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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.
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@@ -220,18 +220,31 @@ DCAUD_CloseAudio(_THIS)
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static int
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DCAUD_OpenAudio(_THIS, SDL_AudioSpec * spec)
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{
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switch (spec->format & 0xff) {
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case 8:
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spec->format = AUDIO_S8;
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break;
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case 16:
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spec->format = AUDIO_S16LSB;
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break;
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default:
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SDL_AudioFormat test_format = SDL_FirstAudioFormat(spec->format);
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int valid_datatype = 0;
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while ((!valid_datatype) && (test_format)) {
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spec->format = test_format;
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switch (test_format) {
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/* only formats Dreamcast accepts... */
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case AUDIO_S8:
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case AUDIO_S16LSB:
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valid_datatype = 1;
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break;
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default:
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test_format = SDL_NextAudioFormat();
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break;
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}
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}
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if (!valid_datatype) { /* shouldn't happen, but just in case... */
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SDL_SetError("Unsupported audio format");
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return (-1);
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}
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if (spec->channels > 2)
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spec->channels = 2; /* no more than stereo on the Dreamcast. */
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/* Update the fragment size as size in bytes */
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SDL_CalculateAudioSpec(spec);
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