- 21 Aug, 2004 8 commits
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Sam Lantinga authored
surround sound on Linux using the Alsa driver. To use them, naturally you need a sound card that will do 4 or 6 channels and probably also a recent version of the Alsa drivers and library. Since the only SDL output driver that knows about surround sound is the Alsa driver, you���ll want to choose it, using: export SDL_AUDIODRIVER=alsa There are no syntactic changes to the programming API. No new library calls, no differences in arguments. There are two semantic changes: (1) For library calls with number of channels as an argument, formerly you could use only 1 or 2 for the number of channels. Now you can also use 4 or 6. (2) The two "left" and "right" arguments to Mix_SetPanning, for the case of 4 or 6 channels, no longer simply control the volumes of the left and right channels. Now the "left" argument is converted to an angle and Mix_SetPosition is called, and the "right" argu- ment is ignored. With two exceptions, so far as I know, the modified SDL12 and SDL_mixer work the same way as the original versions, when opened for 1 or 2 channel output. The two exceptions are bugs which I fixed. Well, the first, anyway, is a bug for sure. When rate conversions up or down by a factor of two are applied (in src/audio/SDL_audiocvt.c), streams with different numbers of channels (that is, mono and stereo) are treated the same way: either each sample is copied or every other sample is omitted. This is ok for mono, but for stereo, it is frames that should be copied or omitted, where by "frame" I mean a portion of the stream containing one sample for each channel. (In the SDL source, confusingly, sometimes frames are called "samples".) So for these rate conversions, stereo streams have to be treated differently, and they are, in my modified version. The other problem that might be characterized as a bug arises when SDL_mixer is passed a multichannel chunk which does not have an integral number of frames. Due to the way the effect_position code loops over frames, when the chunk ends with a partial frame, memory outside the chunk buffer will be accessed. In the case of stereo, it���s possible that because malloc may give more memory than requested, this potential problem never actually causes a segment fault. I don���t know. For 6 channel chunks, I do know, and it does cause segment faults. If SDL_mixer is passed defective chunks and this causes a segment fault, arguably, that���s not a bug in SDL_mixer. Still, whether or not it counts as a bug, it���s easy to protect against, so why not? I added code in mixer.c to discard any partial frame at the end of a chunk. Then what about when SDL or SDL_mixer is opened for 4 or 6 chan- nel output? What happens with the parts of the current library designed for stereo? I don���t know whether I���ve covered all the bases, but I���ve tried: (1) For playing 2 channel waves, or other cases where SDL knows it has to match up a 2 channel source with a 4 or 6 channel output, I���ve added code in SDL_audiocvt.c to make the necessary conversions. (2) For playing midis using timidity, I���ve converted timidity to do 4 or 6 channel output, upon request. (3) For playing mods using mikmod, I put ad hoc code in music.c to convert the stereo output that mikmod produces to 4 or 6 chan- nels. Obviously it would be better to change the mikmod code to mix down into 4 or 6 channels, but I have a hard time following the code in mikmod, so I didn���t do that. (4) For playing mp3s, I put ad hoc code in smpeg to copy channels in the case when 4 or 6 channel output is needed. (5) There seems to be no problem with .ogg files - stereo .oggs can be up converted as .wavs are. (6) The effect_position code in SDL_mixer is now generalized to in- clude the cases of 4 and 6 channel streams. I���ve done a very limited amount of compatibility testing for some of the games using SDL I happen to have. For details, see the file TESTS. I���ve put into a separate archive, Surround-SDL-testfiles.tgz, a couple of 6 channel wave files for testing and a 6 channel ogg file. If you have the right hardware and version of Alsa, you should be able to play the wave files with the Alsa utility aplay (and hear all channels, except maybe lfe, for chan-id.wav, since it���s rather faint). Don���t expect aplay to give good sound, though. There���s something wrong with the current version of aplay. The canyon.ogg file is to test loading of 6 channel oggs. After patching and compiling, you can play it with playmus. (My version of ogg123 will not play it, and I had to patch mplayer to get it to play 6 channel oggs.) Greg Lee <greg@ling.lll.hawaii.edu> Thus, July 1, 2004 --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40943
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Sam Lantinga authored
From: Richard Smith Subject: Re: [SDL] Disableing color depth and mode searching > Also, I should add that a quick way to get the desired effect is to > #define BROKEN_MODES on top of the SDL_fbvideo.c file. > Ah yes, I see that looks like that will do what I need. Curious as to why this is a #define and not an enviroment variable like the other settings. I would think that finding cards (or chips) with broken modes would be the norm rather than the execption. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40942
