native_audio 0.1.0
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- checksums.yaml +7 -0
- data/assets/include/GL/glew.h +26427 -0
- data/assets/include/GLES2/gl2.h +656 -0
- data/assets/include/GLES2/gl2ext.h +3949 -0
- data/assets/include/GLES2/gl2ext_angle.h +701 -0
- data/assets/include/GLES2/gl2platform.h +27 -0
- data/assets/include/GLES3/gl3.h +1192 -0
- data/assets/include/GLES3/gl31.h +1507 -0
- data/assets/include/GLES3/gl32.h +1808 -0
- data/assets/include/GLES3/gl3platform.h +27 -0
- data/assets/include/KHR/khrplatform.h +290 -0
- data/assets/include/SDL2/SDL.h +233 -0
- data/assets/include/SDL2/SDL_assert.h +326 -0
- data/assets/include/SDL2/SDL_atomic.h +415 -0
- data/assets/include/SDL2/SDL_audio.h +1500 -0
- data/assets/include/SDL2/SDL_bits.h +126 -0
- data/assets/include/SDL2/SDL_blendmode.h +198 -0
- data/assets/include/SDL2/SDL_clipboard.h +141 -0
- data/assets/include/SDL2/SDL_config.h +61 -0
- data/assets/include/SDL2/SDL_config_android.h +194 -0
- data/assets/include/SDL2/SDL_config_emscripten.h +218 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +217 -0
- data/assets/include/SDL2/SDL_config_macosx.h +277 -0
- data/assets/include/SDL2/SDL_config_minimal.h +95 -0
- data/assets/include/SDL2/SDL_config_ngage.h +89 -0
- data/assets/include/SDL2/SDL_config_os2.h +207 -0
- data/assets/include/SDL2/SDL_config_pandora.h +141 -0
- data/assets/include/SDL2/SDL_config_windows.h +331 -0
- data/assets/include/SDL2/SDL_config_wingdk.h +253 -0
- data/assets/include/SDL2/SDL_config_winrt.h +220 -0
- data/assets/include/SDL2/SDL_config_xbox.h +235 -0
- data/assets/include/SDL2/SDL_copying.h +20 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +594 -0
- data/assets/include/SDL2/SDL_egl.h +2352 -0
- data/assets/include/SDL2/SDL_endian.h +348 -0
- data/assets/include/SDL2/SDL_error.h +163 -0
- data/assets/include/SDL2/SDL_events.h +1166 -0
- data/assets/include/SDL2/SDL_filesystem.h +149 -0
- data/assets/include/SDL2/SDL_gamecontroller.h +1074 -0
- data/assets/include/SDL2/SDL_gesture.h +117 -0
- data/assets/include/SDL2/SDL_guid.h +100 -0
- data/assets/include/SDL2/SDL_haptic.h +1341 -0
- data/assets/include/SDL2/SDL_hidapi.h +451 -0
- data/assets/include/SDL2/SDL_hints.h +2569 -0
- data/assets/include/SDL2/SDL_image.h +2173 -0
- data/assets/include/SDL2/SDL_joystick.h +1066 -0
- data/assets/include/SDL2/SDL_keyboard.h +353 -0
- data/assets/include/SDL2/SDL_keycode.h +358 -0
- data/assets/include/SDL2/SDL_loadso.h +115 -0
- data/assets/include/SDL2/SDL_locale.h +103 -0
- data/assets/include/SDL2/SDL_log.h +404 -0
- data/assets/include/SDL2/SDL_main.h +275 -0
- data/assets/include/SDL2/SDL_messagebox.h +193 -0
- data/assets/include/SDL2/SDL_metal.h +113 -0
- data/assets/include/SDL2/SDL_misc.h +79 -0
- data/assets/include/SDL2/SDL_mixer.h +2784 -0
- data/assets/include/SDL2/SDL_mouse.h +465 -0
- data/assets/include/SDL2/SDL_mutex.h +471 -0
- data/assets/include/SDL2/SDL_name.h +33 -0
- data/assets/include/SDL2/SDL_opengl.h +2132 -0
- data/assets/include/SDL2/SDL_opengl_glext.h +13209 -0
- data/assets/include/SDL2/SDL_opengles.h +39 -0
- data/assets/include/SDL2/SDL_opengles2.h +52 -0
- data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -0
- data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -0
- data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -0
- data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -0
- data/assets/include/SDL2/SDL_pixels.h +644 -0
- data/assets/include/SDL2/SDL_platform.h +261 -0
- data/assets/include/SDL2/SDL_power.h +88 -0
- data/assets/include/SDL2/SDL_quit.h +58 -0
- data/assets/include/SDL2/SDL_rect.h +376 -0
- data/assets/include/SDL2/SDL_render.h +1919 -0
- data/assets/include/SDL2/SDL_revision.h +6 -0
- data/assets/include/SDL2/SDL_rwops.h +841 -0
- data/assets/include/SDL2/SDL_scancode.h +438 -0
- data/assets/include/SDL2/SDL_sensor.h +322 -0
- data/assets/include/SDL2/SDL_shape.h +155 -0
- data/assets/include/SDL2/SDL_stdinc.h +830 -0
- data/assets/include/SDL2/SDL_surface.h +997 -0
- data/assets/include/SDL2/SDL_system.h +623 -0
- data/assets/include/SDL2/SDL_syswm.h +386 -0
- data/assets/include/SDL2/SDL_test.h +69 -0
- data/assets/include/SDL2/SDL_test_assert.h +105 -0
- data/assets/include/SDL2/SDL_test_common.h +236 -0
- data/assets/include/SDL2/SDL_test_compare.h +69 -0
- data/assets/include/SDL2/SDL_test_crc32.h +124 -0
- data/assets/include/SDL2/SDL_test_font.h +168 -0
- data/assets/include/SDL2/SDL_test_fuzzer.h +386 -0
- data/assets/include/SDL2/SDL_test_harness.h +134 -0
- data/assets/include/SDL2/SDL_test_images.h +78 -0
- data/assets/include/SDL2/SDL_test_log.h +67 -0
- data/assets/include/SDL2/SDL_test_md5.h +129 -0
- data/assets/include/SDL2/SDL_test_memory.h +63 -0
- data/assets/include/SDL2/SDL_test_random.h +115 -0
- data/assets/include/SDL2/SDL_thread.h +464 -0
- data/assets/include/SDL2/SDL_timer.h +222 -0
- data/assets/include/SDL2/SDL_touch.h +150 -0
- data/assets/include/SDL2/SDL_ttf.h +2316 -0
- data/assets/include/SDL2/SDL_types.h +29 -0
- data/assets/include/SDL2/SDL_version.h +204 -0
- data/assets/include/SDL2/SDL_video.h +2150 -0
- data/assets/include/SDL2/SDL_vulkan.h +215 -0
- data/assets/include/SDL2/begin_code.h +187 -0
- data/assets/include/SDL2/close_code.h +40 -0
- data/assets/macos/universal/lib/libFLAC.a +0 -0
- data/assets/macos/universal/lib/libSDL2.a +0 -0
- data/assets/macos/universal/lib/libSDL2_image.a +0 -0
- data/assets/macos/universal/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/universal/lib/libmodplug.a +0 -0
- data/assets/macos/universal/lib/libmpg123.a +0 -0
- data/assets/macos/universal/lib/libogg.a +0 -0
- data/assets/macos/universal/lib/libvorbis.a +0 -0
- data/assets/macos/universal/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
- data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -0
- data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
- data/ext/Makefile +270 -0
- data/ext/audio.c +80 -0
- data/ext/audio.o +0 -0
- data/ext/extconf.h +3 -0
- data/ext/extconf.rb +177 -0
- data/ext/mkmf.log +7 -0
- data/lib/audio.bundle +0 -0
- data/lib/native_audio.rb +50 -0
- metadata +198 -0
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* !!! FIXME: several functions in here need Doxygen comments. */
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/**
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* \file SDL_audio.h
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*
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* Access to the raw audio mixing buffer for the SDL library.
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*/
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#ifndef SDL_audio_h_
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#define SDL_audio_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_endian.h"
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#include "SDL_mutex.h"
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#include "SDL_thread.h"
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#include "SDL_rwops.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* \brief Audio format flags.
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*
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* These are what the 16 bits in SDL_AudioFormat currently mean...
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* (Unspecified bits are always zero).
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*
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* \verbatim
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++-----------------------sample is signed if set
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||
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|| ++-----------sample is bigendian if set
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|| ||
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|| || ++---sample is float if set
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|| || ||
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|| || || +---sample bit size---+
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|| || || | |
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\endverbatim
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*
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* There are macros in SDL 2.0 and later to query these bits.
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*/
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typedef Uint16 SDL_AudioFormat;
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/**
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* \name Audio flags
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*/
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/* @{ */
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#define SDL_AUDIO_MASK_BITSIZE (0xFF)
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#define SDL_AUDIO_MASK_DATATYPE (1<<8)
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#define SDL_AUDIO_MASK_ENDIAN (1<<12)
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#define SDL_AUDIO_MASK_SIGNED (1<<15)
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#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
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#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
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#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
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#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
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#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
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#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
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#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
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/**
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* \name Audio format flags
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*
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* Defaults to LSB byte order.
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*/
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/* @{ */
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#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
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#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
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#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
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#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
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#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
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#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
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#define AUDIO_U16 AUDIO_U16LSB
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#define AUDIO_S16 AUDIO_S16LSB
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/* @} */
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/**
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* \name int32 support
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*/
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/* @{ */
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#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
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#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
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#define AUDIO_S32 AUDIO_S32LSB
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/* @} */
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/**
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* \name float32 support
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*/
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/* @{ */
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#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
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#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
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#define AUDIO_F32 AUDIO_F32LSB
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/* @} */
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/**
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* \name Native audio byte ordering
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*/
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/* @{ */
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define AUDIO_U16SYS AUDIO_U16LSB
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#define AUDIO_S16SYS AUDIO_S16LSB
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#define AUDIO_S32SYS AUDIO_S32LSB
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#define AUDIO_F32SYS AUDIO_F32LSB
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#else
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#define AUDIO_U16SYS AUDIO_U16MSB
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#define AUDIO_S16SYS AUDIO_S16MSB
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#define AUDIO_S32SYS AUDIO_S32MSB
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#define AUDIO_F32SYS AUDIO_F32MSB
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#endif
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/* @} */
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/**
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* \name Allow change flags
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*
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* Which audio format changes are allowed when opening a device.
