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f07a1a5a
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2017-01-05T21:31:02
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emscriptenaudio: Reworked to use SDL_AudioStream.
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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06700a90
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2016-09-18T18:07:47
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emscripten: get even more aggressive about audio device closing.
I still get exceptions thrown sometimes on shutdown without this.
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63200ea3
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2016-09-13T00:03:41
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optimize a getValue
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2098bfb3
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2016-08-31T16:10:04
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emscripten: Be more aggressive when closing audio capture devices.
Fixes exceptions being thrown on shutdown.
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3b88f5c6
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2016-08-12T00:03:58
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emscripten audio: check for an "undefined" object, remove some console.log().
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6f4bcd24
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2016-08-11T22:22:09
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audio: Renamed some internal driver symbols in various targets.
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244d2dbc
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2016-08-10T14:13:48
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emscripten audio: fix timer on capture's silence callback.
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358a168c
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2016-08-09T16:58:32
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emscripten audio: Added audio capture support.
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761a7978
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2016-08-05T01:59:06
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audio: changed some SDL_memset() calls to SDL_zero(), other minor corrections.
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9b647727
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2016-08-05T01:44:41
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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.
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6d5c9c1e
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2016-08-02T13:48:52
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audio: Made some SDL_AudioDevice fields atomic.
This makes sure they're properly communicated to the audio threads.
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42065e78
|
2016-01-02T10:10:34
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Updated copyright to 2016
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fcc59409
|
2015-08-05T21:04:10
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Emscripten: Added missing error messages for audio and joystick init failures.
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0e45984f
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2015-06-21T17:33:46
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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().
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