[EMAIL PROTECTED] wrote:
>     Here comes Voodoo Sound!
>     
>     Implements all FusionSound methods and supports compression.
> 
> 
>     Advancing FusionSound API.
>     
>     Main API
>     --------
>     
>     Added IFusionSound::GetLocalVolume()/SetLocalVolume() to set a local 
> volume level applying to the playbacks created by the process.
>     
>     Added IFusionSound::Suspend()/Resume() to suspend/resume fusionsound.
>     
>     Added IFusionSoundStream::Access()/Commit(), implementing direct memory 
> access to the ring buffer.
>     
>     Modified behaviour of IFusionSoundMusicProvider::GetBufferDescription(), 
> the length refers to the whole track now.
>     
>     Internal API
>     ------------
>     
>     Implemented Direct Memory Access to the output device.
>     CoreDevice::Write() is replaced by CoreDevice::GetBuffer()/CommitBuffer().
>     Actually real DMA is only supported by the ALSA driver.
>     
>     Added CoreDevice::Suspend()/Resume().
>     
>     fs_device_initialize() takes a CoreSoundDeviceConfig as argument, now.
>     
>     Added fs_core_set_local_volume/get_local_volume() and 
> fs_core_suspend/resume().
>     
>     Removed fs_core_start().
>     
>     Fixed Mono/Stereo to Dolby conversion: previously fusionsound was simply 
> ignoring the center channel, causing the output signal to be moved to the 
> left (indeed, center=0 means left and center=1 means right).
> 

Wow, somehow I knew you'd be adding Voodoo Sound at some point, but I'm really
surprised and very pleased now, thanks! :)

How did you solve the IFusionSoundBuffer::Lock()?

-- 
Best regards,
  Denis Oliver Kropp

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