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*/
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/* @{ */
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#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
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#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
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#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
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#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008
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#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
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/* @} */
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/* @} *//* Audio flags */
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/**
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* This function is called when the audio device needs more data.
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*
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* \param userdata An application-specific parameter saved in
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* the SDL_AudioSpec structure
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* \param stream A pointer to the audio data buffer.
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* \param len The length of that buffer in bytes.
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*
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* Once the callback returns, the buffer will no longer be valid.
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* Stereo samples are stored in a LRLRLR ordering.
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*
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* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
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* you like. Just open your audio device with a NULL callback.
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*/
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typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
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int len);
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/**
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* The calculated values in this structure are calculated by SDL_OpenAudio().
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*
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* For multi-channel audio, the default SDL channel mapping is:
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* 2: FL FR (stereo)
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* 3: FL FR LFE (2.1 surround)
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* 4: FL FR BL BR (quad)
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* 5: FL FR LFE BL BR (4.1 surround)
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* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
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* 7: FL FR FC LFE BC SL SR (6.1 surround)
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* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
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*/
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typedef struct SDL_AudioSpec
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{
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int freq; /**< DSP frequency -- samples per second */
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SDL_AudioFormat format; /**< Audio data format */
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Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
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Uint8 silence; /**< Audio buffer silence value (calculated) */
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Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
|
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+
Uint16 padding; /**< Necessary for some compile environments */
|
188
|
+
Uint32 size; /**< Audio buffer size in bytes (calculated) */
|
189
|
+
SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
|
190
|
+
void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
|
191
|
+
} SDL_AudioSpec;
|
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+
|
193
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+
|
194
|
+
struct SDL_AudioCVT;
|
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|
+
typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
|
196
|
+
SDL_AudioFormat format);
|
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+
|
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|
+
/**
|
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|
+
* \brief Upper limit of filters in SDL_AudioCVT
|
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|
+
*
|
201
|
+
* The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
|
202
|
+
* currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
|
203
|
+
* one of which is the terminating NULL pointer.
|
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|
+
*/
|
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|
+
#define SDL_AUDIOCVT_MAX_FILTERS 9
|
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|
+
|
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|
+
/**
|
208
|
+
* \struct SDL_AudioCVT
|
209
|
+
* \brief A structure to hold a set of audio conversion filters and buffers.
|
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|
+
*
|
211
|
+
* Note that various parts of the conversion pipeline can take advantage
|
212
|
+
* of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
|
213
|
+
* you to pass it aligned data, but can possibly run much faster if you
|
214
|
+
* set both its (buf) field to a pointer that is aligned to 16 bytes, and its
|
215
|
+
* (len) field to something that's a multiple of 16, if possible.
|
216
|
+
*/
|
217
|
+
#if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__)
|
218
|
+
/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
|
219
|
+
pad it out to 88 bytes to guarantee ABI compatibility between compilers.
|
220
|
+
This is not a concern on CHERI architectures, where pointers must be stored
|
221
|
+
at aligned locations otherwise they will become invalid, and thus structs
|
222
|
+
containing pointers cannot be packed without giving a warning or error.
|
223
|
+
vvv
|
224
|
+
The next time we rev the ABI, make sure to size the ints and add padding.
|
225
|
+
*/
|
226
|
+
#define SDL_AUDIOCVT_PACKED __attribute__((packed))
|
227
|
+
#else
|
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|
+
#define SDL_AUDIOCVT_PACKED
|
229
|
+
#endif
|
230
|
+
/* */
|
231
|
+
typedef struct SDL_AudioCVT
|
232
|
+
{
|
233
|
+
int needed; /**< Set to 1 if conversion possible */
|
234
|
+
SDL_AudioFormat src_format; /**< Source audio format */
|
235
|
+
SDL_AudioFormat dst_format; /**< Target audio format */
|
236
|
+
double rate_incr; /**< Rate conversion increment */
|
237
|
+
Uint8 *buf; /**< Buffer to hold entire audio data */
|
238
|
+
int len; /**< Length of original audio buffer */
|
239
|
+
int len_cvt; /**< Length of converted audio buffer */
|
240
|
+
int len_mult; /**< buffer must be len*len_mult big */
|
241
|
+
double len_ratio; /**< Given len, final size is len*len_ratio */
|
242
|
+
SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
|
243
|
+
int filter_index; /**< Current audio conversion function */
|
244
|
+
} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
|
245
|
+
|
246
|
+
|
247
|
+
/* Function prototypes */
|
248
|
+
|
249
|
+
/**
|
250
|
+
* \name Driver discovery functions
|
251
|
+
*
|
252
|
+
* These functions return the list of built in audio drivers, in the
|
253
|
+
* order that they are normally initialized by default.
|
254
|
+
*/
|
255
|
+
/* @{ */
|
256
|
+
|
257
|
+
/**
|
258
|
+
* Use this function to get the number of built-in audio drivers.
|
259
|
+
*
|
260
|
+
* This function returns a hardcoded number. This never returns a negative
|
261
|
+
* value; if there are no drivers compiled into this build of SDL, this
|
262
|
+
* function returns zero. The presence of a driver in this list does not mean
|
263
|
+
* it will function, it just means SDL is capable of interacting with that
|
264
|
+
* interface. For example, a build of SDL might have esound support, but if
|
265
|
+
* there's no esound server available, SDL's esound driver would fail if used.
|
266
|
+
*
|
267
|
+
* By default, SDL tries all drivers, in its preferred order, until one is
|
268
|
+
* found to be usable.
|
269
|
+
*
|
270
|
+
* \returns the number of built-in audio drivers.
|
271
|
+
*
|
272
|
+
* \since This function is available since SDL 2.0.0.
|
273
|
+
*
|
274
|
+
* \sa SDL_GetAudioDriver
|
275
|
+
*/
|
276
|
+
extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
|
277
|
+
|
278
|
+
/**
|
279
|
+
* Use this function to get the name of a built in audio driver.
|
280
|
+
*
|
281
|
+
* The list of audio drivers is given in the order that they are normally
|
282
|
+
* initialized by default; the drivers that seem more reasonable to choose
|
283
|
+
* first (as far as the SDL developers believe) are earlier in the list.
|
284
|
+
*
|
285
|
+
* The names of drivers are all simple, low-ASCII identifiers, like "alsa",
|
286
|
+
* "coreaudio" or "xaudio2". These never have Unicode characters, and are not
|
287
|
+
* meant to be proper names.
|
288
|
+
*
|
289
|
+
* \param index the index of the audio driver; the value ranges from 0 to
|
290
|
+
* SDL_GetNumAudioDrivers() - 1
|
291
|
+
* \returns the name of the audio driver at the requested index, or NULL if an
|
292
|
+
* invalid index was specified.
|
293
|
+
*
|
294
|
+
* \since This function is available since SDL 2.0.0.
|
295
|
+
*
|
296
|
+
* \sa SDL_GetNumAudioDrivers
|
297
|
+
*/
|
298
|
+
extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
|
299
|
+
/* @} */
|
300
|
+
|
301
|
+
/**
|
302
|
+
* \name Initialization and cleanup
|
303
|
+
*
|
304
|
+
* \internal These functions are used internally, and should not be used unless
|
305
|
+
* you have a specific need to specify the audio driver you want to
|
306
|
+
* use. You should normally use SDL_Init() or SDL_InitSubSystem().
|
307
|
+
*/
|
308
|
+
/* @{ */
|
309
|
+
|
310
|
+
/**
|
311
|
+
* Use this function to initialize a particular audio driver.
|
312
|
+
*
|
313
|
+
* This function is used internally, and should not be used unless you have a
|
314
|
+
* specific need to designate the audio driver you want to use. You should
|
315
|
+
* normally use SDL_Init() or SDL_InitSubSystem().
|
316
|
+
*
|
317
|
+
* \param driver_name the name of the desired audio driver
|
318
|
+
* \returns 0 on success or a negative error code on failure; call
|
319
|
+
* SDL_GetError() for more information.
|
320
|
+
*
|
321
|
+
* \since This function is available since SDL 2.0.0.
|
322
|
+
*
|
323
|
+
* \sa SDL_AudioQuit
|
324
|
+
*/
|
325
|
+
extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
|
326
|
+
|
327
|
+
/**
|
328
|
+
* Use this function to shut down audio if you initialized it with
|
329
|
+
* SDL_AudioInit().
|
330
|
+
*
|
331
|
+
* This function is used internally, and should not be used unless you have a
|
332
|
+
* specific need to specify the audio driver you want to use. You should
|
333
|
+
* normally use SDL_Quit() or SDL_QuitSubSystem().
|
334
|
+
*
|
335
|
+
* \since This function is available since SDL 2.0.0.
|
336
|
+
*
|
337
|
+
* \sa SDL_AudioInit
|
338
|
+
*/
|
339
|
+
extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
|
340
|
+
/* @} */
|
341
|
+
|
342
|
+
/**
|
343
|
+
* Get the name of the current audio driver.
|
344
|
+
*
|
345
|
+
* The returned string points to internal static memory and thus never becomes
|
346
|
+
* invalid, even if you quit the audio subsystem and initialize a new driver
|
347
|
+
* (although such a case would return a different static string from another
|
348
|
+
* call to this function, of course). As such, you should not modify or free
|
349
|
+
* the returned string.
|
350
|
+
*
|
351
|
+
* \returns the name of the current audio driver or NULL if no driver has been
|
352
|
+
* initialized.
