ruby2d 0.11.1 → 0.11.2
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- checksums.yaml +4 -4
- data/assets/include/SDL2/SDL.h +108 -14
- data/assets/include/SDL2/SDL_assert.h +81 -50
- data/assets/include/SDL2/SDL_atomic.h +135 -35
- data/assets/include/SDL2/SDL_audio.h +960 -355
- data/assets/include/SDL2/SDL_bits.h +11 -6
- data/assets/include/SDL2/SDL_blendmode.h +91 -14
- data/assets/include/SDL2/SDL_clipboard.h +30 -7
- data/assets/include/SDL2/SDL_config.h +3 -1
- data/assets/include/SDL2/SDL_config_android.h +11 -1
- data/assets/include/SDL2/SDL_config_emscripten.h +216 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +9 -1
- data/assets/include/SDL2/SDL_config_macosx.h +16 -2
- data/assets/include/SDL2/SDL_config_minimal.h +4 -1
- data/assets/include/SDL2/SDL_config_os2.h +37 -20
- data/assets/include/SDL2/SDL_config_pandora.h +6 -1
- data/assets/include/SDL2/SDL_config_psp.h +8 -8
- data/assets/include/SDL2/SDL_config_windows.h +39 -22
- data/assets/include/SDL2/SDL_config_winrt.h +23 -8
- data/assets/include/SDL2/SDL_config_wiz.h +6 -1
- data/assets/include/SDL2/SDL_copying.h +1 -1
- data/assets/include/SDL2/SDL_cpuinfo.h +331 -71
- data/assets/include/SDL2/SDL_egl.h +906 -280
- data/assets/include/SDL2/SDL_endian.h +101 -47
- data/assets/include/SDL2/SDL_error.h +70 -19
- data/assets/include/SDL2/SDL_events.h +387 -79
- data/assets/include/SDL2/SDL_filesystem.h +73 -64
- data/assets/include/SDL2/SDL_gamecontroller.h +585 -125
- data/assets/include/SDL2/SDL_gesture.h +36 -6
- data/assets/include/SDL2/SDL_haptic.h +304 -210
- data/assets/include/SDL2/SDL_hidapi.h +451 -0
- data/assets/include/SDL2/SDL_hints.h +1286 -897
- data/assets/include/SDL2/SDL_joystick.h +577 -130
- data/assets/include/SDL2/SDL_keyboard.h +162 -63
- data/assets/include/SDL2/SDL_keycode.h +7 -5
- data/assets/include/SDL2/SDL_loadso.h +42 -8
- data/assets/include/SDL2/SDL_locale.h +34 -32
- data/assets/include/SDL2/SDL_log.h +212 -19
- data/assets/include/SDL2/SDL_main.h +72 -17
- data/assets/include/SDL2/SDL_messagebox.h +70 -23
- data/assets/include/SDL2/SDL_metal.h +27 -32
- data/assets/include/SDL2/SDL_misc.h +19 -15
- data/assets/include/SDL2/SDL_mouse.h +262 -110
- data/assets/include/SDL2/SDL_mutex.h +286 -66
- data/assets/include/SDL2/SDL_name.h +1 -1
- data/assets/include/SDL2/SDL_opengl.h +1 -1
- data/assets/include/SDL2/SDL_opengles.h +1 -1
- data/assets/include/SDL2/SDL_opengles2.h +2 -2
- data/assets/include/SDL2/SDL_pixels.h +199 -34
- data/assets/include/SDL2/SDL_platform.h +39 -2
- data/assets/include/SDL2/SDL_power.h +23 -10
- data/assets/include/SDL2/SDL_quit.h +1 -1
- data/assets/include/SDL2/SDL_rect.h +78 -28
- data/assets/include/SDL2/SDL_render.h +1204 -472
- data/assets/include/SDL2/SDL_revision.h +2 -2
- data/assets/include/SDL2/SDL_rwops.h +605 -33
- data/assets/include/SDL2/SDL_scancode.h +1 -1
- data/assets/include/SDL2/SDL_sensor.h +76 -42
- data/assets/include/SDL2/SDL_shape.h +38 -27
- data/assets/include/SDL2/SDL_stdinc.h +96 -24
- data/assets/include/SDL2/SDL_surface.h +571 -139
- data/assets/include/SDL2/SDL_system.h +339 -101
- data/assets/include/SDL2/SDL_syswm.h +50 -20
- data/assets/include/SDL2/SDL_test.h +1 -1
- data/assets/include/SDL2/SDL_test_assert.h +2 -2
- data/assets/include/SDL2/SDL_test_common.h +23 -6
- data/assets/include/SDL2/SDL_test_compare.h +1 -1
- data/assets/include/SDL2/SDL_test_crc32.h +1 -1
- data/assets/include/SDL2/SDL_test_font.h +3 -3
- data/assets/include/SDL2/SDL_test_fuzzer.h +28 -26
- data/assets/include/SDL2/SDL_test_harness.h +6 -6
- data/assets/include/SDL2/SDL_test_images.h +1 -1
- data/assets/include/SDL2/SDL_test_log.h +1 -1
- data/assets/include/SDL2/SDL_test_md5.h +1 -1
- data/assets/include/SDL2/SDL_test_memory.h +1 -1
- data/assets/include/SDL2/SDL_test_random.h +2 -2
- data/assets/include/SDL2/SDL_thread.h +226 -128
- data/assets/include/SDL2/SDL_timer.h +129 -22
- data/assets/include/SDL2/SDL_touch.h +48 -8
- data/assets/include/SDL2/SDL_ttf.h +102 -9
- data/assets/include/SDL2/SDL_types.h +1 -1
- data/assets/include/SDL2/SDL_version.h +72 -46
- data/assets/include/SDL2/SDL_video.h +1266 -460
- data/assets/include/SDL2/SDL_vulkan.h +100 -161
- data/assets/include/SDL2/begin_code.h +22 -1
- data/assets/include/SDL2/close_code.h +1 -1
- data/assets/include/mrbconf.h +234 -0
- data/assets/include/mruby/array.h +317 -0
- data/assets/include/mruby/boxing_nan.h +130 -0
- data/assets/include/mruby/boxing_no.h +58 -0
- data/assets/include/mruby/boxing_word.h +205 -0
- data/assets/include/mruby/class.h +108 -0
- data/assets/include/mruby/common.h +92 -0
- data/assets/include/mruby/compile.h +210 -0
- data/assets/include/mruby/data.h +76 -0
- data/assets/include/mruby/debug.h +66 -0
- data/assets/include/mruby/dump.h +158 -0
- data/assets/include/mruby/endian.h +44 -0
- data/assets/include/mruby/error.h +137 -0
- data/assets/include/mruby/gc.h +92 -0
- data/assets/include/mruby/hash.h +242 -0
- data/assets/include/mruby/irep.h +147 -0
- data/assets/include/mruby/istruct.h +50 -0
- data/assets/include/mruby/khash.h +284 -0
- data/assets/include/mruby/numeric.h +169 -0
- data/assets/include/mruby/object.h +43 -0
- data/assets/include/mruby/opcode.h +43 -0
- data/assets/include/mruby/ops.h +122 -0
- data/assets/include/mruby/presym/disable.h +70 -0
- data/assets/include/mruby/presym/enable.h +37 -0
- data/assets/include/mruby/presym/scanning.h +73 -0
- data/assets/include/mruby/presym.h +40 -0
- data/assets/include/mruby/proc.h +209 -0
- data/assets/include/mruby/range.h +79 -0
- data/assets/include/mruby/re.h +16 -0
- data/assets/include/mruby/string.h +469 -0
- data/assets/include/mruby/throw.h +66 -0
- data/assets/include/mruby/value.h +400 -0
- data/assets/include/mruby/variable.h +140 -0
- data/assets/include/mruby/version.h +143 -0
- data/assets/include/mruby.h +1444 -0
- data/assets/macos/universal/bin/mrbc +0 -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/{lib → universal/lib}/libSDL2_mixer.a +0 -0
- data/assets/macos/universal/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/universal/lib/libfreetype.a +0 -0
- data/assets/macos/universal/lib/libgraphite2.a +0 -0
- data/assets/macos/universal/lib/libharfbuzz.a +0 -0
- data/assets/macos/universal/lib/libjpeg.a +0 -0
- data/assets/macos/{lib → universal/lib}/libmodplug.a +0 -0
- data/assets/macos/{lib → universal/lib}/libmpg123.a +0 -0
- data/assets/{mingw/lib/libSDL2.a → macos/universal/lib/libmruby.a} +0 -0