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Sam Lantinga authored
From: "Philippe Plantier (ayin)" Subject: [SDL] Problems allocating large surfaces There are problems when allocating large surfaces using SDL_CreateRGBSurface. When, for example, we try to allocate a surface wider than 16384 pixels, the calculation of the pitch overflows; this leads to a surface that has the w and h flags correctly set, but whose "pixels" buffer is too small. That may lead to heap corruption. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40941
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Sam Lantinga authored
From: Martin_Storsj Subject: Update for dynamic loading of ALSA I sent you a patch a few months ago which enables SDL to load ALSA dynamically. Now I've finally got time to tweak this yet some more. I've added code from alsa.m4 (from alsa's dev package) to acinclude.m4, and made the detection of the alsa library name a bit better. I've also fixed up the loading versioned symbols with dlvsym, so that it falls back to dlsym. I wouldn't say the configure script is complete yet, but this is how far I've come this time, and I'm no expert at those things. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40940
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40939
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Sam Lantinga authored
From: "Eckhard Stolberg" Subject: Controller names in SDL for Windows I'm working on an Atari 2600 emulator for different systems that uses the SDL. Some time ago someone created an adaptor that lets you use your old Atari controllers with your computer through the USB port. Some of the Atari controllers require special handling by the emulator, so it would be nice, if it would be possible to detect if any of the controllers connected to the computer is this adaptor. SDL would allow that with the SDL_JoystickName function, but unfortunately it doesn't work properly on Windows. On Linux and MacOSX this function returns the name of the controller, but on Windows you'll only get the name of the joystick driver. Most joysticks nowadays use the generic Microsoft driver, so they all return the same name. In an old MSDN article (http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp) Microsoft describes how to read out the OEM controller names from the registry. I have implemented this for the SDL controller handler on Windows, and now reading the joystick name works properly there too. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40938
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40937
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40936
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- 20 Aug, 2004 5 commits
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Sam Lantinga authored
From: Eric Wing <ewing2121@yahoo.com> Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in I have a new patch for OS X I would like to submit. First, it appears no further action has been taken on my fix from Apple on the OpenGL windowed mode mouse inversion problem. The fix would reunify the code, and no longer require case checking for which version of the OS you are running. This is probably a good fix because the behavior with the old code could change again with future versions of the OS, so those fixes are included in this new patch. But in addition, when I was at Apple, I asked them about the ability to distinguish between the modifier keys on the left and right sides of the keyboard (e.g. Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R Ctrl). They told me that starting with Panther, the OS began supporting this feature. This has always been a source of annoyance for me when bringing a program that comes from Windows or Linux to OS X when the keybindings happened to need distinguishable left-side and right-side keys. So the rest of the patch I am submitting contains new code to support this feature on Panther (and presumably later versions of the OS). So after removing the OS version checks for the mouse inversion problem, I reused the OS version checks to activate the Left/Right detection of modifier keys. If you are running Panther (or above), the new code will attempt to distinguish between sides. For the older OS's, the code path reverts to the original code. I've tested with Panther on a G4 Cube, G5 dual processor, and Powerbook Rev C. The Cube and G5 keyboards demonstrated the ability to distinguish between sides. The Powerbook seems to only have left-side keys, but the patch was still able to handle it by producing the same results as before the patch. I also wanted to test a non-Apple keyboard. Unfortunately, I don't have any PC USB keyboards. However, I was able to borrow a Sun Microsystems USB keyboard, so I tried that out on the G5, and I got the correct behavior for left and right sides. I'm expecting that if it worked with a Sun keyboard, most other keyboards should work with no problems. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40935