|
353
|
+
*
|
354
|
+
* \since This function is available since SDL 2.0.0.
|
355
|
+
*
|
356
|
+
* \sa SDL_AudioInit
|
357
|
+
*/
|
358
|
+
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
|
359
|
+
|
360
|
+
/**
|
361
|
+
* This function is a legacy means of opening the audio device.
|
362
|
+
*
|
363
|
+
* This function remains for compatibility with SDL 1.2, but also because it's
|
364
|
+
* slightly easier to use than the new functions in SDL 2.0. The new, more
|
365
|
+
* powerful, and preferred way to do this is SDL_OpenAudioDevice().
|
366
|
+
*
|
367
|
+
* This function is roughly equivalent to:
|
368
|
+
*
|
369
|
+
* ```c
|
370
|
+
* SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
|
371
|
+
* ```
|
372
|
+
*
|
373
|
+
* With two notable exceptions:
|
374
|
+
*
|
375
|
+
* - If `obtained` is NULL, we use `desired` (and allow no changes), which
|
376
|
+
* means desired will be modified to have the correct values for silence,
|
377
|
+
* etc, and SDL will convert any differences between your app's specific
|
378
|
+
* request and the hardware behind the scenes.
|
379
|
+
* - The return value is always success or failure, and not a device ID, which
|
380
|
+
* means you can only have one device open at a time with this function.
|
381
|
+
*
|
382
|
+
* \param desired an SDL_AudioSpec structure representing the desired output
|
383
|
+
* format. Please refer to the SDL_OpenAudioDevice
|
384
|
+
* documentation for details on how to prepare this structure.
|
385
|
+
* \param obtained an SDL_AudioSpec structure filled in with the actual
|
386
|
+
* parameters, or NULL.
|
387
|
+
* \returns 0 if successful, placing the actual hardware parameters in the
|
388
|
+
* structure pointed to by `obtained`.
|
389
|
+
*
|
390
|
+
* If `obtained` is NULL, the audio data passed to the callback
|
391
|
+
* function will be guaranteed to be in the requested format, and
|
392
|
+
* will be automatically converted to the actual hardware audio
|
393
|
+
* format if necessary. If `obtained` is NULL, `desired` will have
|
394
|
+
* fields modified.
|
395
|
+
*
|
396
|
+
* This function returns a negative error code on failure to open the
|
397
|
+
* audio device or failure to set up the audio thread; call
|
398
|
+
* SDL_GetError() for more information.
|
399
|
+
*
|
400
|
+
* \since This function is available since SDL 2.0.0.
|
401
|
+
*
|
402
|
+
* \sa SDL_CloseAudio
|
403
|
+
* \sa SDL_LockAudio
|
404
|
+
* \sa SDL_PauseAudio
|
405
|
+
* \sa SDL_UnlockAudio
|
406
|
+
*/
|
407
|
+
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
|
408
|
+
SDL_AudioSpec * obtained);
|
409
|
+
|
410
|
+
/**
|
411
|
+
* SDL Audio Device IDs.
|
412
|
+
*
|
413
|
+
* A successful call to SDL_OpenAudio() is always device id 1, and legacy
|
414
|
+
* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
|
415
|
+
* always returns devices >= 2 on success. The legacy calls are good both
|
416
|
+
* for backwards compatibility and when you don't care about multiple,
|
417
|
+
* specific, or capture devices.
|
418
|
+
*/
|
419
|
+
typedef Uint32 SDL_AudioDeviceID;
|
420
|
+
|
421
|
+
/**
|
422
|
+
* Get the number of built-in audio devices.
|
423
|
+
*
|
424
|
+
* This function is only valid after successfully initializing the audio
|
425
|
+
* subsystem.
|
426
|
+
*
|
427
|
+
* Note that audio capture support is not implemented as of SDL 2.0.4, so the
|
428
|
+
* `iscapture` parameter is for future expansion and should always be zero for
|
429
|
+
* now.
|
430
|
+
*
|
431
|
+
* This function will return -1 if an explicit list of devices can't be
|
432
|
+
* determined. Returning -1 is not an error. For example, if SDL is set up to
|
433
|
+
* talk to a remote audio server, it can't list every one available on the
|
434
|
+
* Internet, but it will still allow a specific host to be specified in
|
435
|
+
* SDL_OpenAudioDevice().
|
436
|
+
*
|
437
|
+
* In many common cases, when this function returns a value <= 0, it can still
|
438
|
+
* successfully open the default device (NULL for first argument of
|
439
|
+
* SDL_OpenAudioDevice()).
|
440
|
+
*
|
441
|
+
* This function may trigger a complete redetect of available hardware. It
|
442
|
+
* should not be called for each iteration of a loop, but rather once at the
|
443
|
+
* start of a loop:
|
444
|
+
*
|
445
|
+
* ```c
|
446
|
+
* // Don't do this:
|
447
|
+
* for (int i = 0; i < SDL_GetNumAudioDevices(0); i++)
|
448
|
+
*
|
449
|
+
* // do this instead:
|
450
|
+
* const int count = SDL_GetNumAudioDevices(0);
|
451
|
+
* for (int i = 0; i < count; ++i) { do_something_here(); }
|
452
|
+
* ```
|
453
|
+
*
|
454
|
+
* \param iscapture zero to request playback devices, non-zero to request
|
455
|
+
* recording devices
|
456
|
+
* \returns the number of available devices exposed by the current driver or
|
457
|
+
* -1 if an explicit list of devices can't be determined. A return
|
458
|
+
* value of -1 does not necessarily mean an error condition.
|
459
|
+
*
|
460
|
+
* \since This function is available since SDL 2.0.0.
|
461
|
+
*
|
462
|
+
* \sa SDL_GetAudioDeviceName
|
463
|
+
* \sa SDL_OpenAudioDevice
|
464
|
+
*/
|
465
|
+
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
|
466
|
+
|
467
|
+
/**
|
468
|
+
* Get the human-readable name of a specific audio device.
|
469
|
+
*
|
470
|
+
* This function is only valid after successfully initializing the audio
|
471
|
+
* subsystem. The values returned by this function reflect the latest call to
|
472
|
+
* SDL_GetNumAudioDevices(); re-call that function to redetect available
|
473
|
+
* hardware.
|
474
|
+
*
|
475
|
+
* The string returned by this function is UTF-8 encoded, read-only, and
|
476
|
+
* managed internally. You are not to free it. If you need to keep the string
|
477
|
+
* for any length of time, you should make your own copy of it, as it will be
|
478
|
+
* invalid next time any of several other SDL functions are called.
|
479
|
+
*
|
480
|
+
* \param index the index of the audio device; valid values range from 0 to
|
481
|
+
* SDL_GetNumAudioDevices() - 1
|
482
|
+
* \param iscapture non-zero to query the list of recording devices, zero to
|
483
|
+
* query the list of output devices.
|
484
|
+
* \returns the name of the audio device at the requested index, or NULL on
|
485
|
+
* error.
|
486
|
+
*
|
487
|
+
* \since This function is available since SDL 2.0.0.
|
488
|
+
*
|
489
|
+
* \sa SDL_GetNumAudioDevices
|
490
|
+
* \sa SDL_GetDefaultAudioInfo
|
491
|
+
*/
|
492
|
+
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
|
493
|
+
int iscapture);
|
494
|
+
|
495
|
+
/**
|
496
|
+
* Get the preferred audio format of a specific audio device.
|
497
|
+
*
|
498
|
+
* This function is only valid after a successfully initializing the audio
|
499
|
+
* subsystem. The values returned by this function reflect the latest call to
|
500
|
+
* SDL_GetNumAudioDevices(); re-call that function to redetect available
|
501
|
+
* hardware.
|
502
|
+
*
|
503
|
+
* `spec` will be filled with the sample rate, sample format, and channel
|
504
|
+
* count.
|
505
|
+
*
|
506
|
+
* \param index the index of the audio device; valid values range from 0 to
|
507
|
+
* SDL_GetNumAudioDevices() - 1
|
508
|
+
* \param iscapture non-zero to query the list of recording devices, zero to
|
509
|
+
* query the list of output devices.
|
510
|
+
* \param spec The SDL_AudioSpec to be initialized by this function.
|
511
|
+
* \returns 0 on success, nonzero on error
|
512
|
+
*
|
513
|
+
* \since This function is available since SDL 2.0.16.
|
514
|
+
*
|
515
|
+
* \sa SDL_GetNumAudioDevices
|
516
|
+
* \sa SDL_GetDefaultAudioInfo
|
517
|
+
*/
|
518
|
+
extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
|
519
|
+
int iscapture,
|
520
|
+
SDL_AudioSpec *spec);
|
521
|
+
|
522
|
+
|
523
|
+
/**
|
524
|
+
* Get the name and preferred format of the default audio device.
|
525
|
+
*
|
526
|
+
* Some (but not all!) platforms have an isolated mechanism to get information
|
527
|
+
* about the "default" device. This can actually be a completely different
|
528
|
+
* device that's not in the list you get from SDL_GetAudioDeviceSpec(). It can
|
529
|
+
* even be a network address! (This is discussed in SDL_OpenAudioDevice().)
|
530
|
+
*
|
531
|
+
* As a result, this call is not guaranteed to be performant, as it can query
|
532
|
+
* the sound server directly every time, unlike the other query functions. You
|
533
|
+
* should call this function sparingly!
|
534
|
+
*
|
535
|
+
* `spec` will be filled with the sample rate, sample format, and channel
|
536
|
+
* count, if a default device exists on the system. If `name` is provided,
|
537
|
+
* will be filled with either a dynamically-allocated UTF-8 string or NULL.
|
538
|
+
*
|
539
|
+
* \param name A pointer to be filled with the name of the default device (can
|
540
|
+
* be NULL). Please call SDL_free() when you are done with this
|
541
|
+
* pointer!
|
542
|
+
* \param spec The SDL_AudioSpec to be initialized by this function.
|
543
|
+
* \param iscapture non-zero to query the default recording device, zero to
|
544
|
+
* query the default output device.
