|
|
f9cfd9fa
|
2015-03-18T02:01:17
|
|
Bunch of reworking to how we manage audio devices.
Device enumeration now happens at startup and then is managed exclusively
through hotplugging instead of full redetection. The device name list now has
a unique "handle" associated with each item and SDL will pass this to the
backend so they don't have to figure out how a human readable name maps to
real hardware for a second time.
Other cleanups, fixes, improvements, plus all the audio backends updated to
the new interface...largely untested at this point, though.
|
|
0e02ce08
|
2015-03-16T02:11:39
|
|
Initial work on audio device hotplug support.
This fills in the core pieces and fully implements it for Mac OS X.
Most other platforms, at the moment, will report a disconnected device if
it fails to write audio, but don't notice if the system's device list changed
at all.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
|
|
e5d49c20
|
2014-07-30T11:08:31
|
|
Added a GetPendingBytes method to the audio backend.
This will (eventually) make SDL_GetQueuedAudioSize() more accurate, and thus
reduce latency. Right now this isn't implemented anywhere, so we assume data
fed to the audio callback is consumed by the hardware and immediately played
to completion.
|
|
f30e120a
|
2014-07-22T21:41:49
|
|
Added audio device buffer queueing API.
|
|
3dcb451f
|
2014-04-09T21:29:19
|
|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
7e1289af
|
2013-11-24T23:56:17
|
|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
|
|
dad42067
|
2013-08-12T11:13:50
|
|
Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
|
|
1ad936eb
|
2013-08-11T19:56:43
|
|
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
|