native_audio 0.1.0

Sign up to get free protection for your applications and to get access to all the features.
Files changed (156) hide show
  1. checksums.yaml +7 -0
  2. data/assets/include/GL/glew.h +26427 -0
  3. data/assets/include/GLES2/gl2.h +656 -0
  4. data/assets/include/GLES2/gl2ext.h +3949 -0
  5. data/assets/include/GLES2/gl2ext_angle.h +701 -0
  6. data/assets/include/GLES2/gl2platform.h +27 -0
  7. data/assets/include/GLES3/gl3.h +1192 -0
  8. data/assets/include/GLES3/gl31.h +1507 -0
  9. data/assets/include/GLES3/gl32.h +1808 -0
  10. data/assets/include/GLES3/gl3platform.h +27 -0
  11. data/assets/include/KHR/khrplatform.h +290 -0
  12. data/assets/include/SDL2/SDL.h +233 -0
  13. data/assets/include/SDL2/SDL_assert.h +326 -0
  14. data/assets/include/SDL2/SDL_atomic.h +415 -0
  15. data/assets/include/SDL2/SDL_audio.h +1500 -0
  16. data/assets/include/SDL2/SDL_bits.h +126 -0
  17. data/assets/include/SDL2/SDL_blendmode.h +198 -0
  18. data/assets/include/SDL2/SDL_clipboard.h +141 -0
  19. data/assets/include/SDL2/SDL_config.h +61 -0
  20. data/assets/include/SDL2/SDL_config_android.h +194 -0
  21. data/assets/include/SDL2/SDL_config_emscripten.h +218 -0
  22. data/assets/include/SDL2/SDL_config_iphoneos.h +217 -0
  23. data/assets/include/SDL2/SDL_config_macosx.h +277 -0
  24. data/assets/include/SDL2/SDL_config_minimal.h +95 -0
  25. data/assets/include/SDL2/SDL_config_ngage.h +89 -0
  26. data/assets/include/SDL2/SDL_config_os2.h +207 -0
  27. data/assets/include/SDL2/SDL_config_pandora.h +141 -0
  28. data/assets/include/SDL2/SDL_config_windows.h +331 -0
  29. data/assets/include/SDL2/SDL_config_wingdk.h +253 -0
  30. data/assets/include/SDL2/SDL_config_winrt.h +220 -0
  31. data/assets/include/SDL2/SDL_config_xbox.h +235 -0
  32. data/assets/include/SDL2/SDL_copying.h +20 -0
  33. data/assets/include/SDL2/SDL_cpuinfo.h +594 -0
  34. data/assets/include/SDL2/SDL_egl.h +2352 -0
  35. data/assets/include/SDL2/SDL_endian.h +348 -0
  36. data/assets/include/SDL2/SDL_error.h +163 -0
  37. data/assets/include/SDL2/SDL_events.h +1166 -0
  38. data/assets/include/SDL2/SDL_filesystem.h +149 -0
  39. data/assets/include/SDL2/SDL_gamecontroller.h +1074 -0
  40. data/assets/include/SDL2/SDL_gesture.h +117 -0
  41. data/assets/include/SDL2/SDL_guid.h +100 -0
  42. data/assets/include/SDL2/SDL_haptic.h +1341 -0
  43. data/assets/include/SDL2/SDL_hidapi.h +451 -0
  44. data/assets/include/SDL2/SDL_hints.h +2569 -0
  45. data/assets/include/SDL2/SDL_image.h +2173 -0
  46. data/assets/include/SDL2/SDL_joystick.h +1066 -0
  47. data/assets/include/SDL2/SDL_keyboard.h +353 -0
  48. data/assets/include/SDL2/SDL_keycode.h +358 -0
  49. data/assets/include/SDL2/SDL_loadso.h +115 -0
  50. data/assets/include/SDL2/SDL_locale.h +103 -0
  51. data/assets/include/SDL2/SDL_log.h +404 -0
  52. data/assets/include/SDL2/SDL_main.h +275 -0
  53. data/assets/include/SDL2/SDL_messagebox.h +193 -0
  54. data/assets/include/SDL2/SDL_metal.h +113 -0
  55. data/assets/include/SDL2/SDL_misc.h +79 -0
  56. data/assets/include/SDL2/SDL_mixer.h +2784 -0
  57. data/assets/include/SDL2/SDL_mouse.h +465 -0
  58. data/assets/include/SDL2/SDL_mutex.h +471 -0
  59. data/assets/include/SDL2/SDL_name.h +33 -0
  60. data/assets/include/SDL2/SDL_opengl.h +2132 -0
  61. data/assets/include/SDL2/SDL_opengl_glext.h +13209 -0
  62. data/assets/include/SDL2/SDL_opengles.h +39 -0
  63. data/assets/include/SDL2/SDL_opengles2.h +52 -0
  64. data/assets/include/SDL2/SDL_opengles2_gl2.h +656 -0
  65. data/assets/include/SDL2/SDL_opengles2_gl2ext.h +4033 -0
  66. data/assets/include/SDL2/SDL_opengles2_gl2platform.h +27 -0