|
545
|
+
* \returns 0 on success, nonzero on error
|
546
|
+
*
|
547
|
+
* \since This function is available since SDL 2.24.0.
|
548
|
+
*
|
549
|
+
* \sa SDL_GetAudioDeviceName
|
550
|
+
* \sa SDL_GetAudioDeviceSpec
|
551
|
+
* \sa SDL_OpenAudioDevice
|
552
|
+
*/
|
553
|
+
extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
|
554
|
+
SDL_AudioSpec *spec,
|
555
|
+
int iscapture);
|
556
|
+
|
557
|
+
|
558
|
+
/**
|
559
|
+
* Open a specific audio device.
|
560
|
+
*
|
561
|
+
* SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such,
|
562
|
+
* this function will never return a 1 so as not to conflict with the legacy
|
563
|
+
* function.
|
564
|
+
*
|
565
|
+
* Please note that SDL 2.0 before 2.0.5 did not support recording; as such,
|
566
|
+
* this function would fail if `iscapture` was not zero. Starting with SDL
|
567
|
+
* 2.0.5, recording is implemented and this value can be non-zero.
|
568
|
+
*
|
569
|
+
* Passing in a `device` name of NULL requests the most reasonable default
|
570
|
+
* (and is equivalent to what SDL_OpenAudio() does to choose a device). The
|
571
|
+
* `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
|
572
|
+
* some drivers allow arbitrary and driver-specific strings, such as a
|
573
|
+
* hostname/IP address for a remote audio server, or a filename in the
|
574
|
+
* diskaudio driver.
|
575
|
+
*
|
576
|
+
* An opened audio device starts out paused, and should be enabled for playing
|
577
|
+
* by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio
|
578
|
+
* callback function to be called. Since the audio driver may modify the
|
579
|
+
* requested size of the audio buffer, you should allocate any local mixing
|
580
|
+
* buffers after you open the audio device.
|
581
|
+
*
|
582
|
+
* The audio callback runs in a separate thread in most cases; you can prevent
|
583
|
+
* race conditions between your callback and other threads without fully
|
584
|
+
* pausing playback with SDL_LockAudioDevice(). For more information about the
|
585
|
+
* callback, see SDL_AudioSpec.
|
586
|
+
*
|
587
|
+
* Managing the audio spec via 'desired' and 'obtained':
|
588
|
+
*
|
589
|
+
* When filling in the desired audio spec structure:
|
590
|
+
*
|
591
|
+
* - `desired->freq` should be the frequency in sample-frames-per-second (Hz).
|
592
|
+
* - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc).
|
593
|
+
* - `desired->samples` is the desired size of the audio buffer, in _sample
|
594
|
+
* frames_ (with stereo output, two samples--left and right--would make a
|
595
|
+
* single sample frame). This number should be a power of two, and may be
|
596
|
+
* adjusted by the audio driver to a value more suitable for the hardware.
|
597
|
+
* Good values seem to range between 512 and 8096 inclusive, depending on
|
598
|
+
* the application and CPU speed. Smaller values reduce latency, but can
|
599
|
+
* lead to underflow if the application is doing heavy processing and cannot
|
600
|
+
* fill the audio buffer in time. Note that the number of sample frames is
|
601
|
+
* directly related to time by the following formula: `ms =
|
602
|
+
* (sampleframes*1000)/freq`
|
603
|
+
* - `desired->size` is the size in _bytes_ of the audio buffer, and is
|
604
|
+
* calculated by SDL_OpenAudioDevice(). You don't initialize this.
|
605
|
+
* - `desired->silence` is the value used to set the buffer to silence, and is
|
606
|
+
* calculated by SDL_OpenAudioDevice(). You don't initialize this.
|
607
|
+
* - `desired->callback` should be set to a function that will be called when
|
608
|
+
* the audio device is ready for more data. It is passed a pointer to the
|
609
|
+
* audio buffer, and the length in bytes of the audio buffer. This function
|
610
|
+
* usually runs in a separate thread, and so you should protect data
|
611
|
+
* structures that it accesses by calling SDL_LockAudioDevice() and
|
612
|
+
* SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL
|
613
|
+
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
|
614
|
+
* more audio samples to be played (or for capture devices, call
|
615
|
+
* SDL_DequeueAudio() with some frequency, to obtain audio samples).
|
616
|
+
* - `desired->userdata` is passed as the first parameter to your callback
|
617
|
+
* function. If you passed a NULL callback, this value is ignored.
|
618
|
+
*
|
619
|
+
* `allowed_changes` can have the following flags OR'd together:
|
620
|
+
*
|
621
|
+
* - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE`
|
622
|
+
* - `SDL_AUDIO_ALLOW_FORMAT_CHANGE`
|
623
|
+
* - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE`
|
624
|
+
* - `SDL_AUDIO_ALLOW_SAMPLES_CHANGE`
|
625
|
+
* - `SDL_AUDIO_ALLOW_ANY_CHANGE`
|
626
|
+
*
|
627
|
+
* These flags specify how SDL should behave when a device cannot offer a
|
628
|
+
* specific feature. If the application requests a feature that the hardware
|
629
|
+
* doesn't offer, SDL will always try to get the closest equivalent.
|
630
|
+
*
|
631
|
+
* For example, if you ask for float32 audio format, but the sound card only
|
632
|
+
* supports int16, SDL will set the hardware to int16. If you had set
|
633
|
+
* SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained`
|
634
|
+
* structure. If that flag was *not* set, SDL will prepare to convert your
|
635
|
+
* callback's float32 audio to int16 before feeding it to the hardware and
|
636
|
+
* will keep the originally requested format in the `obtained` structure.
|
637
|
+
*
|
638
|
+
* The resulting audio specs, varying depending on hardware and on what
|
639
|
+
* changes were allowed, will then be written back to `obtained`.
|
640
|
+
*
|
641
|
+
* If your application can only handle one specific data format, pass a zero
|
642
|
+
* for `allowed_changes` and let SDL transparently handle any differences.
|
643
|
+
*
|
644
|
+
* \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a
|
645
|
+
* driver-specific name as appropriate. NULL requests the most
|
646
|
+
* reasonable default device.
|
647
|
+
* \param iscapture non-zero to specify a device should be opened for
|
648
|
+
* recording, not playback
|
649
|
+
* \param desired an SDL_AudioSpec structure representing the desired output
|
650
|
+
* format; see SDL_OpenAudio() for more information
|
651
|
+
* \param obtained an SDL_AudioSpec structure filled in with the actual output
|
652
|
+
* format; see SDL_OpenAudio() for more information
|
653
|
+
* \param allowed_changes 0, or one or more flags OR'd together
|
654
|
+
* \returns a valid device ID that is > 0 on success or 0 on failure; call
|
655
|
+
* SDL_GetError() for more information.
|
656
|
+
*
|
657
|
+
* For compatibility with SDL 1.2, this will never return 1, since
|
658
|
+
* SDL reserves that ID for the legacy SDL_OpenAudio() function.
|
659
|
+
*
|
660
|
+
* \since This function is available since SDL 2.0.0.
|
661
|
+
*
|
662
|
+
* \sa SDL_CloseAudioDevice
|
663
|
+
* \sa SDL_GetAudioDeviceName
|
664
|
+
* \sa SDL_LockAudioDevice
|
665
|
+
* \sa SDL_OpenAudio
|
666
|
+
* \sa SDL_PauseAudioDevice
|
667
|
+
* \sa SDL_UnlockAudioDevice
|
668
|
+
*/
|
669
|
+
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(
|
670
|
+
const char *device,
|
671
|
+
int iscapture,
|
672
|
+
const SDL_AudioSpec *desired,
|
673
|
+
SDL_AudioSpec *obtained,
|
674
|
+
int allowed_changes);
|
675
|
+
|
676
|
+
|
677
|
+
|
678
|
+
/**
|
679
|
+
* \name Audio state
|
680
|
+
*
|
681
|
+
* Get the current audio state.
|
682
|
+
*/
|
683
|
+
/* @{ */
|
684
|
+
typedef enum
|
685
|
+
{
|
686
|
+
SDL_AUDIO_STOPPED = 0,
|
687
|
+
SDL_AUDIO_PLAYING,
|
688
|
+
SDL_AUDIO_PAUSED
|
689
|
+
} SDL_AudioStatus;
|
690
|
+
|
691
|
+
/**
|
692
|
+
* This function is a legacy means of querying the audio device.
|
693
|
+
*
|
694
|
+
* New programs might want to use SDL_GetAudioDeviceStatus() instead. This
|
695
|
+
* function is equivalent to calling...
|
696
|
+
*
|
697
|
+
* ```c
|
698
|
+
* SDL_GetAudioDeviceStatus(1);
|
699
|
+
* ```
|
700
|
+
*
|
701
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
702
|
+
*
|
703
|
+
* \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio().
|
704
|
+
*
|
705
|
+
* \since This function is available since SDL 2.0.0.
|
706
|
+
*
|
707
|
+
* \sa SDL_GetAudioDeviceStatus
|
708
|
+
*/
|
709
|
+
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
|
710
|
+
|
711
|
+
/**
|
712
|
+
* Use this function to get the current audio state of an audio device.
|
713
|
+
*
|
714
|
+
* \param dev the ID of an audio device previously opened with
|
715
|
+
* SDL_OpenAudioDevice()
|
716
|
+
* \returns the SDL_AudioStatus of the specified audio device.
|
717
|
+
*
|
718
|
+
* \since This function is available since SDL 2.0.0.
|
719
|
+
*
|
720
|
+
* \sa SDL_PauseAudioDevice
|
721
|
+
*/
|
722
|
+
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
|
723
|
+
/* @} *//* Audio State */
|
724
|
+
|
725
|
+
/**
|
726
|
+
* \name Pause audio functions
|
727
|
+
*
|
728
|
+
* These functions pause and unpause the audio callback processing.
