search for: cw6

Displaying 5 results from an estimated 5 matches for "cw6".

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2002 Sep 05
3
Setting up VC6 to build VP3 source
All the notes you mention for VC are in vp32_build.html in the release, but thanks for reiterating. Last time I built for Mac I believe I did the os9 version in CW6 and the OsX version in CW8, but I can't think why they shouldn't both compile in CW8. <p>-----Original Message----- From: Tabuleiro [mailto:beta@tabuleiro.com] Sent: Thu 9/5/2002 4:25 PM To: theora-dev@xiph.org Cc: Subject: [theora-dev] Setting up VC6 to build VP3 source I could no...
2001 Jul 16
0
MacOS patches
...atic function bark_noise_median() in vorbis/lib/psy.c (r1.49), which has as a second parameter a "const long *". It is only called once in _vp_compute_mask() in psy.c, but with a "unsigned long *" parameter (it's the bark member of the vorbis_look_psy structure). This causes CW6 to complain with: Error : illegal implicit conversion from 'unsigned long *' to 'const long *' psy.c line 696 p->vi->noisewindowfixed); To get rid of this error, there are two possibilities: either change the bark_noise_median() function to have a "const unsigned lo...
2002 Jan 02
2
RC3 Changes needed for MacOS
It looks like the Mac .exp files were not updated for RC3. The following diff corrects that problem. The CodeWarrior project files also have not been updated. They are in 5.3 format which is quite old. Would anybody object if I submitted updates to them in CodeWarrior Pro 6 format? That's the oldest version I have readily available. If someone else has 5.3 and wants to do it, you need to
2001 Dec 18
2
Nonportable use of strdup()
Hey, I ran across this while building vorbis on the Mac: In libvorbis RC2, file info.c, line 65, there's a call to strdup(). strdup() isn't portable, and it looks like the code should use the internal memory functions to create the memory for the string anyway. Actually, on further inspection, it looks like the memory for the user comments is never actually freed. I'm not subscribed
2001 Sep 25
3
[Newbie] getting up to speed
I've just started looking into using Ogg Vorbis for our streaming audio needs. We're doing games for MacOS, OS X and Win32. So far, after wading through the docs and sample code, I think I have a reasonably solid idea of how it all works. Now some questions: - currently my code is architected with a separate audio thread responsible for decoding chunks of compressed audio on demand