- data/assets/macos/{lib → universal/lib}/libogg.a +0 -0
- data/assets/macos/universal/lib/libpng16.a +0 -0
- data/assets/macos/universal/lib/libtiff.a +0 -0
- data/assets/macos/universal/lib/libvorbis.a +0 -0
- data/assets/macos/universal/lib/libvorbisfile.a +0 -0
- data/assets/macos/universal/lib/libwebp.a +0 -0
- data/assets/test_media/README.md +3 -0
- data/assets/test_media/bitstream_vera/COPYRIGHT.txt +124 -0
- data/assets/test_media/bitstream_vera/vera.ttf +0 -0
- data/assets/test_media/boom.png +0 -0
- data/assets/test_media/coin.png +0 -0
- data/assets/test_media/colors.png +0 -0
- data/assets/test_media/controller.png +0 -0
- data/assets/test_media/dial.wav +0 -0
- data/assets/test_media/hero.png +0 -0
- data/assets/test_media/image.bmp +0 -0
- data/assets/test_media/image.jpg +0 -0
- data/assets/test_media/image.png +0 -0
- data/assets/test_media/music.flac +0 -0
- data/assets/test_media/music.mp3 +0 -0
- data/assets/test_media/music.ogg +0 -0
- data/assets/test_media/music.wav +0 -0
- data/assets/test_media/originals/boom.pxm +0 -0
- data/assets/test_media/originals/coin.pxm +0 -0
- data/assets/test_media/originals/controller.sketch +0 -0
- data/assets/test_media/originals/hero.pxm +0 -0
- data/assets/test_media/originals/image.pxm +0 -0
- data/assets/test_media/originals/music.caf +0 -0
- data/assets/test_media/originals/texture_atlas.pxm +0 -0
- data/assets/test_media/rondo_alla_turka.ogg +0 -0
- data/assets/test_media/sound.flac +0 -0
- data/assets/test_media/sound.mp3 +0 -0
- data/assets/test_media/sound.ogg +0 -0
- data/assets/test_media/sound.wav +0 -0
- data/assets/test_media/sprite_sheet.png +0 -0
- data/assets/test_media/texture_atlas.png +0 -0
- data/assets/wasm/build_config.rb +13 -0
- data/assets/wasm/libmruby.a +0 -0
- data/assets/wasm/template.html +17 -0
- data/assets/windows/glew/README.md +10 -0
- data/assets/windows/glew/glew.h +23686 -0
- data/assets/{mingw/lib → windows/glew}/libglew32.a +0 -0
- data/assets/windows/mingw-w64-x86_64/bin/mrbc.exe +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libFLAC.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libLerc.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2_image.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2_mixer.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libSDL2_ttf.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libbrotlicommon.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libbrotlidec.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libbz2.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libdeflate.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libfreetype.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libglew32.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libgraphite2.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libharfbuzz.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libjbig.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libjpeg.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/liblzma.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/libmruby.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/libpng16.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 +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libstdc++.a +0 -0
- data/assets/windows/mingw-w64-x86_64/lib/libtiff.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/libwebp.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/assets/{ios → xcode/ios}/Assets.xcassets/AppIcon.appiconset/Contents.json +0 -0
- data/assets/{ios → xcode/ios}/Assets.xcassets/Contents.json +0 -0
- data/assets/{ios → xcode/ios}/Base.lproj/LaunchScreen.storyboard +0 -0
- data/assets/{ios → xcode/ios}/Info.plist +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mrbconf.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/array.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_nan.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_no.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/boxing_word.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/class.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/common.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/compile.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/data.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/debug.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/dump.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/error.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/gc.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/hash.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/irep.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/istruct.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/khash.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/numeric.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/object.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/opcode.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/ops.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/proc.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/range.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/re.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/string.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/throw.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/value.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/variable.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby/version.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Headers/mruby.h +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/Info.plist +0 -0
- data/assets/{ios → xcode/ios}/MRuby.framework/MRuby +0 -0
- data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.pbxproj +0 -0
- data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -0
- data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -0
- data/assets/{ios → xcode/ios}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -0
- data/assets/{ios → xcode/ios}/main.c +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Assets.xcassets/LaunchImage.launchimage/Contents.json +0 -0