|
729
|
+
* They should be called with a parameter of 0 after opening the audio
|
730
|
+
* device to start playing sound. This is so you can safely initialize
|
731
|
+
* data for your callback function after opening the audio device.
|
732
|
+
* Silence will be written to the audio device during the pause.
|
733
|
+
*/
|
734
|
+
/* @{ */
|
735
|
+
|
736
|
+
/**
|
737
|
+
* This function is a legacy means of pausing the audio device.
|
738
|
+
*
|
739
|
+
* New programs might want to use SDL_PauseAudioDevice() instead. This
|
740
|
+
* function is equivalent to calling...
|
741
|
+
*
|
742
|
+
* ```c
|
743
|
+
* SDL_PauseAudioDevice(1, pause_on);
|
744
|
+
* ```
|
745
|
+
*
|
746
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
747
|
+
*
|
748
|
+
* \param pause_on non-zero to pause, 0 to unpause
|
749
|
+
*
|
750
|
+
* \since This function is available since SDL 2.0.0.
|
751
|
+
*
|
752
|
+
* \sa SDL_GetAudioStatus
|
753
|
+
* \sa SDL_PauseAudioDevice
|
754
|
+
*/
|
755
|
+
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
|
756
|
+
|
757
|
+
/**
|
758
|
+
* Use this function to pause and unpause audio playback on a specified
|
759
|
+
* device.
|
760
|
+
*
|
761
|
+
* This function pauses and unpauses the audio callback processing for a given
|
762
|
+
* device. Newly-opened audio devices start in the paused state, so you must
|
763
|
+
* call this function with **pause_on**=0 after opening the specified audio
|
764
|
+
* device to start playing sound. This allows you to safely initialize data
|
765
|
+
* for your callback function after opening the audio device. Silence will be
|
766
|
+
* written to the audio device while paused, and the audio callback is
|
767
|
+
* guaranteed to not be called. Pausing one device does not prevent other
|
768
|
+
* unpaused devices from running their callbacks.
|
769
|
+
*
|
770
|
+
* Pausing state does not stack; even if you pause a device several times, a
|
771
|
+
* single unpause will start the device playing again, and vice versa. This is
|
772
|
+
* different from how SDL_LockAudioDevice() works.
|
773
|
+
*
|
774
|
+
* If you just need to protect a few variables from race conditions vs your
|
775
|
+
* callback, you shouldn't pause the audio device, as it will lead to dropouts
|
776
|
+
* in the audio playback. Instead, you should use SDL_LockAudioDevice().
|
777
|
+
*
|
778
|
+
* \param dev a device opened by SDL_OpenAudioDevice()
|
779
|
+
* \param pause_on non-zero to pause, 0 to unpause
|
780
|
+
*
|
781
|
+
* \since This function is available since SDL 2.0.0.
|
782
|
+
*
|
783
|
+
* \sa SDL_LockAudioDevice
|
784
|
+
*/
|
785
|
+
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
|
786
|
+
int pause_on);
|
787
|
+
/* @} *//* Pause audio functions */
|
788
|
+
|
789
|
+
/**
|
790
|
+
* Load the audio data of a WAVE file into memory.
|
791
|
+
*
|
792
|
+
* Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
|
793
|
+
* be valid pointers. The entire data portion of the file is then loaded into
|
794
|
+
* memory and decoded if necessary.
|
795
|
+
*
|
796
|
+
* If `freesrc` is non-zero, the data source gets automatically closed and
|
797
|
+
* freed before the function returns.
|
798
|
+
*
|
799
|
+
* Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
|
800
|
+
* 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
|
801
|
+
* A-law and mu-law (8 bits). Other formats are currently unsupported and
|
802
|
+
* cause an error.
|
803
|
+
*
|
804
|
+
* If this function succeeds, the pointer returned by it is equal to `spec`
|
805
|
+
* and the pointer to the audio data allocated by the function is written to
|
806
|
+
* `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec
|
807
|
+
* members `freq`, `channels`, and `format` are set to the values of the audio
|
808
|
+
* data in the buffer. The `samples` member is set to a sane default and all
|
809
|
+
* others are set to zero.
|
810
|
+
*
|
811
|
+
* It's necessary to use SDL_FreeWAV() to free the audio data returned in
|
812
|
+
* `audio_buf` when it is no longer used.
|
813
|
+
*
|
814
|
+
* Because of the underspecification of the .WAV format, there are many
|
815
|
+
* problematic files in the wild that cause issues with strict decoders. To
|
816
|
+
* provide compatibility with these files, this decoder is lenient in regards
|
817
|
+
* to the truncation of the file, the fact chunk, and the size of the RIFF
|
818
|
+
* chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
|
819
|
+
* `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
|
820
|
+
* tune the behavior of the loading process.
|
821
|
+
*
|
822
|
+
* Any file that is invalid (due to truncation, corruption, or wrong values in
|
823
|
+
* the headers), too big, or unsupported causes an error. Additionally, any
|
824
|
+
* critical I/O error from the data source will terminate the loading process
|
825
|
+
* with an error. The function returns NULL on error and in all cases (with
|
826
|
+
* the exception of `src` being NULL), an appropriate error message will be
|
827
|
+
* set.
|
828
|
+
*
|
829
|
+
* It is required that the data source supports seeking.
|
830
|
+
*
|
831
|
+
* Example:
|
832
|
+
*
|
833
|
+
* ```c
|
834
|
+
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
|
835
|
+
* ```
|
836
|
+
*
|
837
|
+
* Note that the SDL_LoadWAV macro does this same thing for you, but in a less
|
838
|
+
* messy way:
|
839
|
+
*
|
840
|
+
* ```c
|
841
|
+
* SDL_LoadWAV("sample.wav", &spec, &buf, &len);
|
842
|
+
* ```
|
843
|
+
*
|
844
|
+
* \param src The data source for the WAVE data
|
845
|
+
* \param freesrc If non-zero, SDL will _always_ free the data source
|
846
|
+
* \param spec An SDL_AudioSpec that will be filled in with the wave file's
|
847
|
+
* format details
|
848
|
+
* \param audio_buf A pointer filled with the audio data, allocated by the
|
849
|
+
* function.
|
850
|
+
* \param audio_len A pointer filled with the length of the audio data buffer
|
851
|
+
* in bytes
|
852
|
+
* \returns This function, if successfully called, returns `spec`, which will
|
853
|
+
* be filled with the audio data format of the wave source data.
|
854
|
+
* `audio_buf` will be filled with a pointer to an allocated buffer
|
855
|
+
* containing the audio data, and `audio_len` is filled with the
|
856
|
+
* length of that audio buffer in bytes.
|
857
|
+
*
|
858
|
+
* This function returns NULL if the .WAV file cannot be opened, uses
|
859
|
+
* an unknown data format, or is corrupt; call SDL_GetError() for
|
860
|
+
* more information.
|
861
|
+
*
|
862
|
+
* When the application is done with the data returned in
|
863
|
+
* `audio_buf`, it should call SDL_FreeWAV() to dispose of it.
|
864
|
+
*
|
865
|
+
* \since This function is available since SDL 2.0.0.
|
866
|
+
*
|
867
|
+
* \sa SDL_FreeWAV
|
868
|
+
* \sa SDL_LoadWAV
|
869
|
+
*/
|
870
|
+
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
|
871
|
+
int freesrc,
|
872
|
+
SDL_AudioSpec * spec,
|
873
|
+
Uint8 ** audio_buf,
|
874
|
+
Uint32 * audio_len);
|
875
|
+
|
876
|
+
/**
|
877
|
+
* Loads a WAV from a file.
|
878
|
+
* Compatibility convenience function.
|
879
|
+
*/
|
880
|
+
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
|
881
|
+
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
|
882
|
+
|
883
|
+
/**
|
884
|
+
* Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
|
885
|
+
*
|
886
|
+
* After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW()
|
887
|
+
* its data can eventually be freed with SDL_FreeWAV(). It is safe to call
|
888
|
+
* this function with a NULL pointer.
|
889
|
+
*
|
890
|
+
* \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or
|
891
|
+
* SDL_LoadWAV_RW()
|
892
|
+
*
|
893
|
+
* \since This function is available since SDL 2.0.0.
|
894
|
+
*
|
895
|
+
* \sa SDL_LoadWAV
|
896
|
+
* \sa SDL_LoadWAV_RW
|
897
|
+
*/
|
898
|
+
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
|
899
|
+
|
900
|
+
/**
|
901
|
+
* Initialize an SDL_AudioCVT structure for conversion.
|
902
|
+
*
|
903
|
+
* Before an SDL_AudioCVT structure can be used to convert audio data it must
|
904
|
+
* be initialized with source and destination information.
|
905
|
+
*
|
906
|
+
* This function will zero out every field of the SDL_AudioCVT, so it must be
|
907
|
+
* called before the application fills in the final buffer information.
|
908
|
+
*
|
909
|
+
* Once this function has returned successfully, and reported that a
|
910
|
+
* conversion is necessary, the application fills in the rest of the fields in
|
911
|
+
* SDL_AudioCVT, now that it knows how large a buffer it needs to allocate,
|
912
|
+
* and then can call SDL_ConvertAudio() to complete the conversion.
|
913
|
+
*
|
914
|
+
* \param cvt an SDL_AudioCVT structure filled in with audio conversion
|
915
|
+
* information
|
916
|
+
* \param src_format the source format of the audio data; for more info see
|
917
|
+
* SDL_AudioFormat
|
918
|
+
* \param src_channels the number of channels in the source
|
919
|
+
* \param src_rate the frequency (sample-frames-per-second) of the source
|
920
|
+
* \param dst_format the destination format of the audio data; for more info
|
921
|
+
* see SDL_AudioFormat
|
922
|
+
* \param dst_channels the number of channels in the destination
|
923
|
+
* \param dst_rate the frequency (sample-frames-per-second) of the destination
|
924
|
+
* \returns 1 if the audio filter is prepared, 0 if no conversion is needed,
|
925
|
+
* or a negative error code on failure; call SDL_GetError() for more
|
926
|
+
* information.
