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SDL2 for the Nintendo Wii U (build with "cmake [SDL source path] -DCMAKE_TOOLCHAIN_FILE=$WUT_ROOT/share/wut.toolchain.cmake -DCMAKE_INSTALL_PREFIX=$DEVKITPRO/portlibs/wiiu")
Markovtsev Vadim 2011-01-18 22:00:16 PST
SDL_audiocvt.c:
static void SDLCALL
SDL_ConvertStereo(SDL_AudioCVT * cvt, SDL_AudioFormat format):
#define dup_chans_1_to_2(type) \
{ \
const type *src = (const type *) (cvt->buf + cvt->len_cvt); \
type *dst = (type *) (cvt->buf + cvt->len_cvt * 2); \
for (i = cvt->len_cvt / 2; i; --i, --src) { \
const type val = *src; \
dst -= 2; \
dst[0] = dst[1] = val; \
} \
}
Pay attention to cvt->len_cvt / 2. 2 is the sizeof(Uint16), hovewer, below we
see that the conversion function supports Uint8 and Uint32:
switch (SDL_AUDIO_BITSIZE(format)) {
case 8:
dup_chans_1_to_2(Uint8);
break;
case 16:
dup_chans_1_to_2(Uint16);
break;
case 32:
dup_chans_1_to_2(Uint32);
break;
}
If type is Uint32, src will be decreased twice as it should be, memory being
written before the cvt->buf. If type is Uint8, the conversion will not be
complete. I suggest to change that define to
#define dup_chans_1_to_2(type) \
{ \
const type *src = (const type *) (cvt->buf + cvt->len_cvt); \
type *dst = (type *) (cvt->buf + cvt->len_cvt * 2); \
for (i = cvt->len_cvt / sizeof(type); i; --i, --src) { \
const type val = *src; \
dst -= 2; \
dst[0] = dst[1] = val; \
} \
}
I tested that and now it's working fine. I did not consider the similar defines
in functions nearby.
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| .DISABLED-hgeol | ||
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| Borland.html | ||
| Borland.zip | ||
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| configure | ||
| configure.in | ||
| COPYING | ||
| CREDITS | ||
| INSTALL | ||
| Makefile.ds | ||
| Makefile.in | ||
| Makefile.minimal | ||
| Makefile.pandora | ||
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| NOTES | ||
| README | ||
| README-SDL.txt | ||
| README.android | ||
| README.BeOS | ||
| README.DirectFB | ||
| README.ds | ||
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| README.touch | ||
| README.Watcom | ||
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| sdl-config.in | ||
| sdl.m4 | ||
| sdl.pc.in | ||
| SDL.spec.in | ||
| TODO | ||
| UNDER_CONSTRUCTION.txt | ||
| VisualC.html | ||
| Watcom-Win32.zip | ||
| WhatsNew | ||
Simple DirectMedia Layer
(SDL)
Version 1.3
---
http://www.libsdl.org/
This is the Simple DirectMedia Layer, a general API that provides low
level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
and 2D framebuffer across multiple platforms.
The current version supports Windows, Windows CE, Mac OS X, Linux, FreeBSD,
NetBSD, OpenBSD, BSD/OS, Solaris, iOS, and Android. The code contains
support for other operating systems but those are not officially supported.
SDL is written in C, but works with C++ natively, and has bindings to
several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
Go, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
Pike, Pliant, Python, Ruby, and Smalltalk.
This library is distributed under the zlib license, which can be found
in the file "COPYING".
The best way to learn how to use SDL is to check out the header files in
the "include" subdirectory and the programs in the "test" subdirectory.
The header files and test programs are well commented and always up to date.
More documentation is available in HTML format in "docs/index.html", and
a documentation wiki is available online at:
http://www.libsdl.org/cgi/docwiki.cgi
The test programs in the "test" subdirectory are in the public domain.
Frequently asked questions are answered online:
http://www.libsdl.org/faq.php
If you need help with the library, or just want to discuss SDL related
issues, you can join the developers mailing list:
http://www.libsdl.org/mailing-list.php
Enjoy!
Sam Lantinga (slouken@libsdl.org)