  67. data/assets/include/SDL2/SDL_opengles2_khrplatform.h +311 -0
  68. data/assets/include/SDL2/SDL_pixels.h +644 -0
  69. data/assets/include/SDL2/SDL_platform.h +261 -0
  70. data/assets/include/SDL2/SDL_power.h +88 -0
  71. data/assets/include/SDL2/SDL_quit.h +58 -0
  72. data/assets/include/SDL2/SDL_rect.h +376 -0
  73. data/assets/include/SDL2/SDL_render.h +1919 -0
  74. data/assets/include/SDL2/SDL_revision.h +6 -0
  75. data/assets/include/SDL2/SDL_rwops.h +841 -0
  76. data/assets/include/SDL2/SDL_scancode.h +438 -0
  77. data/assets/include/SDL2/SDL_sensor.h +322 -0
  78. data/assets/include/SDL2/SDL_shape.h +155 -0
  79. data/assets/include/SDL2/SDL_stdinc.h +830 -0
  80. data/assets/include/SDL2/SDL_surface.h +997 -0
  81. data/assets/include/SDL2/SDL_system.h +623 -0
  82. data/assets/include/SDL2/SDL_syswm.h +386 -0
  83. data/assets/include/SDL2/SDL_test.h +69 -0
  84. data/assets/include/SDL2/SDL_test_assert.h +105 -0
  85. data/assets/include/SDL2/SDL_test_common.h +236 -0
  86. data/assets/include/SDL2/SDL_test_compare.h +69 -0
  87. data/assets/include/SDL2/SDL_test_crc32.h +124 -0
  88. data/assets/include/SDL2/SDL_test_font.h +168 -0
  89. data/assets/include/SDL2/SDL_test_fuzzer.h +386 -0
  90. data/assets/include/SDL2/SDL_test_harness.h +134 -0
  91. data/assets/include/SDL2/SDL_test_images.h +78 -0
  92. data/assets/include/SDL2/SDL_test_log.h +67 -0
  93. data/assets/include/SDL2/SDL_test_md5.h +129 -0
  94. data/assets/include/SDL2/SDL_test_memory.h +63 -0
  95. data/assets/include/SDL2/SDL_test_random.h +115 -0
  96. data/assets/include/SDL2/SDL_thread.h +464 -0
  97. data/assets/include/SDL2/SDL_timer.h +222 -0
  98. data/assets/include/SDL2/SDL_touch.h +150 -0
  99. data/assets/include/SDL2/SDL_ttf.h +2316 -0
  100. data/assets/include/SDL2/SDL_types.h +29 -0
  101. data/assets/include/SDL2/SDL_version.h +204 -0
  102. data/assets/include/SDL2/SDL_video.h +2150 -0
  103. data/assets/include/SDL2/SDL_vulkan.h +215 -0
  104. data/assets/include/SDL2/begin_code.h +187 -0
  105. data/assets/include/SDL2/close_code.h +40 -0
  106. data/assets/macos/universal/lib/libFLAC.a +0 -0
  107. data/assets/macos/universal/lib/libSDL2.a +0 -0
  108. data/assets/macos/universal/lib/libSDL2_image.a +0 -0
  109. data/assets/macos/universal/lib/libSDL2_mixer.a +0 -0
  110. data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
  111. data/assets/macos/universal/lib/libmodplug.a +0 -0
  112. data/assets/macos/universal/lib/libmpg123.a +0 -0
  113. data/assets/macos/universal/lib/libogg.a +0 -0
  114. data/assets/macos/universal/lib/libvorbis.a +0 -0
  115. data/assets/macos/universal/lib/libvorbisfile.a +0 -0
  116. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libFLAC.a +0 -0
  117. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2.a +0 -0
  118. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libSDL2_mixer.a +0 -0
  119. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libglew32.a +0 -0
  120. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmodplug.a +0 -0
  121. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libmpg123.a +0 -0
  122. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libogg.a +0 -0
  123. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopus.a +0 -0
  124. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libopusfile.a +0 -0
  125. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libsndfile.a +0 -0
  126. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libssp.a +1 -0
  127. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libstdc++.a +0 -0
  128. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbis.a +0 -0