|
927
|
+
*
|
928
|
+
* \since This function is available since SDL 2.0.0.
|
929
|
+
*
|
930
|
+
* \sa SDL_ConvertAudio
|
931
|
+
*/
|
932
|
+
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
|
933
|
+
SDL_AudioFormat src_format,
|
934
|
+
Uint8 src_channels,
|
935
|
+
int src_rate,
|
936
|
+
SDL_AudioFormat dst_format,
|
937
|
+
Uint8 dst_channels,
|
938
|
+
int dst_rate);
|
939
|
+
|
940
|
+
/**
|
941
|
+
* Convert audio data to a desired audio format.
|
942
|
+
*
|
943
|
+
* This function does the actual audio data conversion, after the application
|
944
|
+
* has called SDL_BuildAudioCVT() to prepare the conversion information and
|
945
|
+
* then filled in the buffer details.
|
946
|
+
*
|
947
|
+
* Once the application has initialized the `cvt` structure using
|
948
|
+
* SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio
|
949
|
+
* data in the source format, this function will convert the buffer, in-place,
|
950
|
+
* to the desired format.
|
951
|
+
*
|
952
|
+
* The data conversion may go through several passes; any given pass may
|
953
|
+
* possibly temporarily increase the size of the data. For example, SDL might
|
954
|
+
* expand 16-bit data to 32 bits before resampling to a lower frequency,
|
955
|
+
* shrinking the data size after having grown it briefly. Since the supplied
|
956
|
+
* buffer will be both the source and destination, converting as necessary
|
957
|
+
* in-place, the application must allocate a buffer that will fully contain
|
958
|
+
* the data during its largest conversion pass. After SDL_BuildAudioCVT()
|
959
|
+
* returns, the application should set the `cvt->len` field to the size, in
|
960
|
+
* bytes, of the source data, and allocate a buffer that is `cvt->len *
|
961
|
+
* cvt->len_mult` bytes long for the `buf` field.
|
962
|
+
*
|
963
|
+
* The source data should be copied into this buffer before the call to
|
964
|
+
* SDL_ConvertAudio(). Upon successful return, this buffer will contain the
|
965
|
+
* converted audio, and `cvt->len_cvt` will be the size of the converted data,
|
966
|
+
* in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once
|
967
|
+
* this function returns.
|
968
|
+
*
|
969
|
+
* \param cvt an SDL_AudioCVT structure that was previously set up by
|
970
|
+
* SDL_BuildAudioCVT().
|
971
|
+
* \returns 0 if the conversion was completed successfully or a negative error
|
972
|
+
* code on failure; call SDL_GetError() for more information.
|
973
|
+
*
|
974
|
+
* \since This function is available since SDL 2.0.0.
|
975
|
+
*
|
976
|
+
* \sa SDL_BuildAudioCVT
|
977
|
+
*/
|
978
|
+
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
|
979
|
+
|
980
|
+
/* SDL_AudioStream is a new audio conversion interface.
|
981
|
+
The benefits vs SDL_AudioCVT:
|
982
|
+
- it can handle resampling data in chunks without generating
|
983
|
+
artifacts, when it doesn't have the complete buffer available.
|
984
|
+
- it can handle incoming data in any variable size.
|
985
|
+
- You push data as you have it, and pull it when you need it
|
986
|
+
*/
|
987
|
+
/* this is opaque to the outside world. */
|
988
|
+
struct _SDL_AudioStream;
|
989
|
+
typedef struct _SDL_AudioStream SDL_AudioStream;
|
990
|
+
|
991
|
+
/**
|
992
|
+
* Create a new audio stream.
|
993
|
+
*
|
994
|
+
* \param src_format The format of the source audio
|
995
|
+
* \param src_channels The number of channels of the source audio
|
996
|
+
* \param src_rate The sampling rate of the source audio
|
997
|
+
* \param dst_format The format of the desired audio output
|
998
|
+
* \param dst_channels The number of channels of the desired audio output
|
999
|
+
* \param dst_rate The sampling rate of the desired audio output
|
1000
|
+
* \returns 0 on success, or -1 on error.
|
1001
|
+
*
|
1002
|
+
* \since This function is available since SDL 2.0.7.
|
1003
|
+
*
|
1004
|
+
* \sa SDL_AudioStreamPut
|
1005
|
+
* \sa SDL_AudioStreamGet
|
1006
|
+
* \sa SDL_AudioStreamAvailable
|
1007
|
+
* \sa SDL_AudioStreamFlush
|
1008
|
+
* \sa SDL_AudioStreamClear
|
1009
|
+
* \sa SDL_FreeAudioStream
|
1010
|
+
*/
|
1011
|
+
extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
|
1012
|
+
const Uint8 src_channels,
|
1013
|
+
const int src_rate,
|
1014
|
+
const SDL_AudioFormat dst_format,
|
1015
|
+
const Uint8 dst_channels,
|
1016
|
+
const int dst_rate);
|
1017
|
+
|
1018
|
+
/**
|
1019
|
+
* Add data to be converted/resampled to the stream.
|
1020
|
+
*
|
1021
|
+
* \param stream The stream the audio data is being added to
|
1022
|
+
* \param buf A pointer to the audio data to add
|
1023
|
+
* \param len The number of bytes to write to the stream
|
1024
|
+
* \returns 0 on success, or -1 on error.
|
1025
|
+
*
|
1026
|
+
* \since This function is available since SDL 2.0.7.
|
1027
|
+
*
|
1028
|
+
* \sa SDL_NewAudioStream
|
1029
|
+
* \sa SDL_AudioStreamGet
|
1030
|
+
* \sa SDL_AudioStreamAvailable
|
1031
|
+
* \sa SDL_AudioStreamFlush
|
1032
|
+
* \sa SDL_AudioStreamClear
|
1033
|
+
* \sa SDL_FreeAudioStream
|
1034
|
+
*/
|
1035
|
+
extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
|
1036
|
+
|
1037
|
+
/**
|
1038
|
+
* Get converted/resampled data from the stream
|
1039
|
+
*
|
1040
|
+
* \param stream The stream the audio is being requested from
|
1041
|
+
* \param buf A buffer to fill with audio data
|
1042
|
+
* \param len The maximum number of bytes to fill
|
1043
|
+
* \returns the number of bytes read from the stream, or -1 on error
|
1044
|
+
*
|
1045
|
+
* \since This function is available since SDL 2.0.7.
|
1046
|
+
*
|
1047
|
+
* \sa SDL_NewAudioStream
|
1048
|
+
* \sa SDL_AudioStreamPut
|
1049
|
+
* \sa SDL_AudioStreamAvailable
|
1050
|
+
* \sa SDL_AudioStreamFlush
|
1051
|
+
* \sa SDL_AudioStreamClear
|
1052
|
+
* \sa SDL_FreeAudioStream
|
1053
|
+
*/
|
1054
|
+
extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
|
1055
|
+
|
1056
|
+
/**
|
1057
|
+
* Get the number of converted/resampled bytes available.
|
1058
|
+
*
|
1059
|
+
* The stream may be buffering data behind the scenes until it has enough to
|
1060
|
+
* resample correctly, so this number might be lower than what you expect, or
|
1061
|
+
* even be zero. Add more data or flush the stream if you need the data now.
|
1062
|
+
*
|
1063
|
+
* \since This function is available since SDL 2.0.7.
|
1064
|
+
*
|
1065
|
+
* \sa SDL_NewAudioStream
|
1066
|
+
* \sa SDL_AudioStreamPut
|
1067
|
+
* \sa SDL_AudioStreamGet
|
1068
|
+
* \sa SDL_AudioStreamFlush
|
1069
|
+
* \sa SDL_AudioStreamClear
|
1070
|
+
* \sa SDL_FreeAudioStream
|
1071
|
+
*/
|
1072
|
+
extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
|
1073
|
+
|
1074
|
+
/**
|
1075
|
+
* Tell the stream that you're done sending data, and anything being buffered
|
1076
|
+
* should be converted/resampled and made available immediately.
|
1077
|
+
*
|
1078
|
+
* It is legal to add more data to a stream after flushing, but there will be
|
1079
|
+
* audio gaps in the output. Generally this is intended to signal the end of
|
1080
|
+
* input, so the complete output becomes available.
|
1081
|
+
*
|
1082
|
+
* \since This function is available since SDL 2.0.7.
|
1083
|
+
*
|
1084
|
+
* \sa SDL_NewAudioStream
|
1085
|
+
* \sa SDL_AudioStreamPut
|
1086
|
+
* \sa SDL_AudioStreamGet
|
1087
|
+
* \sa SDL_AudioStreamAvailable
|
1088
|
+
* \sa SDL_AudioStreamClear
|
1089
|
+
* \sa SDL_FreeAudioStream
|
1090
|
+
*/
|
1091
|
+
extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
|
1092
|
+
|
1093
|
+
/**
|
1094
|
+
* Clear any pending data in the stream without converting it
|
1095
|
+
*
|
1096
|
+
* \since This function is available since SDL 2.0.7.
|
1097
|
+
*
|
1098
|
+
* \sa SDL_NewAudioStream
|
1099
|
+
* \sa SDL_AudioStreamPut
|
1100
|
+
* \sa SDL_AudioStreamGet
|
1101
|
+
* \sa SDL_AudioStreamAvailable
|
1102
|
+
* \sa SDL_AudioStreamFlush
|
1103
|
+
* \sa SDL_FreeAudioStream
|
1104
|
+
*/
|
1105
|
+
extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
|
1106
|
+
|
1107
|
+
/**
|
1108
|
+
* Free an audio stream
|
1109
|
+
*
|
1110
|
+
* \since This function is available since SDL 2.0.7.
