src/audio/xaudio2/SDL_xaudio2.c


Log

Author Commit Date CI Message
Sam Lantinga 6dd3f55d 2017-08-28T01:59:53 Fixed WinRT build after changing the header guard preprocessor symbol
Sam Lantinga 107c19da 2017-02-09T06:01:14 Log the error returned by XAudio2Create()
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 2ba66d05 2016-12-31T16:21:55 Fixed bug 3535 - Misplaced comment #if/#endif closure comment Coriiander This notice is about a misplaced comment. Often times when we use an #if #endif sequence, the #endif is followed by a comment to indicate what #if statement it belonged to. The SDL_xaudio2.c file contains a misplaced comment, as follows (I stripped the other comments): #ifdef __GNUC__ # define SDL_XAUDIO2_HAS_SDK 1 #elif defined(__WINRT__) # define SDL_XAUDIO2_HAS_SDK #include "SDL_xaudio2.h" #else #if 0 #include <dxsdkver.h> #if (!defined(_DXSDK_BUILD_MAJOR) || (_DXSDK_BUILD_MAJOR < 1284)) # pragma message("Your DirectX SDK is too old. Disabling XAudio2 support.") #else # define SDL_XAUDIO2_HAS_SDK 1 #endif #endif #endif /* 0 */ That final /* 0 */ should be moved one line up. Like this (I tabbed it out for you to make it more clear):
Ryan C. Gordon 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.
Ryan C. Gordon 761a7978 2016-08-05T01:59:06 audio: changed some SDL_memset() calls to SDL_zero(), other minor corrections.
Ryan C. Gordon 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.
Ryan C. Gordon 6d5c9c1e 2016-08-02T13:48:52 audio: Made some SDL_AudioDevice fields atomic. This makes sure they're properly communicated to the audio threads.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Sam Lantinga 8ddcc63a 2015-12-18T18:49:35 sdl: xaudio2 is not linked against sdl but the sdk already handles dynamically loading (XAudio2Create is inlined and just loads a com object). Updated SDL_xaudio2.c
David Ludwig 25abce51 2015-11-29T19:33:11 WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates
Alfred Reynolds cbbdd27a 2015-06-24T10:56:51 SDL - disable compiling in XAudio2 support. We both need the DX SDK to make this code plus we need to work out the runtime dependency problem this code bring in on windows (needing the DX runtime installed). CR: SamL
Philipp Wiesemann 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Ryan C. Gordon 182a7768 2015-03-20T11:11:44 Audio hotplug fixes for winmm and XAudio2 backends.
Ryan C. Gordon 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.
Ryan C. Gordon 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.
Edward Rudd 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
Philipp Wiesemann 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.
David Ludwig 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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 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
Philipp Wiesemann a9d4a6b8 2014-08-11T23:18:35 Fixed typo in source comment.
Ryan C. Gordon c0f9a57f 2014-07-30T14:12:54 Fixed comment typo.
Ryan C. Gordon db1dd756 2014-07-30T09:54:01 XAudio2: Use XAUDIO2_VOICE_NOSAMPLESPLAYED when possible. For versions of XAudio2 with an IXAudio2SourceVoice::GetState() that offers a flags parameter, we can use XAUDIO2_VOICE_NOSAMPLESPLAYED, since we don't need this information in our current calls. According to MSDN, this makes the the call about 3x faster.
David Ludwig 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.
Sam Lantinga 1367bf87 2014-03-09T11:36:47 Integrated David Ludwig's support for Windows RT
Sam Lantinga 05c23063 2014-03-09T11:06:11 Fixed line endings on WinRT source code
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
David Ludwig 46740a5a 2013-11-28T22:09:21 WinRT: merged with latest SDL 2.x/HG code SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
Ryan C. Gordon 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.
Sam Lantinga 24731317 2013-11-09T01:15:17 Updated notes about building with the Windows 8 SDK: Get the DirectX SDK.
David Ludwig 69c5d21d 2013-10-27T21:26:46 WinRT: merged with SDL 2.0.1 codebase
Sam Lantinga 3f8df109 2013-10-17T23:15:27 Fixed 1598 - Mingwin build fails on src/audio/xaudio2/SDL_xaudio2.c
David Ludwig 9de76eb5 2013-09-06T19:23:42 WinRT: removed chunks of C++ hack code from SDL_xaudio2.c
David Ludwig fff78081 2013-09-06T19:07:15 WinRT: made SDL_xaudio2.c compile as C code when building for WinRT XAudio2 2.8's header file, xaudio2.h, doesn't compile in plain C code for WinRT apps, not automatically at least. Initially, this file was adapted to compile as C++, however these changes are now deprecated in favor of some preprocessor based hacks that should get xaudio2.h to compile (while making sure XAudio2 still works).
David Ludwig ac6e5a69 2013-09-04T20:20:36 WinRT: minor code cleanup in SDL_xaudio2.c
Sam Lantinga f79fc33a 2013-08-29T08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
David Ludwig 1e78c4a5 2013-08-27T12:20:35 WinRT: more "Windows RT" to "WinRT" renaming
Ryan C. Gordon faf760d2 2013-08-22T13:32:27 XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
David Ludwig d41fdc94 2013-08-13T20:09:52 WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0
David Ludwig f7049b93 2013-08-12T22:29:55 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
Gabriel Jacobo 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.
Sam Lantinga 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.