- data/assets/{tvos → xcode/tvos}/Info.plist +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mrbconf.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/array.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_nan.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_no.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/boxing_word.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/class.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/common.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/compile.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/data.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/debug.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/dump.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/error.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/gc.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/hash.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/irep.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/istruct.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/khash.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/numeric.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/object.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/opcode.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/ops.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/proc.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/range.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/re.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/string.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/throw.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/value.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/variable.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby/version.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Headers/mruby.h +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/Info.plist +0 -0
- data/assets/{tvos → xcode/tvos}/MRuby.framework/MRuby +0 -0
- data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.pbxproj +0 -0
- data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +0 -0
- data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +0 -0
- data/assets/{tvos → xcode/tvos}/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +0 -0
- data/assets/{tvos → xcode/tvos}/main.c +0 -0
- data/bin/ruby2d +3 -4
- data/ext/ruby2d/extconf.rb +39 -25
- data/ext/ruby2d/gl.c +1 -1
- data/ext/ruby2d/gl3.c +0 -1
- data/ext/ruby2d/gles.c +137 -84
- data/ext/ruby2d/ruby2d.c +126 -32
- data/ext/ruby2d/ruby2d.h +53 -6
- data/ext/ruby2d/text.c +14 -1
- data/ext/ruby2d/window.c +253 -215
- data/lib/ruby2d/cli/build.rb +237 -59
- data/lib/ruby2d/cli/colorize.rb +5 -4
- data/lib/ruby2d/cli/platform.rb +17 -0
- data/lib/ruby2d/font.rb +7 -1
- data/lib/ruby2d/sprite.rb +7 -2
- data/lib/ruby2d/text.rb +1 -3
- data/lib/ruby2d/texture.rb +21 -21
- data/lib/ruby2d/tileset.rb +34 -33
- data/lib/ruby2d/version.rb +1 -1
- data/lib/ruby2d/vertices.rb +11 -6
- data/lib/ruby2d.rb +14 -20
- metadata +246 -152
- data/assets/README.md +0 -22
- data/assets/Rakefile +0 -85
- data/assets/macos/lib/libFLAC.a +0 -0
- data/assets/macos/lib/libSDL2.a +0 -0
- data/assets/macos/lib/libSDL2_image.a +0 -0
- data/assets/macos/lib/libSDL2_ttf.a +0 -0
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- data/assets/macos/lib/libvorbis.a +0 -0
- data/assets/macos/lib/libvorbisfile.a +0 -0
- data/assets/macos/lib/libwebp.a +0 -0
- data/assets/mingw/bin/SDL2.dll +0 -0
- data/assets/mingw/bin/SDL2_image.dll +0 -0
- data/assets/mingw/bin/SDL2_mixer.dll +0 -0
- data/assets/mingw/bin/SDL2_ttf.dll +0 -0
- data/assets/mingw/bin/glew32.dll +0 -0
- data/assets/mingw/bin/libFLAC-8.dll +0 -0
- data/assets/mingw/bin/libfreetype-6.dll +0 -0
- data/assets/mingw/bin/libjpeg-9.dll +0 -0
- data/assets/mingw/bin/libmodplug-1.dll +0 -0
- data/assets/mingw/bin/libmpg123-0.dll +0 -0
- data/assets/mingw/bin/libogg-0.dll +0 -0
- data/assets/mingw/bin/libopus-0.dll +0 -0
- data/assets/mingw/bin/libopusfile-0.dll +0 -0
- data/assets/mingw/bin/libpng16-16.dll +0 -0
- data/assets/mingw/bin/libtiff-5.dll +0 -0
- data/assets/mingw/bin/libvorbis-0.dll +0 -0
- data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
- data/assets/mingw/bin/libwebp-7.dll +0 -0
- data/assets/mingw/bin/zlib1.dll +0 -0
- data/assets/mingw/lib/libSDL2.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_image.a +0 -0
- data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_test.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
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@@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-
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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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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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#
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#if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__)
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/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
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at aligned locations otherwise they will become invalid, and thus structs
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containing pointers cannot be packed without giving a warning or error.
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/* @{ */
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/**
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* Use this function to get the number of built-in audio drivers.
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*
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* value; if there are no drivers compiled into this build of SDL, this
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* function returns zero. The presence of a driver in this list does not mean
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* it will function, it just means SDL is capable of interacting with that
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* interface. For example, a build of SDL might have esound support, but if
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* there's no esound server available, SDL's esound driver would fail if used.
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* found to be usable.
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*
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*
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*
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* \sa SDL_GetAudioDriver
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*/
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/**
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* Use this function to get the name of a built in audio driver.