|
1111
|
+
*
|
1112
|
+
* \sa SDL_NewAudioStream
|
1113
|
+
* \sa SDL_AudioStreamPut
|
1114
|
+
* \sa SDL_AudioStreamGet
|
1115
|
+
* \sa SDL_AudioStreamAvailable
|
1116
|
+
* \sa SDL_AudioStreamFlush
|
1117
|
+
* \sa SDL_AudioStreamClear
|
1118
|
+
*/
|
1119
|
+
extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
|
1120
|
+
|
1121
|
+
#define SDL_MIX_MAXVOLUME 128
|
1122
|
+
|
1123
|
+
/**
|
1124
|
+
* This function is a legacy means of mixing audio.
|
1125
|
+
*
|
1126
|
+
* This function is equivalent to calling...
|
1127
|
+
*
|
1128
|
+
* ```c
|
1129
|
+
* SDL_MixAudioFormat(dst, src, format, len, volume);
|
1130
|
+
* ```
|
1131
|
+
*
|
1132
|
+
* ...where `format` is the obtained format of the audio device from the
|
1133
|
+
* legacy SDL_OpenAudio() function.
|
1134
|
+
*
|
1135
|
+
* \param dst the destination for the mixed audio
|
1136
|
+
* \param src the source audio buffer to be mixed
|
1137
|
+
* \param len the length of the audio buffer in bytes
|
1138
|
+
* \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
|
1139
|
+
* for full audio volume
|
1140
|
+
*
|
1141
|
+
* \since This function is available since SDL 2.0.0.
|
1142
|
+
*
|
1143
|
+
* \sa SDL_MixAudioFormat
|
1144
|
+
*/
|
1145
|
+
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
|
1146
|
+
Uint32 len, int volume);
|
1147
|
+
|
1148
|
+
/**
|
1149
|
+
* Mix audio data in a specified format.
|
1150
|
+
*
|
1151
|
+
* This takes an audio buffer `src` of `len` bytes of `format` data and mixes
|
1152
|
+
* it into `dst`, performing addition, volume adjustment, and overflow
|
1153
|
+
* clipping. The buffer pointed to by `dst` must also be `len` bytes of
|
1154
|
+
* `format` data.
|
1155
|
+
*
|
1156
|
+
* This is provided for convenience -- you can mix your own audio data.
|
1157
|
+
*
|
1158
|
+
* Do not use this function for mixing together more than two streams of
|
1159
|
+
* sample data. The output from repeated application of this function may be
|
1160
|
+
* distorted by clipping, because there is no accumulator with greater range
|
1161
|
+
* than the input (not to mention this being an inefficient way of doing it).
|
1162
|
+
*
|
1163
|
+
* It is a common misconception that this function is required to write audio
|
1164
|
+
* data to an output stream in an audio callback. While you can do that,
|
1165
|
+
* SDL_MixAudioFormat() is really only needed when you're mixing a single
|
1166
|
+
* audio stream with a volume adjustment.
|
1167
|
+
*
|
1168
|
+
* \param dst the destination for the mixed audio
|
1169
|
+
* \param src the source audio buffer to be mixed
|
1170
|
+
* \param format the SDL_AudioFormat structure representing the desired audio
|
1171
|
+
* format
|
1172
|
+
* \param len the length of the audio buffer in bytes
|
1173
|
+
* \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
|
1174
|
+
* for full audio volume
|
1175
|
+
*
|
1176
|
+
* \since This function is available since SDL 2.0.0.
|
1177
|
+
*/
|
1178
|
+
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
|
1179
|
+
const Uint8 * src,
|
1180
|
+
SDL_AudioFormat format,
|
1181
|
+
Uint32 len, int volume);
|
1182
|
+
|
1183
|
+
/**
|
1184
|
+
* Queue more audio on non-callback devices.
|
1185
|
+
*
|
1186
|
+
* If you are looking to retrieve queued audio from a non-callback capture
|
1187
|
+
* device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return
|
1188
|
+
* -1 to signify an error if you use it with capture devices.
|
1189
|
+
*
|
1190
|
+
* SDL offers two ways to feed audio to the device: you can either supply a
|
1191
|
+
* callback that SDL triggers with some frequency to obtain more audio (pull
|
1192
|
+
* method), or you can supply no callback, and then SDL will expect you to
|
1193
|
+
* supply data at regular intervals (push method) with this function.
|
1194
|
+
*
|
1195
|
+
* There are no limits on the amount of data you can queue, short of
|
1196
|
+
* exhaustion of address space. Queued data will drain to the device as
|
1197
|
+
* necessary without further intervention from you. If the device needs audio
|
1198
|
+
* but there is not enough queued, it will play silence to make up the
|
1199
|
+
* difference. This means you will have skips in your audio playback if you
|
1200
|
+
* aren't routinely queueing sufficient data.
|
1201
|
+
*
|
1202
|
+
* This function copies the supplied data, so you are safe to free it when the
|
1203
|
+
* function returns. This function is thread-safe, but queueing to the same
|
1204
|
+
* device from two threads at once does not promise which buffer will be
|
1205
|
+
* queued first.
|
1206
|
+
*
|
1207
|
+
* You may not queue audio on a device that is using an application-supplied
|
1208
|
+
* callback; doing so returns an error. You have to use the audio callback or
|
1209
|
+
* queue audio with this function, but not both.
|
1210
|
+
*
|
1211
|
+
* You should not call SDL_LockAudio() on the device before queueing; SDL
|
1212
|
+
* handles locking internally for this function.
|
1213
|
+
*
|
1214
|
+
* Note that SDL2 does not support planar audio. You will need to resample
|
1215
|
+
* from planar audio formats into a non-planar one (see SDL_AudioFormat)
|
1216
|
+
* before queuing audio.
|
1217
|
+
*
|
1218
|
+
* \param dev the device ID to which we will queue audio
|
1219
|
+
* \param data the data to queue to the device for later playback
|
1220
|
+
* \param len the number of bytes (not samples!) to which `data` points
|
1221
|
+
* \returns 0 on success or a negative error code on failure; call
|
1222
|
+
* SDL_GetError() for more information.
|
1223
|
+
*
|
1224
|
+
* \since This function is available since SDL 2.0.4.
|
1225
|
+
*
|
1226
|
+
* \sa SDL_ClearQueuedAudio
|
1227
|
+
* \sa SDL_GetQueuedAudioSize
|
1228
|
+
*/
|
1229
|
+
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
|
1230
|
+
|
1231
|
+
/**
|
1232
|
+
* Dequeue more audio on non-callback devices.
|
1233
|
+
*
|
1234
|
+
* If you are looking to queue audio for output on a non-callback playback
|
1235
|
+
* device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always
|
1236
|
+
* return 0 if you use it with playback devices.
|
1237
|
+
*
|
1238
|
+
* SDL offers two ways to retrieve audio from a capture device: you can either
|
1239
|
+
* supply a callback that SDL triggers with some frequency as the device
|
1240
|
+
* records more audio data, (push method), or you can supply no callback, and
|
1241
|
+
* then SDL will expect you to retrieve data at regular intervals (pull
|
1242
|
+
* method) with this function.
|
1243
|
+
*
|
1244
|
+
* There are no limits on the amount of data you can queue, short of
|
1245
|
+
* exhaustion of address space. Data from the device will keep queuing as
|
1246
|
+
* necessary without further intervention from you. This means you will
|
1247
|
+
* eventually run out of memory if you aren't routinely dequeueing data.
|
1248
|
+
*
|
1249
|
+
* Capture devices will not queue data when paused; if you are expecting to
|
1250
|
+
* not need captured audio for some length of time, use SDL_PauseAudioDevice()
|
1251
|
+
* to stop the capture device from queueing more data. This can be useful
|
1252
|
+
* during, say, level loading times. When unpaused, capture devices will start
|
1253
|
+
* queueing data from that point, having flushed any capturable data available
|
1254
|
+
* while paused.
|
1255
|
+
*
|
1256
|
+
* This function is thread-safe, but dequeueing from the same device from two
|
1257
|
+
* threads at once does not promise which thread will dequeue data first.
|
1258
|
+
*
|
1259
|
+
* You may not dequeue audio from a device that is using an
|
1260
|
+
* application-supplied callback; doing so returns an error. You have to use
|
1261
|
+
* the audio callback, or dequeue audio with this function, but not both.
|
1262
|
+
*
|
1263
|
+
* You should not call SDL_LockAudio() on the device before dequeueing; SDL
|
1264
|
+
* handles locking internally for this function.
|
1265
|
+
*
|
1266
|
+
* \param dev the device ID from which we will dequeue audio
|
1267
|
+
* \param data a pointer into where audio data should be copied
|
1268
|
+
* \param len the number of bytes (not samples!) to which (data) points
|
1269
|
+
* \returns the number of bytes dequeued, which could be less than requested;
|
1270
|
+
* call SDL_GetError() for more information.
|
1271
|
+
*
|
1272
|
+
* \since This function is available since SDL 2.0.5.
|
1273
|
+
*
|
1274
|
+
* \sa SDL_ClearQueuedAudio
|
1275
|
+
* \sa SDL_GetQueuedAudioSize
|
1276
|
+
*/
|
1277
|
+
extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
|
1278
|
+
|
1279
|
+
/**
|
1280
|
+
* Get the number of bytes of still-queued audio.
|
1281
|
+
*
|
1282
|
+
* For playback devices: this is the number of bytes that have been queued for
|
1283
|
+
* playback with SDL_QueueAudio(), but have not yet been sent to the hardware.
|
1284
|
+
*
|
1285
|
+
* Once we've sent it to the hardware, this function can not decide the exact
|
1286
|
+
* byte boundary of what has been played. It's possible that we just gave the
|
1287
|
+
* hardware several kilobytes right before you called this function, but it
|
1288
|
+
* hasn't played any of it yet, or maybe half of it, etc.
|
1289
|
+
*
|
1290
|
+
* For capture devices, this is the number of bytes that have been captured by
|
1291
|
+
* the device and are waiting for you to dequeue. This number may grow at any
|
1292
|
+
* time, so this only informs of the lower-bound of available data.
