Example #1
0
/*
 * Create an CSDLAudioSync for a session.  Don't alloc any buffers until
 * config is called by codec
 */
CSDLAudioSync::CSDLAudioSync (CPlayerSession *psptr, int volume) :
  CAudioSync(psptr)
{
  //SDL_Init(SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE);
  Our_SDL_AudioInit(getenv("SDL_AUDIODRIVER"));
  m_fill_index = m_play_index = 0;
  for (int ix = 0; ix < DECODE_BUFFERS_MAX; ix++) {
    m_buffer_filled[ix] = 0;
    m_sample_buffer[ix] = NULL;
  }
  m_buffer_size = 0;
  m_config_set = 0;
  m_audio_initialized = 0;
  m_audio_paused = 1;
  m_resync_required = 0;
  m_dont_fill = 0;
  m_consec_no_buffers = 0;
  //SDL_Init(SDL_INIT_AUDIO);
  m_audio_waiting_buffer = 0;
  m_audio_waiting = SDL_CreateSemaphore(0); //NULL; // will be set by decode thread
  m_skipped_buffers = 0;
  m_didnt_fill_buffers = 0;
  m_play_time = 0         ;
  m_buffer_latency = 0;
  m_volume = (volume * SDL_MIX_MAXVOLUME)/100;
  m_first_time = 1;
  m_first_filled = 1;
  m_buffer_offset_on = 0;
  m_buffer_ts = 0;
  m_load_audio_do_next_resync = 0;
}
Example #2
0
int do_we_have_audio (void) 
{
  char buffer[80];
  if (Our_SDL_AudioInit(getenv("SDL_AUDIODRIVER")) < 0) {
    return (0);
  } 
  if (Our_SDL_AudioDriverName(buffer, sizeof(buffer)) == NULL) {
    return (0);
  }
  //  Our_SDL_CloseAudio();
  return (1);
}
Example #3
0
/*
 * Create an CSDLAudioSync for a session.  Don't alloc any buffers until
 * config is called by codec
 */
CSDLAudioSync::CSDLAudioSync (CPlayerSession *psptr, int volume) :
  CBufferAudioSync(psptr, volume)
{
  Our_SDL_AudioInit(getenv("SDL_AUDIODRIVER"));
  m_volume = (volume * SDL_MIX_MAXVOLUME)/100;
}