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* The list of audio drivers is given in the order that they are normally
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* first (as far as the SDL developers believe) are earlier in the list.
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*
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*
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* SDL_GetNumAudioDrivers() - 1
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*
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*
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* \sa SDL_GetNumAudioDrivers
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*/
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/**
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*
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* This function is used internally, and should not be used unless you have a
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* specific need to designate the audio driver you want to use. You should
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* normally use SDL_Init() or SDL_InitSubSystem().
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*
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*
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*
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* \sa SDL_AudioQuit
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*/
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* SDL_AudioInit().
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*
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* This function is used internally, and should not be used unless you have a
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* specific need to specify the audio driver you want to use. You should
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* normally use SDL_Quit() or SDL_QuitSubSystem().
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_AudioInit
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*/
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*
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* The returned string points to internal static memory and thus never becomes
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* invalid, even if you quit the audio subsystem and initialize a new driver
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* (although such a case would return a different static string from another
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* call to this function, of course). As such, you should not modify or free
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* the returned string.
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*
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* initialized.
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*
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*
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* \sa SDL_AudioInit
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* slightly easier to use than the new functions in SDL 2.0. The new, more
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* etc, and SDL will convert any differences between your app's specific
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* means you can only have one device open at a time with this function.
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* format. Please refer to the SDL_OpenAudioDevice
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* documentation for details on how to prepare this structure.
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SDL_AudioSpec * obtained);
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*
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|
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* subsystem.
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*
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* Note that audio capture support is not implemented as of SDL 2.0.4, so the
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* `iscapture` parameter is for future expansion and should always be zero for
|
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* now.
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*
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* This function will return -1 if an explicit list of devices can't be
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* talk to a remote audio server, it can't list every one available on the
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* Internet, but it will still allow a specific host to be specified in
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*
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* In many common cases, when this function returns a value <= 0, it can still
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* successfully open the default device (NULL for first argument of
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* SDL_OpenAudioDevice()).
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*
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* This function may trigger a complete redetect of available hardware. It
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* should not be called for each iteration of a loop, but rather once at the
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* start of a loop:
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*
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* ```c
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* for (int i = 0; i < SDL_GetNumAudioDevices(0); i++)
|
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*
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* for (int i = 0; i < count; ++i) { do_something_here(); }
|
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* ```
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*
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* \param iscapture zero to request playback devices, non-zero to request
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* \returns the number of available devices exposed by the current driver or
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* -1 if an explicit list of devices can't be determined. A return
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* value of -1 does not necessarily mean an error condition.
