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Play the decoded audio using SDL. The audio player frame sink receives the audio frames, resample them and write them to a byte buffer (introduced by this commit). On SDL audio callback (from an internal SDL thread), copy samples from this byte buffer to the SDL audio buffer. The byte buffer is protected by the SDL_AudioDeviceLock(), but it has been designed so that the producer and the consumer may write and read in parallel, provided that they don't access the same slices of the ring-buffer buffer. Co-authored-by: Simon Chan <1330321+yume-chan@users.noreply.github.com>
26 lines
671 B
Text
26 lines
671 B
Text
# apt install mingw-w64 mingw-w64-tools
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[binaries]
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name = 'mingw'
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c = 'x86_64-w64-mingw32-gcc'
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cpp = 'x86_64-w64-mingw32-g++'
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ar = 'x86_64-w64-mingw32-ar'
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strip = 'x86_64-w64-mingw32-strip'
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pkgconfig = 'x86_64-w64-mingw32-pkg-config'
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windres = 'x86_64-w64-mingw32-windres'
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[host_machine]
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system = 'windows'
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cpu_family = 'x86'
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cpu = 'x86_64'
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endian = 'little'
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[properties]
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ffmpeg_avcodec = 'avcodec-59'
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ffmpeg_avformat = 'avformat-59'
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ffmpeg_avutil = 'avutil-57'
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ffmpeg_swresample = 'swresample-4'
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prebuilt_ffmpeg = 'ffmpeg-win64-5.1.2'
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prebuilt_sdl2 = 'SDL2-2.26.1/x86_64-w64-mingw32'
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prebuilt_libusb_root = 'libusb-1.0.26'
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prebuilt_libusb = 'libusb-1.0.26/MinGW-x64'
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