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40934
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40933
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40932
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Sam Lantinga authored
From: "Markus F.X.J. Oberhumer" Subject: [SDL-CVS][patch] add missing SDLCALL to headers the small patch attached below (against current CVS) adds some missing SDLCALL decorations to callback types and arguments. Unfortunately one of these changes breaks your gen{def,exp}.pl scripts which should be changed to use non-greedy regular expression matching... --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40931
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- 18 Aug, 2004 1 commit
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Sam Lantinga authored
From: Yves Maurischat Subject: [SDL] Crashes when using aRts on Linux We had a problem with my app using SDL. It always crashed after SDL_OpenAudio(), if the artsd was running on a Linux machine with KDE. After some investigation (and searching for differences in other apps using arts) we found out, that the problem resulted from loading, calling arts_init(), calling arts_free() and unloading the aRts-Library in .../src/audio/arts/SDL_artsaudio.c twice: first in "static int Audio_Available()", the second time in "static SDL_AudioDevice *Audio_CreateDevice(int devindex)". --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40930
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- 10 Aug, 2004 3 commits
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40929
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40928
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Patrice Mandin authored
Give mouse position relative to window position, and do not generate mouse button event if outside of the window --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40927
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- 09 Aug, 2004 1 commit
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40926
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- 05 Aug, 2004 5 commits
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40925
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40924
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40923
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40922
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40921
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- 03 Aug, 2004 2 commits
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40920
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40919
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- 02 Aug, 2004 1 commit
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Patrice Mandin authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40918
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- 25 Jul, 2004 4 commits
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Sam Lantinga authored
From: Chris Taylor Subject: SDL for Macintosh Programmer's Workshop: removed dynamic loading I'm working on a game called D2X which uses SDL, and I recently ported it to Mac OS 9. I used MPW to build it. It uses OpenGL. To get it to work, I had to build SDL so it doesn't dynamically load OpenGL. This is because I don't think MPW supports dynamic loading. The following patch makes sure when SDL is built under MPW, dynamic loading of shared libraries is disabled. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40917
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40916
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Sam Lantinga authored
From: Chris Nelson Subject: [SDL] [Patch] WiseGroup MP-8800 / MP-8866 (PS2 Joystick) In the current cvs version, SDL doesn't handle these Playstation2 controller => USB adapters correctly, in linux. It will always assume that the maximum number of joysticks (2 in the case of the MP-8866, 4 in the case of the 8800) are plugged in. This is bad not only because it allows SDL to exaggerate the number of logical joysticks, but primarily because the joystick axes are mapped incorrectly, all over the place, such that the devices are effectively unusable unless you have the maximum number of joysticks plugged in. My changes to src/joystick/linux/SDL_sysjoystick.c build on another's previous work (which was a special case for this very joystick, actually), and fix both of these problems, as well as making the current code a little more general, to allow for others to more easily drop in code for quirky joysticks such as these. I've tested this code under 2.6.7 as well as 2.4.24... Both work as advertised (provided you load the JOYDEV linux code as a module, otherwise they won't work at all, new code or old, but that's another issue entirely). Though this sounds horribly formal, you have my permission to distribute all of my work on this issue under the LGPL. So there. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40915
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Sam Lantinga authored
