| Commit message (Collapse) | Author | Age | Files | Lines |
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http://groups.google.com/group/android-building/browse_thread/thread/ed22cf8f6dc8143c to fix the build.
Modified: libs/utils/Android.mk
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The bug #11829 that can be found here:
http://code.google.com/p/android/issues/detail?id=11829
causes various graphic artefacts.
According to naseer.ahmed it needed modifications in SurfaceFlinger and libagl
The modifications comes from:
https://www.codeaurora.org/gitweb/quic/la/?p=platform/frameworks/base.git;a=shortlog;h=refs/heads/froyo_almond
at commit 33e6506d96d7602284e18ea8c66dbfd04dc72aa3
Change-Id: I703bace69cb7a41ac8ed69ca1e28b98aa618e0f3
Signed-off-by: Denis 'GNUtoo' Carikli <GNUtoo@no-log.org>
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Normally this kind of nasty hack could go into libaudio, but on this
particular device, we have no access to the source code of libaudio.
Put the nasty hack into audioflinger and wrap it in ifdefs.
Change-Id: I5e3e495e3bd6b671823967b61ba5ceb49e59a401
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Change-Id: Idfdcf8ac657669b75c5a6219c2f91d20963bbe5b
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Allow the overlay object to be destroyed whenever the destroy is
invoked. Currently the destroy call returns if there is an error
encountered, which results in open data and control channels.
Change-Id: I1f2ef4ebb5fb1dcabf05ab50b5bbf6e5e240a63a
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These devices have physical keyboards, but certain keys (? and SYM) are
mapped differently. Check the target's name and use the appropriate
set of keycodes.
Change-Id: Ib91a47beb3681b411bbbd1946d5478334c5f3c33
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Define BOARD_CAMERA_USE_GETBUFFERINFO if required.
Change-Id: Ieac0bed92c8a1517a6a7730b9636f3591c55bbcb
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Reworked to avoid ABI breakage.
This reverts commit b5d9f64973f06b45423b2216050aa0d2d2513f96.
Change-Id: I602faec8e85d80a30dadceed8c7942dc133989b8
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Cleaned it up, and fixed a misplaced ifdef that broke the whole damn
thing.
This reverts commit 568f674b8ef1a83b7ba948b0e53e0dd86207d115.
Change-Id: I99fde73b2cf283dde7e9bcb1e73cf86e553324d3
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This reverts commit c5358c4b94c2953290988be654b284840551b5bd.
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Change-Id: If140f0cd1232f927f4870c5de3f25deac73c3778
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Change-Id: I26a289f00d98b5f010e1a6a9db2c111b349a29b6
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These changes are made to make use of TSLib to calibrate events
generated from touch screen.
ts_read in tslib reads raw events written by touchscreen driver in
/dev/input/event0. ts_read then packages all the events between each
EV_SYN and sends the final calibrated values to EventHub.cpp along with
the list of events raw read. We then send each event seperately in this
list to the upper layer.
Change-Id: If529e5687620df50cf725edbaa321953df50c0a5
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Change-Id: Ic6daad4beb95941a4323384adea85b6312682927
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Disable the use of DIM_WITH_TEXTURE flag which uses OpenGL textures for a specific platform.
If Display Hardware uses SLOW_CONFIG, use OpenGL textures for speedup.
This improves scrolling response in LayerDim menus.
Change-Id: Icda97eaab3e0745e5b0841a7f5c866283999356d
CRs-fixed: 253607
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This reverts commit 57495aafa6ab172c2d2cfe32ca8a4fa57f98cb9b.
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Add getBufferInfo() API which gets the recording
buffer information from the HAL layer. The opencore
uses this API to query the details of the recording
buffers allocated by the HAL layer.
Add getBufferInfo() to Stub Camera to avoid compilation
error for generic/emulator builds.
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Used rectangular probability distribution function before by accident,
depite calculating the high-passed triangular probability density function
I intended to use. This commit rectifies the mistake and also adds
noise-shaped error feedback similar to JACK.
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Also fixes reverb like I originally intended it and tweaks
parameters a little.
