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11 Commits

Author SHA1 Message Date
bunnei 34b3f83498 audio_core: Sinks need unique names as well. 2018-08-04 14:34:12 -04:00
bunnei 9ef227e09d audio_core: Add interfaces for Sink and SinkStream. 2018-07-30 21:45:24 -04:00
James Rowe ebf9a784a9 Massive removal of unused modules 2018-01-12 19:11:03 -07:00
Mat M 0cb52ee74a Doxygen: Amend minor issues (#2593)
Corrects a few issues with regards to Doxygen documentation, for example:

- Incorrect parameter referencing.
- Missing @param tags.
- Typos in @param tags.

and a few minor other issues.
2017-02-26 17:58:51 -08:00
Kloen Lansfiel f852369986 SDL: Select audio device (#2403)
* Initial Commit

Added Device logic to Sinks
Started on UI for selecting devices

Removed redundant import

* Audio Core: Complete Device Switching

Complete the device switching implementation by allowing the output
device to be loaded, changed and saved through the configurations menu.

Worked with the Sink abstraction and tuned the "Device Selection"
configuration so that the Device List is automatically populated when
the Sink is changed.
This hopefully addresses the concerns and recommendations mentioned in
the comments of the PR.

* Clean original implementation.

* Refactor GetSinkDetails
2017-01-25 22:33:26 -05:00
Emmanuel Gil Peyrot ebdae19fd2 Remove empty newlines in #include blocks.
This makes clang-format useful on those.

Also add a bunch of forgotten transitive includes, which otherwise
prevented compilation.
2016-09-21 11:15:47 +09:00
Yuri Kunde Schlesner 396a8d91a4 Manually tweak source formatting and then re-run clang-format 2016-09-18 21:14:25 -07:00
Emmanuel Gil Peyrot dc8479928c Sources: Run clang-format on everything. 2016-09-18 09:38:01 +09:00
MerryMage 0ef4185644 sink: Change EnqueueSamples to take a pointer to a buffer instead of a std::vector 2016-08-31 16:55:10 +01:00
MerryMage 920d2cf41d AudioCore: SDL2 Sink 2016-05-07 11:32:48 +01:00
MerryMage 8b00954ec7 AudioCore: Skeleton Implementation
This commit:
* Adds a new subproject, audio_core.
* Defines structures that exist in DSP shared memory.
* Hooks up various other parts of the emulator into audio core.

This sets the foundation for a later HLE DSP implementation.
2016-02-21 13:13:52 +00:00