From: Ivo Danihelka Subject: [SDL] [PATCH] SDL_WM_SetCaption with UTF-8 This patch enables UTF-8 suport for SDL_WM_SetCaption() in x11. XFree86 >= 4.0.2 supports text strings in UTF-8. Presence of this feature is indicated by the macro X_HAVE_UTF8_STRING. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40914
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- 21 Jul, 2004 1 commit
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40913
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- 18 Jul, 2004 9 commits
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Sam Lantinga authored
From: David Symmonds Subject: SDL Typedef Structs Hi, Thanks for the SDL libraries, I have been using them for about a year now and they are really brilliant. One thing that I have just found whilst using them through C++ (and needing forward declarations) is that when you typedef structs you sometimes use typedef struct Name { ... }Name; e.g. SDL_Surface and other times use typedef struct { ... }Name; e.g. SDL_Rect The first type works fine, when I define a header file I can just put 'struct Name;' at the top and use the Name throughout. However, the second type is harder to use in a header, and I haven't found a way yet, other than to include 'SDL.h' in the header file (undesirable). Would there be any harm in changing the definition of SDL_Rect and such like to the second form? --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40912
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Sam Lantinga authored
From: "Mike Gorchak" Subject: QNX 6.3 fixes for SDL Sam, I've added new OpenGL framework for SDL, which appeared in the new QNX version - 6.3. I've leave compatibility with previous QNX versions. And I've moved all GL specific functions to the separate module, like it done for the other platforms. SDL is now ready for the QNX 6.3 :) --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40911
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Sam Lantinga authored
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40910
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Sam Lantinga authored
From: Hayashi Naoyuki Subject: SDL_types.h - fix for Tru64 MME The following two problems are fixed. 1. Type of Uint64 is "long long" in SDL_types.h, but is "long" in mmbasic.h(Tru64 UNIX MME header file). 2. Uint8, Uint16 and Uint32 are redefined if you compile a file including mmbasic.h and SDL_types.h. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40909
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Sam Lantinga authored
From: Marcin Konicki Subject: SDL 1.2.7 patch for BeOS (new input handling code) I rewrote input handling code for BeOS. It should be faster now (i got report that mouse is faster, keyboard should be too, but it's harder to observe). I'll try to add mouse wheel support too, soon. Stefano Ceccherini (a.k.a Jack Burton) helped me beautify code (working version was less clean), and it was he who asked me to write this thing ;). --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40908
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Sam Lantinga authored
From: Marcin Konicki Subject: [PATCH] Add missing functions and bring back OpenGL This patch adds missing functions: IconifyWindow GetWMInfo GL_LoadLibrary GL_GetProcAddress GL_GetAttribute GL_MakeCurrent Adding GL_* functions brings back working OpenGL in SDL for BeOS :). With addd GL_* functions there are few changes in Window class to handle changes better. Patch also fixes bug which freezed window when using MesaGL instead of BeOS r5 GL - it just needed Window->Quit() added into BE_VideoQuit(). THX to Michael Weirauch (a.k.a emwe) who worked on that bug before and found that it freezes because of lock somewhere. THX to Matti "Mictlantecuhtli" Lev��nen for testing, Rod��ric Vicaire (a.k.a. Ingenu) for OpenGL wisdom, and Stefano Ceccherini (a.k.a Jack Burton) for asking me to fix SDL on BeOS :). --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40907
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Sam Lantinga authored
From: "Markus F.X.J. Oberhumer" Subject: [SDL-CVS] [patch] small fix for SDL_joystick.h the tiny patch below (against current CVS) fixes a syntax error (not allow compilers allow multiple __cdecl). --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40906
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Sam Lantinga authored
From: "A. Umbach" Subject: Patch for bug in SDL cdrom resume handling Black| pointed out a bug on #sdl today, that when you pause CD playback, and then Resume it, it'll play until the end of the disk, and not until the track you specified. Attached is a patch that fixes the issue, by saving the desired end position in the SDL_CD struct, and seting it again upon resume - Andreas --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40905
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Sam Lantinga authored
From: Georg Schwarz Subject: Compiling SDL on IRIX 5.3 in order to make SDL compile on IRIX 5.3 I had to apply the following patch --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40904
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