Hello,
I am currently looking into rewriting our current OSS sound routines to native
ALSA, as it seems OSS will invariably be phased out now that the ALSA driver is
distrubuted with the Linux kernel, plus ALSA seems to have a great number of benefits
for us.
Our current sound routines p
Ultimately i think with ALSA we could do away with the concept of calling
update_jsound() in the game loop and instead use asyncrosnous mode and use
update_jsound() as my callback function? Although i'd need to get ALSA to call
update_jsound() when we are in our last period, so we can write
On Mon, 12 Jan 2004 08:29:54 +1000
Lorn Potter <[EMAIL PROTECTED]> wrote:
> On Monday 12 January 2004 4:13 am, James Wright wrote:
> > I am currently looking into rewriting our current OSS sound routines to
> > native ALSA, as it seems OSS will invariably be phased out
Hello,
I'm doing much better with ALSA now that i spent a coule of days messing with code.
I've got both direct
MMAP PCM playback and a fallback using normal write access with no problems. However,
i've
just written in asyncronous notification support and found that if i use the
SND_PCM_ASYNC
On Mon, 19 Jan 2004 20:07:51 +0100
Takashi Iwai <[EMAIL PROTECTED]> wrote:
> At Sat, 17 Jan 2004 11:26:45 +,
> James Wright wrote:
> >
> > Hello,
> >
> > I'm doing much better with ALSA now that i spent a coule of days messing with
> > code.
Where can i find some docs on programming the ALSA Mixer Interface to set PCM and
CD Audio volume levels? Could someone please point me in the right direction, as I am
having trouble finding anything useful.
Thanks,
James
---
The SF.Net
A few days ago i upgraded from kernel 2.6.1 to 2.6.3 and also grabbed alsa-lib,
alsa-utils, alsa-oss versions 1.0.2. Today i try and compile my sound routines, and
have a few compile time errors regarding passing
integers instead of pointers to snd_pcm_hw_params_set_rate_near(), which was eas
Ok, please ignore this thread its my own fault... i was not exiting a loop properly
(screwed up my buffer_size variable
when i fixed the compile time errors), which in turn caused too many writes to the pcm
device...
Apologies,
James
On Mon, 23 Feb 2004 01:25:10 +
James Wright
On Fri, 05 Mar 2004 10:01:28 +0100 (CET)
Giuliano Pochini <[EMAIL PROTECTED]> wrote:
> On the Amiga :) it was simple. You only need to tell the hw
> to play a block of data at given sample rate, volume, etc.
> But most of the cards can't do that. I think one good solution
> is to run an "sfx mixer