|
1293
|
+
*
|
1294
|
+
* You may not queue or dequeue audio on a device that is using an
|
1295
|
+
* application-supplied callback; calling this function on such a device
|
1296
|
+
* always returns 0. You have to use the audio callback or queue audio, but
|
1297
|
+
* not both.
|
1298
|
+
*
|
1299
|
+
* You should not call SDL_LockAudio() on the device before querying; SDL
|
1300
|
+
* handles locking internally for this function.
|
1301
|
+
*
|
1302
|
+
* \param dev the device ID of which we will query queued audio size
|
1303
|
+
* \returns the number of bytes (not samples!) of queued audio.
|
1304
|
+
*
|
1305
|
+
* \since This function is available since SDL 2.0.4.
|
1306
|
+
*
|
1307
|
+
* \sa SDL_ClearQueuedAudio
|
1308
|
+
* \sa SDL_QueueAudio
|
1309
|
+
* \sa SDL_DequeueAudio
|
1310
|
+
*/
|
1311
|
+
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
|
1312
|
+
|
1313
|
+
/**
|
1314
|
+
* Drop any queued audio data waiting to be sent to the hardware.
|
1315
|
+
*
|
1316
|
+
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
|
1317
|
+
* output devices, the hardware will start playing silence if more audio isn't
|
1318
|
+
* queued. For capture devices, the hardware will start filling the empty
|
1319
|
+
* queue with new data if the capture device isn't paused.
|
1320
|
+
*
|
1321
|
+
* This will not prevent playback of queued audio that's already been sent to
|
1322
|
+
* the hardware, as we can not undo that, so expect there to be some fraction
|
1323
|
+
* of a second of audio that might still be heard. This can be useful if you
|
1324
|
+
* want to, say, drop any pending music or any unprocessed microphone input
|
1325
|
+
* during a level change in your game.
|
1326
|
+
*
|
1327
|
+
* You may not queue or dequeue audio on a device that is using an
|
1328
|
+
* application-supplied callback; calling this function on such a device
|
1329
|
+
* always returns 0. You have to use the audio callback or queue audio, but
|
1330
|
+
* not both.
|
1331
|
+
*
|
1332
|
+
* You should not call SDL_LockAudio() on the device before clearing the
|
1333
|
+
* queue; SDL handles locking internally for this function.
|
1334
|
+
*
|
1335
|
+
* This function always succeeds and thus returns void.
|
1336
|
+
*
|
1337
|
+
* \param dev the device ID of which to clear the audio queue
|
1338
|
+
*
|
1339
|
+
* \since This function is available since SDL 2.0.4.
|
1340
|
+
*
|
1341
|
+
* \sa SDL_GetQueuedAudioSize
|
1342
|
+
* \sa SDL_QueueAudio
|
1343
|
+
* \sa SDL_DequeueAudio
|
1344
|
+
*/
|
1345
|
+
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
|
1346
|
+
|
1347
|
+
|
1348
|
+
/**
|
1349
|
+
* \name Audio lock functions
|
1350
|
+
*
|
1351
|
+
* The lock manipulated by these functions protects the callback function.
|
1352
|
+
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
|
1353
|
+
* the callback function is not running. Do not call these from the callback
|
1354
|
+
* function or you will cause deadlock.
|
1355
|
+
*/
|
1356
|
+
/* @{ */
|
1357
|
+
|
1358
|
+
/**
|
1359
|
+
* This function is a legacy means of locking the audio device.
|
1360
|
+
*
|
1361
|
+
* New programs might want to use SDL_LockAudioDevice() instead. This function
|
1362
|
+
* is equivalent to calling...
|
1363
|
+
*
|
1364
|
+
* ```c
|
1365
|
+
* SDL_LockAudioDevice(1);
|
1366
|
+
* ```
|
1367
|
+
*
|
1368
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
1369
|
+
*
|
1370
|
+
* \since This function is available since SDL 2.0.0.
|
1371
|
+
*
|
1372
|
+
* \sa SDL_LockAudioDevice
|
1373
|
+
* \sa SDL_UnlockAudio
|
1374
|
+
* \sa SDL_UnlockAudioDevice
|
1375
|
+
*/
|
1376
|
+
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
|
1377
|
+
|
1378
|
+
/**
|
1379
|
+
* Use this function to lock out the audio callback function for a specified
|
1380
|
+
* device.
|
1381
|
+
*
|
1382
|
+
* The lock manipulated by these functions protects the audio callback
|
1383
|
+
* function specified in SDL_OpenAudioDevice(). During a
|
1384
|
+
* SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed
|
1385
|
+
* that the callback function for that device is not running, even if the
|
1386
|
+
* device is not paused. While a device is locked, any other unpaused,
|
1387
|
+
* unlocked devices may still run their callbacks.
|
1388
|
+
*
|
1389
|
+
* Calling this function from inside your audio callback is unnecessary. SDL
|
1390
|
+
* obtains this lock before calling your function, and releases it when the
|
1391
|
+
* function returns.
|
1392
|
+
*
|
1393
|
+
* You should not hold the lock longer than absolutely necessary. If you hold
|
1394
|
+
* it too long, you'll experience dropouts in your audio playback. Ideally,
|
1395
|
+
* your application locks the device, sets a few variables and unlocks again.
|
1396
|
+
* Do not do heavy work while holding the lock for a device.
|
1397
|
+
*
|
1398
|
+
* It is safe to lock the audio device multiple times, as long as you unlock
|
1399
|
+
* it an equivalent number of times. The callback will not run until the
|
1400
|
+
* device has been unlocked completely in this way. If your application fails
|
1401
|
+
* to unlock the device appropriately, your callback will never run, you might
|
1402
|
+
* hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably
|
1403
|
+
* deadlock.
|
1404
|
+
*
|
1405
|
+
* Internally, the audio device lock is a mutex; if you lock from two threads
|
1406
|
+
* at once, not only will you block the audio callback, you'll block the other
|
1407
|
+
* thread.
|
1408
|
+
*
|
1409
|
+
* \param dev the ID of the device to be locked
|
1410
|
+
*
|
1411
|
+
* \since This function is available since SDL 2.0.0.
|
1412
|
+
*
|
1413
|
+
* \sa SDL_UnlockAudioDevice
|
1414
|
+
*/
|
1415
|
+
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
|
1416
|
+
|
1417
|
+
/**
|
1418
|
+
* This function is a legacy means of unlocking the audio device.
|
1419
|
+
*
|
1420
|
+
* New programs might want to use SDL_UnlockAudioDevice() instead. This
|
1421
|
+
* function is equivalent to calling...
|
1422
|
+
*
|
1423
|
+
* ```c
|
1424
|
+
* SDL_UnlockAudioDevice(1);
|
1425
|
+
* ```
|
1426
|
+
*
|
1427
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
1428
|
+
*
|
1429
|
+
* \since This function is available since SDL 2.0.0.
|
1430
|
+
*
|
1431
|
+
* \sa SDL_LockAudio
|
1432
|
+
* \sa SDL_UnlockAudioDevice
|
1433
|
+
*/
|
1434
|
+
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
|
1435
|
+
|
1436
|
+
/**
|
1437
|
+
* Use this function to unlock the audio callback function for a specified
|
1438
|
+
* device.
|
1439
|
+
*
|
1440
|
+
* This function should be paired with a previous SDL_LockAudioDevice() call.
|
1441
|
+
*
|
1442
|
+
* \param dev the ID of the device to be unlocked
|
1443
|
+
*
|
1444
|
+
* \since This function is available since SDL 2.0.0.
|
1445
|
+
*
|
1446
|
+
* \sa SDL_LockAudioDevice
|
1447
|
+
*/
|
1448
|
+
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
|
1449
|
+
/* @} *//* Audio lock functions */
|
1450
|
+
|
1451
|
+
/**
|
1452
|
+
* This function is a legacy means of closing the audio device.
|
1453
|
+
*
|
1454
|
+
* This function is equivalent to calling...
|
1455
|
+
*
|
1456
|
+
* ```c
|
1457
|
+
* SDL_CloseAudioDevice(1);
|
1458
|
+
* ```
|
1459
|
+
*
|
1460
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
1461
|
+
*
|
1462
|
+
* \since This function is available since SDL 2.0.0.
|
1463
|
+
*
|
1464
|
+
* \sa SDL_OpenAudio
|
1465
|
+
*/
|
1466
|
+
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
|
1467
|
+
|
1468
|
+
/**
|
1469
|
+
* Use this function to shut down audio processing and close the audio device.
|
1470
|
+
*
|
1471
|
+
* The application should close open audio devices once they are no longer
|
1472
|
+
* needed. Calling this function will wait until the device's audio callback
|
1473
|
+
* is not running, release the audio hardware and then clean up internal
|
1474
|
+
* state. No further audio will play from this device once this function
|
1475
|
+
* returns.
|
1476
|
+
*
|
1477
|
+
* This function may block briefly while pending audio data is played by the
|
1478
|
+
* hardware, so that applications don't drop the last buffer of data they
|
1479
|
+
* supplied.
|
1480
|
+
*
|
1481
|
+
* The device ID is invalid as soon as the device is closed, and is eligible
|
1482
|
+
* for reuse in a new SDL_OpenAudioDevice() call immediately.
|
1483
|
+
*
|
1484
|
+
* \param dev an audio device previously opened with SDL_OpenAudioDevice()
|
1485
|
+
*
|
1486
|
+
* \since This function is available since SDL 2.0.0.
|
1487
|
+
*
|
1488
|
+
* \sa SDL_OpenAudioDevice
|
1489
|
+
*/
|
1490
|
+
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
|
1491
|
+
|
1492
|
+
/* Ends C function definitions when using C++ */
|
1493
|
+
#ifdef __cplusplus
|
1494
|
+
}
|
1495
|
+
#endif
|
1496
|
+
#include "close_code.h"
|
1497
|
+
|
1498
|
+
#endif /* SDL_audio_h_ */
|
1499
|
+
|
1500
|
+
/* vi: set ts=4 sw=4 expandtab: */
|