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*
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* \since This function is available since SDL 2.0.0.
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* SDL_OpenAudioDevice()).
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* \sa SDL_GetAudioDeviceName
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* \sa SDL_OpenAudioDevice
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extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
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* Must be a value between 0 and (number of audio devices-1).
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* This function is only valid after successfully initializing the audio
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|
+
* 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
|
358
490
|
*/
|
359
491
|
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
|
360
492
|
int iscapture);
|
361
493
|
|
362
|
-
|
363
494
|
/**
|
364
|
-
*
|
365
|
-
*
|
495
|
+
* Get the preferred audio format of a specific audio device.
|
496
|
+
*
|
497
|
+
* This function is only valid after a successfully initializing the audio
|
498
|
+
* subsystem. The values returned by this function reflect the latest call to
|
499
|
+
* SDL_GetNumAudioDevices(); re-call that function to redetect available
|
500
|
+
* hardware.
|
366
501
|
*
|
367
|
-
*
|
368
|
-
*
|
369
|
-
*
|
370
|
-
*
|
502
|
+
* `spec` will be filled with the sample rate, sample format, and channel
|
503
|
+
* count. All other values in the structure are filled with 0. When the
|
504
|
+
* supported struct members are 0, SDL was unable to get the property from the
|
505
|
+
* backend.
|
371
506
|
*
|
372
|
-
*
|
507
|
+
* \param index the index of the audio device; valid values range from 0 to
|
508
|
+
* SDL_GetNumAudioDevices() - 1
|
509
|
+
* \param iscapture non-zero to query the list of recording devices, zero to
|
510
|
+
* query the list of output devices.
|
511
|
+
* \param spec The SDL_AudioSpec to be initialized by this function.
|
512
|
+
* \returns 0 on success, nonzero on error
|
373
513
|
*
|
374
|
-
*
|
514
|
+
* \since This function is available since SDL 2.0.16.
|
515
|
+
*
|
516
|
+
* \sa SDL_GetNumAudioDevices
|
517
|
+
*/
|
518
|
+
extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
|
519
|
+
int iscapture,
|
520
|
+
SDL_AudioSpec *spec);
|
521
|
+
|
522
|
+
|
523
|
+
/**
|
524
|
+
* Open a specific audio device.
|
525
|
+
*
|
526
|
+
* SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such,
|
527
|
+
* this function will never return a 1 so as not to conflict with the legacy
|
528
|
+
* function.
|
529
|
+
*
|
530
|
+
* Please note that SDL 2.0 before 2.0.5 did not support recording; as such,
|
531
|
+
* this function would fail if `iscapture` was not zero. Starting with SDL
|
532
|
+
* 2.0.5, recording is implemented and this value can be non-zero.
|
533
|
+
*
|
534
|
+
* Passing in a `device` name of NULL requests the most reasonable default
|
535
|
+
* (and is equivalent to what SDL_OpenAudio() does to choose a device). The
|
536
|
+
* `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
|
537
|
+
* some drivers allow arbitrary and driver-specific strings, such as a
|
538
|
+
* hostname/IP address for a remote audio server, or a filename in the
|
539
|
+
* diskaudio driver.
|
540
|
+
*
|
541
|
+
* An opened audio device starts out paused, and should be enabled for playing
|
542
|
+
* by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio
|
543
|
+
* callback function to be called. Since the audio driver may modify the
|
544
|
+
* requested size of the audio buffer, you should allocate any local mixing
|
545
|
+
* buffers after you open the audio device.
|
546
|
+
*
|
547
|
+
* The audio callback runs in a separate thread in most cases; you can prevent
|
548
|
+
* race conditions between your callback and other threads without fully
|
549
|
+
* pausing playback with SDL_LockAudioDevice(). For more information about the
|
550
|
+
* callback, see SDL_AudioSpec.
|
551
|
+
*
|
552
|
+
* Managing the audio spec via 'desired' and 'obtained':
|
553
|
+
*
|
554
|
+
* When filling in the desired audio spec structure:
|
555
|
+
*
|
556
|
+
* - `desired->freq` should be the frequency in sample-frames-per-second (Hz).
|
557
|
+
* - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc).
|
558
|
+
* - `desired->samples` is the desired size of the audio buffer, in _sample
|
559
|
+
* frames_ (with stereo output, two samples--left and right--would make a
|
560
|
+
* single sample frame). This number should be a power of two, and may be
|
561
|
+
* adjusted by the audio driver to a value more suitable for the hardware.
|
562
|
+
* Good values seem to range between 512 and 8096 inclusive, depending on
|
563
|
+
* the application and CPU speed. Smaller values reduce latency, but can
|
564
|
+
* lead to underflow if the application is doing heavy processing and cannot
|
565
|
+
* fill the audio buffer in time. Note that the number of sample frames is
|
566
|
+
* directly related to time by the following formula: `ms =
|
567
|
+
* (sampleframes*1000)/freq`
|
568
|
+
* - `desired->size` is the size in _bytes_ of the audio buffer, and is
|
569
|
+
* calculated by SDL_OpenAudioDevice(). You don't initialize this.
