Commit graph

11 commits

Author SHA1 Message Date
bunnei
97647e60f2 audio_core: Sinks need unique names as well. 2018-08-04 14:34:12 -04:00
bunnei
f1f3a65391 audio_core: Add interfaces for Sink and SinkStream. 2018-07-30 21:45:24 -04:00
James Rowe
5dbd091a80 Massive removal of unused modules 2018-01-12 19:11:03 -07:00
Mat M
dc1927a9d1 Doxygen: Amend minor issues (#2593)
Corrects a few issues with regards to Doxygen documentation, for example:

- Incorrect parameter referencing.
- Missing @param tags.
- Typos in @param tags.

and a few minor other issues.
2017-02-26 17:58:51 -08:00
Kloen Lansfiel
637f58dd1e SDL: Select audio device (#2403)
* Initial Commit

Added Device logic to Sinks
Started on UI for selecting devices

Removed redundant import

* Audio Core: Complete Device Switching

Complete the device switching implementation by allowing the output
device to be loaded, changed and saved through the configurations menu.

Worked with the Sink abstraction and tuned the "Device Selection"
configuration so that the Device List is automatically populated when
the Sink is changed.
This hopefully addresses the concerns and recommendations mentioned in
the comments of the PR.

* Clean original implementation.

* Refactor GetSinkDetails
2017-01-25 22:33:26 -05:00
Emmanuel Gil Peyrot
1138ec0d49 Remove empty newlines in #include blocks.
This makes clang-format useful on those.

Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
2016-09-21 11:15:47 +09:00
Yuri Kunde Schlesner
1e4a5da9f4 Manually tweak source formatting and then re-run clang-format 2016-09-18 21:14:25 -07:00
Emmanuel Gil Peyrot
628ed4376a Sources: Run clang-format on everything. 2016-09-18 09:38:01 +09:00
MerryMage
559ca8ae8a sink: Change EnqueueSamples to take a pointer to a buffer instead of a std::vector 2016-08-31 16:55:10 +01:00
MerryMage
638de286c2 AudioCore: SDL2 Sink 2016-05-07 11:32:48 +01:00
MerryMage
d2710b784a AudioCore: Skeleton Implementation
This commit:
* Adds a new subproject, audio_core.
* Defines structures that exist in DSP shared memory.
* Hooks up various other parts of the emulator into audio core.

This sets the foundation for a later HLE DSP implementation.
2016-02-21 13:13:52 +00:00