  129. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libvorbisfile.a +0 -0
  130. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libz.a +0 -0
  131. data/assets/windows/mingw-w64-ucrt-x86_64/lib/libzstd.a +0 -0
  132. data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
  133. data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
  134. data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
  135. data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
  136. data/assets/windows/mingw-w64-x86_64/lib/libmodplug.a +0 -0
  137. data/assets/windows/mingw-w64-x86_64/lib/libmpg123.a +0 -0
  138. data/assets/windows/mingw-w64-x86_64/lib/libogg.a +0 -0
  139. data/assets/windows/mingw-w64-x86_64/lib/libopus.a +0 -0
  140. data/assets/windows/mingw-w64-x86_64/lib/libopusfile.a +0 -0
  141. data/assets/windows/mingw-w64-x86_64/lib/libsndfile.a +0 -0
  142. data/assets/windows/mingw-w64-x86_64/lib/libssp.a +1 -0
  143. data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
  144. data/assets/windows/mingw-w64-x86_64/lib/libvorbis.a +0 -0
  145. data/assets/windows/mingw-w64-x86_64/lib/libvorbisfile.a +0 -0
  146. data/assets/windows/mingw-w64-x86_64/lib/libz.a +0 -0
  147. data/assets/windows/mingw-w64-x86_64/lib/libzstd.a +0 -0
  148. data/ext/Makefile +270 -0
  149. data/ext/audio.c +80 -0
  150. data/ext/audio.o +0 -0
  151. data/ext/extconf.h +3 -0
  152. data/ext/extconf.rb +177 -0
  153. data/ext/mkmf.log +7 -0
  154. data/lib/audio.bundle +0 -0
  155. data/lib/native_audio.rb +50 -0
  156. metadata +198 -0
@@ -0,0 +1,1500 @@
1
+ /*
2
+ Simple DirectMedia Layer
3
+ Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
4
+
5
+ This software is provided 'as-is', without any express or implied
6
+ warranty. In no event will the authors be held liable for any damages
7
+ arising from the use of this software.
8
+
9
+ Permission is granted to anyone to use this software for any purpose,
10
+ including commercial applications, and to alter it and redistribute it
11
+ freely, subject to the following restrictions:
12
+
13
+ 1. The origin of this software must not be misrepresented; you must not
14
+ claim that you wrote the original software. If you use this software
15
+ in a product, an acknowledgment in the product documentation would be
16
+ appreciated but is not required.
17
+ 2. Altered source versions must be plainly marked as such, and must not be
18
+ misrepresented as being the original software.
19
+ 3. This notice may not be removed or altered from any source distribution.
20
+ */
21
+
22
+ /* !!! FIXME: several functions in here need Doxygen comments. */
23
+
24
+ /**
25
+ * \file SDL_audio.h
26
+ *
27
+ * Access to the raw audio mixing buffer for the SDL library.
28
+ */
29
+
30
+ #ifndef SDL_audio_h_
31
+ #define SDL_audio_h_
32
+
33
+ #include "SDL_stdinc.h"
34
+ #include "SDL_error.h"
35
+ #include "SDL_endian.h"
36
+ #include "SDL_mutex.h"
37
+ #include "SDL_thread.h"
38
+ #include "SDL_rwops.h"
39
+
40
+ #include "begin_code.h"
41
+ /* Set up for C function definitions, even when using C++ */
42
+ #ifdef __cplusplus
43
+ extern "C" {
44
+ #endif
45
+
46
+ /**
47
+ * \brief Audio format flags.
48
+ *
49
+ * These are what the 16 bits in SDL_AudioFormat currently mean...
50
+ * (Unspecified bits are always zero).
51
+ *
52
+ * \verbatim
53
+ ++-----------------------sample is signed if set
54
+ ||
55
+ || ++-----------sample is bigendian if set
56
+ || ||
57
+ || || ++---sample is float if set
58
+ || || ||
59
+ || || || +---sample bit size---+
60
+ || || || | |
61
+ 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
62
+ \endverbatim
63
+ *
64
+ * There are macros in SDL 2.0 and later to query these bits.
