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Re: SDL2
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@Capehill

Just FYI in ScummvVM I need to manually set the audio buffer to at least 2048 (I think, can't check rn) otherwise the sound output from some engines suffers (no clicking, but distortion)

Maybe your change will also fix that setting/glitch?

It's a little tedious as the setting is normally calculated on the fly to get the best/fast with lowest overhead, but for some reason it doest work as good on AmigaOS4 as it seems to be set to 1024 or even lower...

And it needs to be set manually by every user, which is bad, so here's hoping

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Re: SDL2
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@Raziel

2048 samples or bytes? 2048 samples in 16-bit stereo would be 8 kilobytes.

By sample buffer I meant what testsurround program wants (1024 samples by default).

I don't want to multiply sample count inside SDL because it will increase latency and in some action game it becomes noticable when sounds get delayed.

I'm guessing you have seen (heard?) audio buffer underruns on some configs under some load? This would produce gaps in the audio stream because audio callback is not running fast enough to fill the buffer in real-time. This is something audio task priority might have some impact.

Now regarding the surround clicking in SDL2 test program: root cause is still open. I just checked it doesn't happen on Linux Pulseaudio at least. It could be an AHI issue too.

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Re: SDL2
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@Capehill

I don't really know, can't check.
I'm guessing here...bytes?
Probably it's samples

How can I enhance the audio task priority using sdl?

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Re: SDL2
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@Raziel
@Capehill

I don't know if this is automatically handled by the device IO interface. But if you use the low level library function interface then the application must check the minimum buffer size and audiomode frequency.

With the low level function inferface you can check the AHIDB_MaxPlaySamples tag with GetAudioAttrsA()
It will return the driver buffer value in sample frames. (A16bit stereo frame is 4 bytes.)

Your own minimum application buffer size must be calculated according to the following formula:
"application buffer size" >= "driver buffer size" * "sample frequency" / "audiomode frequency"

So if you want to play 16bit stereo 44.1kHz sound with an Soundblaster Audigy FX through unit 0 where unit 0 is set to 48kHz, the minimum application buffer must be:

1024*44100/48000 >= 941 frames (3764 bytes)
The same example for a 7.1 32bit frame format would require at least 30112 bytes.

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Re: SDL2
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@geennaam

It seems that click issue happens with AHI-only test program so SDL2 is excluded. It also happens on EMU10K sound card so your driver is excluded :) Tried 32K and 64K buffers.

Do you have some working surround example program?

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Re: SDL2
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@Capehill

No, unfortunately not. But there is a 7.1 example in the SDK.

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Re: SDL2
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SDL 2.26.5 RC1 is available: https://github.com/AmigaPorts/SDL-2.0/ ... /tag/v2.26.5-rc1-amigaos4

- SDL2 prefs is now translated. Original work and Spanish catalog by jabirulo. Italian catalog by samo79. Finnish catalog and adaptations by me.

FYI: descriptor file here https://github.com/AmigaPorts/SDL-2.0/ ... /amiga-extra/sdl2prefs.cd

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Re: SDL2
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@Capehill

Schweet...can't wait to test

Thank you very much

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Re: SDL2
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@Capehill
woohuuuuu

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Re: SDL2
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2.26.5 RC2 is available: https://github.com/AmigaPorts/SDL-2.0/ ... /tag/v2.26.5-rc2-amigaos4

Changes:
- Disable SDL_FRAMEBUFFER_ACCELERATION.
- Use 32-bit ARGB bitmap for framebuffers.

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Re: SDL2
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@Capehill

May I ask why it was disabled?
An acceleration basically sounds like a good thing

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Re: SDL2
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@Raziel

Yes, when acceleration can be used. On WinUAE or QEMU you need to install a patch and then it's back to SW rendering instead of being accelerated.

It probably should be done so that when user hasn't set this SDL_FRAMEBUFFER_ACCELERATION variable to override something, *then* it could be disabled to avoid patches.

Framebuffer is created for the window created when "software" renderer is used. Using "compositing" implicitly is extremely confusing. User could just choose "compositing" or "opengles2" renderer directly if acceleration is wanted.

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Re: SDL2
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SDL 2.28.0 RC 1 is available: https://github.com/AmigaPorts/SDL-2.0/ ... /tag/v2.28.0-rc1-amigaos4

Platform-specific changes:
- Add USB Gamepad mapping.
- Disable SDL_FRAMEBUFFER_ACCELERATION only if user hasn't overridden it.

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Re: SDL2
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@Capehill

Thanks for this new release candidate, I have already installed it. It works very well here on my virtual machine with AmigaOs4.1 as did the versions before it.


Edited by Maijestro on 2023/6/23 18:09:45
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE
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Re: SDL2
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@Capehill

Thank you

ScummVM compiled and running

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Re: SDL2
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@RazielQuote:
Raziel wrote:@Capehill

Thank you

ScummVM compiled and running


I also have your latest ScummVM compilation in use with the new SDL2 version, it works as usual. Thanks

MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE
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Re: SDL2
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@Capehill

thanks for the sdl2

i think it would be a good idea that the output of the sdl2
it didn't shut down so quickly after installation.

( apart from the .log file )

in order to check the copied files.


Edited by white on 2023/6/27 12:33:17
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Re: SDL2
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@white

Thanks for testing.

Perhaps I could add a RequestChoice box at the end with a timeout parameter.

As a workaround you could try installation from the shell.

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Re: SDL2
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It seems i can't get any pad mapping anymore with the utilities present in the test folder of the latest versions of SDL 2

But the old mapping utils hosted by Javier works ...

http://jabirulo.byethost13.com/temp/sdl2/gamepadtest.7z

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Re: SDL2
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@samo79

I just ran SDL 2.28.0 testjoystick, testgamecontroller and controllermap tools and they all worked.

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