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This modifies SDL_PauseAudio behavior to pause all audio devices instead of just the default one (required on Android, at least for testmultiaudio on my Nexus 4 which reported 2 audio devices). It also changes SDL_PauseAudioDevice to retain the device lock from pause until resume in order to save battery in mobile devices.
These are test programs for the SDL library: checkkeys Watch the key events to check the keyboard loopwave Audio test -- loop playing a WAV file loopwavequeue Audio test -- loop playing a WAV file with SDL_QueueAudio testaudioinfo Lists audio device capabilities testcdrom Sample audio CD control program testerror Tests multi-threaded error handling testfile Tests RWops layer testgl2 A very simple example of using OpenGL with SDL testhread Hacked up test of multi-threading testiconv Tests international string conversion testjoystick List joysticks and watch joystick events testkeys List the available keyboard keys testloadso Tests the loadable library layer testlock Hacked up test of multi-threading and locking testmultiaudio Tests using several audio devices testoverlay2 Tests the overlay flickering/scaling during playback. testpalette Tests palette color cycling testplatform Tests types, endianness and cpu capabilities testsem Tests SDL's semaphore implementation testshape Tests shaped windows testsprite2 Example of fast sprite movement on the screen testtimer Test the timer facilities testver Check the version and dynamic loading and endianness testwm2 Test window manager -- title, icon, events torturethread Simple test for thread creation/destruction controllermap Useful to generate Game Controller API compatible maps