65
+ */
66
+ typedef Uint16 SDL_AudioFormat;
67
+
68
+ /**
69
+ * \name Audio flags
70
+ */
71
+ /* @{ */
72
+
73
+ #define SDL_AUDIO_MASK_BITSIZE (0xFF)
74
+ #define SDL_AUDIO_MASK_DATATYPE (1<<8)
75
+ #define SDL_AUDIO_MASK_ENDIAN (1<<12)
76
+ #define SDL_AUDIO_MASK_SIGNED (1<<15)
77
+ #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
78
+ #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
79
+ #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
80
+ #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
81
+ #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
82
+ #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
83
+ #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
84
+
85
+ /**
86
+ * \name Audio format flags
87
+ *
88
+ * Defaults to LSB byte order.
89
+ */
90
+ /* @{ */
91
+ #define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
92
+ #define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
93
+ #define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
94
+ #define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
95
+ #define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
96
+ #define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
97
+ #define AUDIO_U16 AUDIO_U16LSB
98
+ #define AUDIO_S16 AUDIO_S16LSB
99
+ /* @} */
100
+
101
+ /**
102
+ * \name int32 support
103
+ */
104
+ /* @{ */
105
+ #define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
106
+ #define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
107
+ #define AUDIO_S32 AUDIO_S32LSB
108
+ /* @} */
109
+
110
+ /**
111
+ * \name float32 support
112
+ */
113
+ /* @{ */
114
+ #define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
115
+ #define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
116
+ #define AUDIO_F32 AUDIO_F32LSB
117
+ /* @} */
118
+
119
+ /**
120
+ * \name Native audio byte ordering
121
+ */
122
+ /* @{ */
123
+ #if SDL_BYTEORDER == SDL_LIL_ENDIAN
124
+ #define AUDIO_U16SYS AUDIO_U16LSB
125
+ #define AUDIO_S16SYS AUDIO_S16LSB
126
+ #define AUDIO_S32SYS AUDIO_S32LSB
127
+ #define AUDIO_F32SYS AUDIO_F32LSB
128
+ #else
129
+ #define AUDIO_U16SYS AUDIO_U16MSB
130
+ #define AUDIO_S16SYS AUDIO_S16MSB
131
+ #define AUDIO_S32SYS AUDIO_S32MSB
132
+ #define AUDIO_F32SYS AUDIO_F32MSB
133
+ #endif
134
+ /* @} */
135
+
136
+ /**
137
+ * \name Allow change flags
138
+ *
139
+ * Which audio format changes are allowed when opening a device.
140
+ */
141
+ /* @{ */
142
+ #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
143
+ #define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
144
+ #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
145
+ #define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008
146
+ #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)
147
+ /* @} */
148
+
149
+ /* @} *//* Audio flags */
150
+
151
+ /**
152
+ * This function is called when the audio device needs more data.
153
+ *
154
+ * \param userdata An application-specific parameter saved in
155
+ * the SDL_AudioSpec structure
156
+ * \param stream A pointer to the audio data buffer.
157
+ * \param len The length of that buffer in bytes.
158
+ *
159
+ * Once the callback returns, the buffer will no longer be valid.
160
+ * Stereo samples are stored in a LRLRLR ordering.
161
+ *
162
+ * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
163
+ * you like. Just open your audio device with a NULL callback.
164
+ */
165
+ typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
166
+ int len);
167
+
168
+ /**
169
+ * The calculated values in this structure are calculated by SDL_OpenAudio().
170
+ *
171
+ * For multi-channel audio, the default SDL channel mapping is:
172
+ * 2: FL FR (stereo)
173
+ * 3: FL FR LFE (2.1 surround)
174
+ * 4: FL FR BL BR (quad)
175
+ * 5: FL FR LFE BL BR (4.1 surround)
176
+ * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
177
+ * 7: FL FR FC LFE BC SL SR (6.1 surround)
178
+ * 8: FL FR FC LFE BL BR SL SR (7.1 surround)
179
+ */
180
+ typedef struct SDL_AudioSpec
181
+ {
182
+ int freq; /**< DSP frequency -- samples per second */
183
+ SDL_AudioFormat format; /**< Audio data format */
184
+ Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
185
+ Uint8 silence; /**< Audio buffer silence value (calculated) */
186
+ Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
187
+ 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;
192
+
193
+
194
+ struct SDL_AudioCVT;
195
+ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
196
+ SDL_AudioFormat format);
197
+
198
+ /**
199
+ * \brief Upper limit of filters in SDL_AudioCVT
200
+ *
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.
204
+ */
205
+ #define SDL_AUDIOCVT_MAX_FILTERS 9
206
+
207
+ /**
208
+ * \struct SDL_AudioCVT
209
+ * \brief A structure to hold a set of audio conversion filters and buffers.
210
+ *
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
228
+ #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: */