|
570
|
+
* - `desired->silence` is the value used to set the buffer to silence, and is
|
571
|
+
* calculated by SDL_OpenAudioDevice(). You don't initialize this.
|
572
|
+
* - `desired->callback` should be set to a function that will be called when
|
573
|
+
* the audio device is ready for more data. It is passed a pointer to the
|
574
|
+
* audio buffer, and the length in bytes of the audio buffer. This function
|
575
|
+
* usually runs in a separate thread, and so you should protect data
|
576
|
+
* structures that it accesses by calling SDL_LockAudioDevice() and
|
577
|
+
* SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL
|
578
|
+
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
|
579
|
+
* more audio samples to be played (or for capture devices, call
|
580
|
+
* SDL_DequeueAudio() with some frequency, to obtain audio samples).
|
581
|
+
* - `desired->userdata` is passed as the first parameter to your callback
|
582
|
+
* function. If you passed a NULL callback, this value is ignored.
|
583
|
+
*
|
584
|
+
* `allowed_changes` can have the following flags OR'd together:
|
585
|
+
*
|
586
|
+
* - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE`
|
587
|
+
* - `SDL_AUDIO_ALLOW_FORMAT_CHANGE`
|
588
|
+
* - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE`
|
589
|
+
* - `SDL_AUDIO_ALLOW_ANY_CHANGE`
|
590
|
+
*
|
591
|
+
* These flags specify how SDL should behave when a device cannot offer a
|
592
|
+
* specific feature. If the application requests a feature that the hardware
|
593
|
+
* doesn't offer, SDL will always try to get the closest equivalent.
|
594
|
+
*
|
595
|
+
* For example, if you ask for float32 audio format, but the sound card only
|
596
|
+
* supports int16, SDL will set the hardware to int16. If you had set
|
597
|
+
* SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained`
|
598
|
+
* structure. If that flag was *not* set, SDL will prepare to convert your
|
599
|
+
* callback's float32 audio to int16 before feeding it to the hardware and
|
600
|
+
* will keep the originally requested format in the `obtained` structure.
|
601
|
+
*
|
602
|
+
* The resulting audio specs, varying depending on hardware and on what
|
603
|
+
* changes were allowed, will then be written back to `obtained`.
|
604
|
+
*
|
605
|
+
* If your application can only handle one specific data format, pass a zero
|
606
|
+
* for `allowed_changes` and let SDL transparently handle any differences.
|
607
|
+
*
|
608
|
+
* \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a
|
609
|
+
* driver-specific name as appropriate. NULL requests the most
|
610
|
+
* reasonable default device.
|
611
|
+
* \param iscapture non-zero to specify a device should be opened for
|
612
|
+
* recording, not playback
|
613
|
+
* \param desired an SDL_AudioSpec structure representing the desired output
|
614
|
+
* format; see SDL_OpenAudio() for more information
|
615
|
+
* \param obtained an SDL_AudioSpec structure filled in with the actual output
|
616
|
+
* format; see SDL_OpenAudio() for more information
|
617
|
+
* \param allowed_changes 0, or one or more flags OR'd together
|
618
|
+
* \returns a valid device ID that is > 0 on success or 0 on failure; call
|
619
|
+
* SDL_GetError() for more information.
|
620
|
+
*
|
621
|
+
* For compatibility with SDL 1.2, this will never return 1, since
|
622
|
+
* SDL reserves that ID for the legacy SDL_OpenAudio() function.
|
623
|
+
*
|
624
|
+
* \since This function is available since SDL 2.0.0.
|
625
|
+
*
|
626
|
+
* \sa SDL_CloseAudioDevice
|
627
|
+
* \sa SDL_GetAudioDeviceName
|
628
|
+
* \sa SDL_LockAudioDevice
|
629
|
+
* \sa SDL_OpenAudio
|
630
|
+
* \sa SDL_PauseAudioDevice
|
631
|
+
* \sa SDL_UnlockAudioDevice
|
375
632
|
*/
|
376
|
-
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(
|
377
|
-
|
378
|
-
|
379
|
-
|
380
|
-
|
381
|
-
|
382
|
-
SDL_AudioSpec *
|
383
|
-
obtained,
|
384
|
-
int
|
385
|
-
allowed_changes);
|
633
|
+
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(
|
634
|
+
const char *device,
|
635
|
+
int iscapture,
|
636
|
+
const SDL_AudioSpec *desired,
|
637
|
+
SDL_AudioSpec *obtained,
|
638
|
+
int allowed_changes);
|
386
639
|
|
387
640
|
|
388
641
|
|
@@ -398,10 +651,39 @@ typedef enum
|
|
398
651
|
SDL_AUDIO_PLAYING,
|
399
652
|
SDL_AUDIO_PAUSED
|
400
653
|
} SDL_AudioStatus;
|
654
|
+
|
655
|
+
/**
|
656
|
+
* This function is a legacy means of querying the audio device.
