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This usually manifests as a clicking sound, because it often produces a value outside the range -1.0f to 1.0f based on whatever random data is past the buffer, which later stages of audio conversion will clamp to a maximum value for the audio format. Since this tends to be a single bad sample generated at the end of the resampled buffer, it sounds like a repeating click in streamed data. I'd like a more efficient means to clamp this value to not overflow the buffer, but this puts out the immediate fire.
Simple DirectMedia Layer (SDL) Version 3.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)
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