Thu, 19 Mar 2015 23:45:34 -0400 Removed unused variable.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 23:45:34 -0400] rev 9406
Removed unused variable.
Thu, 19 Mar 2015 23:44:47 -0400 Make static analysis happy.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 23:44:47 -0400] rev 9405
Make static analysis happy.
Thu, 19 Mar 2015 23:39:53 -0400 Fixed a compiler warning on Visual Studio.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 23:39:53 -0400] rev 9404
Fixed a compiler warning on Visual Studio.
Thu, 19 Mar 2015 23:35:43 -0400 Patched to compile on Windows.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 23:35:43 -0400] rev 9403
Patched to compile on Windows.
Thu, 19 Mar 2015 22:20:12 -0400 Immediately minimize the goofy window in testaudiohotplug.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 22:20:12 -0400] rev 9402
Immediately minimize the goofy window in testaudiohotplug.
Thu, 19 Mar 2015 22:11:20 -0400 Zero out the audio hotplug event structure, so the "padded" fields are sane.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 22:11:20 -0400] rev 9401
Zero out the audio hotplug event structure, so the "padded" fields are sane. Just in case we ever need those bits in the future.
Thu, 19 Mar 2015 22:08:12 -0400 PulseAudio: Hotplug support!
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 22:08:12 -0400] rev 9400
PulseAudio: Hotplug support!
Thu, 19 Mar 2015 15:43:00 -0400 SDL_RemoveAudioDevice() should specify capture vs output.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 15:43:00 -0400] rev 9399
SDL_RemoveAudioDevice() should specify capture vs output. This lets us reuse values between the two categories without conflicting, etc.
Thu, 19 Mar 2015 13:34:17 -0400 Removed the broken audio streaming code, other small cleanups.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 13:34:17 -0400] rev 9398
Removed the broken audio streaming code, other small cleanups.
Thu, 19 Mar 2015 13:27:10 -0400 Disconnected/broken/lost audio devices now continue to fire their callback.
Ryan C. Gordon <icculus@icculus.org> [Thu, 19 Mar 2015 13:27:10 -0400] rev 9397
Disconnected/broken/lost audio devices now continue to fire their callback. The data produced by the callback is just thrown away and the audio thread delays as if it's waiting for the hardware to drain. This lets apps that rely on their audio callback firing regularly continue to make progress to function as properly as possible in the face of disaster. Apps that want to know that the device is really gone and deal with that scenario can use the new hotplug functionality.
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