|
657
|
+
*
|
658
|
+
* New programs might want to use SDL_GetAudioDeviceStatus() instead. This
|
659
|
+
* function is equivalent to calling...
|
660
|
+
*
|
661
|
+
* ```c
|
662
|
+
* SDL_GetAudioDeviceStatus(1);
|
663
|
+
* ```
|
664
|
+
*
|
665
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
666
|
+
*
|
667
|
+
* \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio().
|
668
|
+
*
|
669
|
+
* \since This function is available since SDL 2.0.0.
|
670
|
+
*
|
671
|
+
* \sa SDL_GetAudioDeviceStatus
|
672
|
+
*/
|
401
673
|
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
|
402
674
|
|
403
|
-
|
404
|
-
|
675
|
+
/**
|
676
|
+
* Use this function to get the current audio state of an audio device.
|
677
|
+
*
|
678
|
+
* \param dev the ID of an audio device previously opened with
|
679
|
+
* SDL_OpenAudioDevice()
|
680
|
+
* \returns the SDL_AudioStatus of the specified audio device.
|
681
|
+
*
|
682
|
+
* \since This function is available since SDL 2.0.0.
|
683
|
+
*
|
684
|
+
* \sa SDL_PauseAudioDevice
|
685
|
+
*/
|
686
|
+
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
|
405
687
|
/* @} *//* Audio State */
|
406
688
|
|
407
689
|
/**
|
@@ -414,62 +696,140 @@ SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
|
|
414
696
|
* Silence will be written to the audio device during the pause.
|
415
697
|
*/
|
416
698
|
/* @{ */
|
417
|
-
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
|
418
|
-
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
|
419
|
-
int pause_on);
|
420
|
-
/* @} *//* Pause audio functions */
|
421
699
|
|
422
700
|
/**
|
423
|
-
*
|
701
|
+
* This function is a legacy means of pausing the audio device.
|
424
702
|
*
|
425
|
-
*
|
426
|
-
*
|
427
|
-
* into memory and decoded if necessary.
|
703
|
+
* New programs might want to use SDL_PauseAudioDevice() instead. This
|
704
|
+
* function is equivalent to calling...
|
428
705
|
*
|
429
|
-
*
|
430
|
-
*
|
706
|
+
* ```c
|
707
|
+
* SDL_PauseAudioDevice(1, pause_on);
|
708
|
+
* ```
|
431
709
|
*
|
432
|
-
*
|
433
|
-
* IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and
|
434
|
-
* µ-law (8 bits). Other formats are currently unsupported and cause an error.
|
710
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
435
711
|
*
|
436
|
-
*
|
437
|
-
* and the pointer to the audio data allocated by the function is written to
|
438
|
-
* \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec
|
439
|
-
* members \c freq, \c channels, and \c format are set to the values of the
|
440
|
-
* audio data in the buffer. The \c samples member is set to a sane default and
|
441
|
-
* all others are set to zero.
|
712
|
+
* \param pause_on non-zero to pause, 0 to unpause
|
442
713
|
*
|
443
|
-
*
|
444
|
-
* \c audio_buf when it is no longer used.
|
714
|
+
* \since This function is available since SDL 2.0.0.
|
445
715
|
*
|
446
|
-
*
|
447
|
-
*
|
448
|
-
|
449
|
-
|
450
|
-
|
451
|
-
|
452
|
-
*
|
716
|
+
* \sa SDL_GetAudioStatus
|
717
|
+
* \sa SDL_PauseAudioDevice
|
718
|
+
*/
|
719
|
+
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
|
720
|
+
|
721
|
+
/**
|
722
|
+
* Use this function to pause and unpause audio playback on a specified
|
723
|
+
* device.
|
724
|
+
*
|
725
|
+
* This function pauses and unpauses the audio callback processing for a given
|
726
|
+
* device. Newly-opened audio devices start in the paused state, so you must
|
727
|
+
* call this function with **pause_on**=0 after opening the specified audio
|
728
|
+
* device to start playing sound. This allows you to safely initialize data
|
729
|
+
* for your callback function after opening the audio device. Silence will be
|
730
|
+
* written to the audio device while paused, and the audio callback is
|
731
|
+
* guaranteed to not be called. Pausing one device does not prevent other
|
732
|
+
* unpaused devices from running their callbacks.
|
733
|
+
*
|
734
|
+
* Pausing state does not stack; even if you pause a device several times, a
|
735
|
+
* single unpause will start the device playing again, and vice versa. This is
|
736
|
+
* different from how SDL_LockAudioDevice() works.
|
453
737
|
*
|
454
|
-
*
|
455
|
-
*
|
456
|
-
*
|
457
|
-
* with an error. The function returns NULL on error and in all cases (with the
|
458
|
-
* exception of \c src being NULL), an appropriate error message will be set.
