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a969526d87
Since the SDL 1.2 day the SDL sound backend relied on the sound driver supporting the requested audio format. That workes fine for drivers support transparent conversions into formats supported by the hardware. But it failes with drivers which are unable to do such conversions. As long as we hardcoded the sound driver this wasn't a problem, because all our chouces supported transparent conversions. When we removed the hardcoded choices and started to rely on SDLs choices especially the wsaapi driver - which is SDLs default choice under windows - failed. wsaapi only guarantees support for AUDIO_F32LSB (other formats may be supported, depending on the hardware), Quake II needs AUDIO_S16SYS or AUDIO_U8. Solve this by switching to transparent conversions through SDL. This way Quake II can send whatever it wants to SDL and SDL will make sure that it is in the right format before sending it to the driver. This isn't necessary for SDL3, SDL3 doesn't support explicit formats and always relies on transparent conversions. Remove hardcoded wsaapi on Windows, it's no longer necessary. Part of #1135. |
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010_index.md | ||
020_installation.md | ||
030_configuration.md | ||
040_cvarlist.md | ||
050_commands.md | ||
060_multiplayer.md | ||
070_packaging.md | ||
080_contributing.md | ||
090_filelists.md |