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Subtracting the left and right channels could be argued to
separate the center channel from the left/right channel and the
DSP therefore gets applied to panned sounds only. This halves the
cost of the filtering and eliminates the bass boost issue that bs2b
compensates for with a highboost filter.
I also adjusted the delay-to-level spatial filter to try to get slightly
more consistent perception of panning across the frequency spectrum.
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prevVolume is scaled by 16 because of the ramping performed with it.
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- Update headset to a 2nd order shelf filter, drop allpass delays
A single shelf filter can give a time delay for low frequencies
and attenuation for high frequencies yielding a headphone virtualization
directly.
- Make equalizer out of high shelves.
Cascading 4 high shelves and one global gain gives me 5 controllable bands
with passthrough characteristics when not used.
- Set loudness target to 93 %
Also correcting a volume-ramping bug which sometimes caused a slow
adjustment to desired volume because of integer truncation and invalid
round down/up algorithm. This should eliminate cases where song starts
super loud.
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system_server can potentially monitor uevent devices that are
of no use to it. For instance, an accelerometer implementation
as uevents. This would cause the process to be busy when
unnecessary. If a device cannot be classified, don't monitor it.
Change-Id: I489cc453bdce7cb376102cba67a9ea470e13292d
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vol limit, audio focus requests.
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orientation change
Current code swaps the width and height by assuming that aspect
ratio of the buffer width and height will be same as that of the
layout clip width and height. That is not always true.
Change the check to orientation change.
Change-Id: Ie387f3a7369025427484e4173cbde7a08df2b9d7
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This admittedly sounds almost the same, but the advantage of
shelving is with more high-frequency content being mixed. That being
said, the used shelving is reasonably steep (16 dB).
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Bs2b uses the low-pass filter to generate the delay as a byproduct
of its operation. The filter is generally set around 700 Hz where
it produces about 250 microseconds of delay. In addition to that,
the crossfeed is now mixed at -6 dB level. The reverb is unchanged,
although the new configuration gives it larger role in forming
an impression of a soundstage.
The design is still not complete, but good enough for a commit.
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Take #2.
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Patchset is broken. Will recommit a single working patch.
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Added support for user-defined calibration.
Added support for user-defined calibration.
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This reverts commit b769bca07fb9ec14d8a6b09905a38bdc4ecc8864.
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Additionally move the estimation boost clamper into a more
sensible base in the codebase.
Signed-off-by: Antti S. Lankila <alankila@gmail.com>
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- Move dithering to actually happen in the ditherAndClamp() procedure to
reduce memory pressure.
- Make volume ramping occur according to opposite logic: increases of
volume are slow, decreases rapid. That is a balance that makes far
more sense and spares user's ears far better.
- Avoid extreme boosts by mapping the dynamic range boost curve on a
nonlinear function x - x^3/3, for -1 <= x <= 0. This cuts off 1/3rd
of the entire boosting region and avoids the artifacts arising from
hardclipping this function.
Signed-off-by: Antti S. Lankila <alankila@gmail.com>
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Add a reverb module based on the Haas stereo widening effect.
Signed-off-by: Antti S. Lankila <alankila@gmail.com>
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I noticed there was some distortion arising from the fixed bottom level
set in the level estimator, so I removed such limits. I also enhanced the
estimation quality for the nearly inaudible sound levels.
Signed-off-by: Antti S. Lankila <alankila@gmail.com>
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An integer truncation issue resulted in discontinuous estimates of sound
level when the audio stream sound level was very quiet.
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This change makes compression effect about 10 times faster.
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Use crude approximation of the equal loudness curves (a single 2nd
order bandpass at 1 kHz). Because we must be stateless, the filter
is always reset first, which somewhat damages the behavior.
Limit adjustment range to 30 dB to avoid problems when sound goes
very quiet.
Make ramp up fast and ramp down slow. This gives reasonable response
to transients between periods of silence.
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Optimization:
- write ARM assembly routine for biquads, using one load per pair of
coefficients.
Correctness fix:
- clamp sound level estimate below at -50 dB because of integer truncation
at estimateLevel() method.
Cosmetic changes:
- add headings in .cpp to make it easier to keep track of file structure.
- remove trailing whitespace
- rearrange some functions in logical order.
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