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authorFranklin Wei <git@fwei.tk>2018-02-11 15:34:30 -0500
committerFranklin Wei <git@fwei.tk>2019-07-19 22:37:40 -0400
commit5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4 (patch)
tree84406e21639529a185556a33e5de7f43cffc277b /apps/plugins/sdl/src/audio/SDL_audio.c
parentb70fecf21ddc21877ec1ae7888d9c18a979e37ad (diff)
downloadrockbox-5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4.tar.gz
rockbox-5d05b9d3e920a6aa5fcb553758e98ed0da8c91e4.zip
Quake!
This ports id Software's Quake to run on the SDL plugin runtime. The source code originated from id under the GPLv2 license. I used https://github.com/ahefner/sdlquake as the base of my port. Performance is, unsurprisingly, not on par with what you're probably used to on PC. I average about 10FPS on ipod6g, but it's still playable. Sound works well enough, but in-game music is not supported. I've written ARM assembly routines for the inner sound loop. Make sure you turn the "brightness" all the way down, or colors will look funky. To run, extract Quake's data files to /.rockbox/quake. Have fun! Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
Diffstat (limited to 'apps/plugins/sdl/src/audio/SDL_audio.c')
-rw-r--r--apps/plugins/sdl/src/audio/SDL_audio.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/apps/plugins/sdl/src/audio/SDL_audio.c b/apps/plugins/sdl/src/audio/SDL_audio.c
index 9c0feeddfc..f2a2e59323 100644
--- a/apps/plugins/sdl/src/audio/SDL_audio.c
+++ b/apps/plugins/sdl/src/audio/SDL_audio.c
@@ -204,6 +204,7 @@ int SDLCALL SDL_RunAudio(void *audiop)
204 204
205 /* Convert the audio if necessary */ 205 /* Convert the audio if necessary */
206 if ( audio->convert.needed ) { 206 if ( audio->convert.needed ) {
207 LOGF("RB AUDIO: converting audio. Will be slow!");
207 SDL_ConvertAudio(&audio->convert); 208 SDL_ConvertAudio(&audio->convert);
208 stream = audio->GetAudioBuf(audio); 209 stream = audio->GetAudioBuf(audio);
209 if ( stream == NULL ) { 210 if ( stream == NULL ) {