Audio output through SDL

Currently I’ve got a very annoying problem.

I’m programming audio support for an emulator and on WIN32/Cygnus as well
as on BeOS the audio output/support works without a hitch (and very
great!). But with Linux I don’t get any audio support at all while it’s
exactly the same code I used for BeOS/Win32.

Does SDL need some extra stuff for audio support on Linux?

Any help is appreciated!

Regards,

Niels Wagenaar

Some further information :slight_smile:

I’m running Redhat 7.1 with OSS/Free and SDL 1.2.2.

With SDL_GetError I get the following error message :

Fragment size must be a power of two.

This really doesn’t make any sence since it works perfectly on BeOS and
WIN32.

Any idea’s?

Niels

Currently I’ve got a very annoying problem.

I’m programming audio support for an emulator and on WIN32/Cygnus as
well> as on BeOS the audio output/support works without a hitch (and very
great!). But with Linux I don’t get any audio support at all while it’s
exactly the same code I used for BeOS/Win32.

Does SDL need some extra stuff for audio support on Linux?

Any help is appreciated!

Regards,

Niels Wagenaar


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

Fragment size must be a power of two.

This really doesn’t make any sence since it works perfectly on BeOS and
WIN32.

It makes a lot of sense. Certain audio hardware needs to have a sound
buffer that is a power of two. (shrug)

It’s possible that BeOS and DirectSound will just fake this for you, but
OSS isn’t so forgiving.

Set your the amount of samples that you feed to the SDL audio
callback to be something like 1024, 2048, or 4096.

–ryan.

Set your the amount of samples that you feed to the SDL audio
callback to be something like 1024, 2048, or 4096.

If this is a limitation of certain hardware, perhaps this should be
enforced by SDL or at least documented in the API? (or is it already
documented?)

-MarkOn Fri, 21 Sep 2001, Ryan C. Gordon wrote:


Mark K. Kim
http://www.cbreak.org/mark/
PGP key available upon request.

Set your the amount of samples that you feed to the SDL audio
callback to be something like 1024, 2048, or 4096.

If this is a limitation of certain hardware, perhaps this should be
enforced by SDL or at least documented in the API? (or is it already
documented?)

I added a note to this effect to the header and asked Martin to update
the SDL Documentation Project.

Thanks for the feedback!
-Sam Lantinga, Software Engineer, Blizzard Entertainment> On Fri, 21 Sep 2001, Ryan C. Gordon wrote: