![]() [MMIXER] Implement hadling WAVE_FORMAT_EXTENSIBLE audio format Fix opening audio device error when trying to open it with WAVE_FORMAT_EXTENSIBLE format tag set in wFormatTag member of WAVEFORMATEX: - Pass additional data size from WAVEFORMATEX.cbSize to pin data format. - Append it to the whole size of pin data format (KSDATAFORMAT.FormatSize). - Set additional fields in WAVEFORMATEXTENSIBLE structure (data format, BPS and channel mask) when WAVE_FORMAT_EXTENSIBLE is used. They are used by our inbuilt Intel AC97 miniport driver at least. It simply fails when these members are not set. - Fix pin connect allocation size by appending an additional data size from WAVEFORMATEX.cbSize to KSPIN_CONNECT + KSDATAFORMAT + WAVEFORMATEX. This allows to proerly initialize additional extensible data and avoids kernel memory leakage when using extensible audio format. - Remove format tag check which allowed WAVE_FORMAT_PCM to be opened correctly. So now all possible audio formats can be opened properly at least (although it does not mean they may work correctly). This fixes the audio playback for all apps those are supporting extensible audio data and use it by default (e. g. AIMP 5.30, QMMP 0.12.17, all Chrome/Chromium-based browsers, GameDev Tycoon Demo game etc.). CORE-10907, CORE-14783 * [KS] Allow passing additional extensible audio data when extensible audio format is used - Append additional data size from WAVEFORMATEX.cbSize to pin connect size passed to KsCreatePin. If the tag is WAVE_FORMAT_PCM, then this member should always be zero. So in that case, no any additional data is passed to creation request, and the passed data size is correct for PCM too (KSDATAFORMAT + WAVEFORMATEX). This fixes audio playback in several apps those are supporting extensibble audio and use it by default (e. g. AIMP 5.30, QMMP 0.12.17, all Chrome/Chromium based browsers, GameDev Tycoon Demo game etc.). CORE-10907, CORE-14783. * [WDMAUD.DRV] Pass the correct additional data size to I/O control request Store a correct size of additional data in WAVEFORMATEX.cbSize when performing open of audio device, when WAVE_FORMAT_EXTENSIBLE audio format is used. It allows to properly open audio device with Legacy APIs enabled too. This fixes audio playback in several apps those are using extensible audio data (e. g. AIMP 5.30, QMMP 0.12.17, all Chrome/Chromium based browsers, GameDevTycoon Demo game etc.). CORE-10907, CORE-14783 |
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Quick Links
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What is ReactOS?
ReactOS™ is an Open Source effort to develop a quality operating system that is compatible with applications and drivers written for the Microsoft® Windows™ NT family of operating systems (NT4, 2000, XP, 2003, Vista, 7).
The ReactOS project, although currently focused on Windows Server 2003 compatibility, is always keeping an eye toward compatibility with Windows Vista and future Windows NT releases.
The code of ReactOS is licensed under GNU GPL 2.0.
Product quality warning
ReactOS is currently an Alpha quality operating system. This means that ReactOS is under heavy development and you have to be ready to encounter some problems. Different things may not work well and it can corrupt the data present on your hard disk. It is HIGHLY recommended to test ReactOS on a virtual machine or on a computer with no sensitive or critical data!
Building
To build the system it is strongly advised to use the ReactOS Build Environment (RosBE). Up-to-date versions for Windows and for Unix/GNU-Linux are available from our download page at: "Build Environment".
Alternatively one can use Microsoft Visual C++ (MSVC) version 2015+. Building with MSVC is covered here: "Visual Studio or Microsoft Visual C++".
See "Building ReactOS" article for more details.
Binaries
To build ReactOS you must run the configure
script in the directory you want to have your build files. Choose configure.cmd
or configure.sh
depending on your system. Then run ninja <modulename>
to build a module you want or just ninja
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Bootable images
To build a bootable CD image run ninja bootcd
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You can always download fresh binary builds of bootable images from the "Daily builds" page.
Installing
By default, ReactOS currently can only be installed on a machine that has a FAT16 or FAT32 partition as the active (bootable) partition. The partition on which ReactOS is to be installed (which may or may not be the bootable partition) must also be formatted as FAT16 or FAT32. ReactOS Setup can format the partitions if needed.
Starting with 0.4.10, ReactOS can be installed using the BtrFS file system. But consider this as an experimental feature and thus regressions not triggered on FAT setup may be observed.
To install ReactOS from the bootable CD distribution, extract the archive contents. Then burn the CD image, boot from it, and follow the instructions.
See "Installing ReactOS" Wiki page or INSTALL for more details.
Testing
If you discover a bug in ReactOS search on JIRA first - it might be reported already. If not report the bug providing logs and as much information as possible.
See "File Bugs" for a guide.
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We are always looking for developers! Check how to contribute if you are willing to participate.
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More information
ReactOS is a Free and Open Source operating system based on the Windows architecture, providing support for existing applications and drivers, and an alternative to the current dominant consumer operating system.
It is not another wrapper built on Linux, like WINE. It does not attempt or plan to compete with WINE; in fact, the user-mode part of ReactOS is almost entirely WINE-based and our two teams have cooperated closely in the past.
ReactOS is also not "yet another OS". It does not attempt to be a third player like any other alternative OS out there. People are not meant to uninstall Linux and use ReactOS instead; ReactOS is a replacement for Windows users who want a Windows replacement that behaves just like Windows.
More information is available at: reactos.org.
Also see the media/doc subdirectory for some sparse notes.
Who is responsible
Active devs are listed as members of GitHub organization. See also the CREDITS file for others.
Code mirrors
The main development is done on GitHub. We have an alternative mirror in case GitHub is down.
There is also an obsolete SVN archive repository that is kept for historical purposes.