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janisozaur There are many cases which are not able to be handled by SDL's audio conversion routines, including too low (negative) rate, too high rate (impossible to allocate). This patch aims to report such issues early and handle others in a graceful manner. The "INT32_MAX / RESAMPLER_SAMPLES_PER_ZERO_CROSSING" value is the conservative approach in terms of what can _technically_ be supported, but its value is 4'194'303, or just shy of 4.2MHz. I highly doubt any sane person would use such rates, especially in SDL2, so I would like to drive this limit further down, but would need some assistance to do that, as doing so would have to introduce an arbitrary value. Are you OK with such approach? What would a good value be? Wikipedia (https://en.wikipedia.org/wiki/High-resolution_audio) lists 96kHz as the highest sampling rate in use, even if I quadruple it for a good measure, to 384kHz it's still an order of magnitude lower than 4MHz. |
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alsa | ||
android | ||
arts | ||
coreaudio | ||
directsound | ||
disk | ||
dsp | ||
dummy | ||
emscripten | ||
esd | ||
fusionsound | ||
haiku | ||
jack | ||
nacl | ||
nas | ||
netbsd | ||
openslES | ||
paudio | ||
psp | ||
pulseaudio | ||
qsa | ||
sndio | ||
sun | ||
wasapi | ||
winmm | ||
SDL_audio.c | ||
SDL_audio_c.h | ||
SDL_audiocvt.c | ||
SDL_audiodev.c | ||
SDL_audiodev_c.h | ||
SDL_audiotypecvt.c | ||
SDL_mixer.c | ||
SDL_sysaudio.h | ||
SDL_wave.c | ||
SDL_wave.h |