|
738
|
+
* If you just need to protect a few variables from race conditions vs your
|
739
|
+
* callback, you shouldn't pause the audio device, as it will lead to dropouts
|
740
|
+
* in the audio playback. Instead, you should use SDL_LockAudioDevice().
|
459
741
|
*
|
460
|
-
*
|
742
|
+
* \param dev a device opened by SDL_OpenAudioDevice()
|
743
|
+
* \param pause_on non-zero to pause, 0 to unpause
|
461
744
|
*
|
462
|
-
*
|
463
|
-
* \code
|
464
|
-
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
|
465
|
-
* \endcode
|
745
|
+
* \since This function is available since SDL 2.0.0.
|
466
746
|
*
|
467
|
-
*
|
468
|
-
|
469
|
-
|
470
|
-
|
471
|
-
|
472
|
-
|
747
|
+
* \sa SDL_LockAudioDevice
|
748
|
+
*/
|
749
|
+
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
|
750
|
+
int pause_on);
|
751
|
+
/* @} *//* Pause audio functions */
|
752
|
+
|
753
|
+
/**
|
754
|
+
* Load the audio data of a WAVE file into memory.
|
755
|
+
*
|
756
|
+
* Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
|
757
|
+
* be valid pointers. The entire data portion of the file is then loaded into
|
758
|
+
* memory and decoded if necessary.
|
759
|
+
*
|
760
|
+
* If `freesrc` is non-zero, the data source gets automatically closed and
|
761
|
+
* freed before the function returns.
|
762
|
+
*
|
763
|
+
* Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
|
764
|
+
* 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
|
765
|
+
* A-law and mu-law (8 bits). Other formats are currently unsupported and
|
766
|
+
* cause an error.
|
767
|
+
*
|
768
|
+
* If this function succeeds, the pointer returned by it is equal to `spec`
|
769
|
+
* and the pointer to the audio data allocated by the function is written to
|
770
|
+
* `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec
|
771
|
+
* members `freq`, `channels`, and `format` are set to the values of the audio
|
772
|
+
* data in the buffer. The `samples` member is set to a sane default and all
|
773
|
+
* others are set to zero.
|
774
|
+
*
|
775
|
+
* It's necessary to use SDL_FreeWAV() to free the audio data returned in
|
776
|
+
* `audio_buf` when it is no longer used.
|
777
|
+
*
|
778
|
+
* Because of the underspecification of the .WAV format, there are many
|
779
|
+
* problematic files in the wild that cause issues with strict decoders. To
|
780
|
+
* provide compatibility with these files, this decoder is lenient in regards
|
781
|
+
* to the truncation of the file, the fact chunk, and the size of the RIFF
|
782
|
+
* chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
|
783
|
+
* `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
|
784
|
+
* tune the behavior of the loading process.
|
785
|
+
*
|
786
|
+
* Any file that is invalid (due to truncation, corruption, or wrong values in
|
787
|
+
* the headers), too big, or unsupported causes an error. Additionally, any
|
788
|
+
* critical I/O error from the data source will terminate the loading process
|
789
|
+
* with an error. The function returns NULL on error and in all cases (with
|
790
|
+
* the exception of `src` being NULL), an appropriate error message will be
|
791
|
+
* set.
|
792
|
+
*
|
793
|
+
* It is required that the data source supports seeking.
|
794
|
+
*
|
795
|
+
* Example:
|
796
|
+
*
|
797
|
+
* ```c
|
798
|
+
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
|
799
|
+
* ```
|
800
|
+
*
|
801
|
+
* Note that the SDL_LoadWAV macro does this same thing for you, but in a less
|
802
|
+
* messy way:
|
803
|
+
*
|
804
|
+
* ```c
|
805
|
+
* SDL_LoadWAV("sample.wav", &spec, &buf, &len);
|
806
|
+
* ```
|
807
|
+
*
|
808
|
+
* \param src The data source for the WAVE data
|
809
|
+
* \param freesrc If non-zero, SDL will _always_ free the data source
|
810
|
+
* \param spec An SDL_AudioSpec that will be filled in with the wave file's
|
811
|
+
* format details
|
812
|
+
* \param audio_buf A pointer filled with the audio data, allocated by the
|
813
|
+
* function.
|
814
|
+
* \param audio_len A pointer filled with the length of the audio data buffer
|
815
|
+
* in bytes
|
816
|
+
* \returns This function, if successfully called, returns `spec`, which will
|
817
|
+
* be filled with the audio data format of the wave source data.
|
818
|
+
* `audio_buf` will be filled with a pointer to an allocated buffer
|
819
|
+
* containing the audio data, and `audio_len` is filled with the
|
820
|
+
* length of that audio buffer in bytes.
|
821
|
+
*
|
822
|
+
* This function returns NULL if the .WAV file cannot be opened, uses
|
823
|
+
* an unknown data format, or is corrupt; call SDL_GetError() for
|
824
|
+
* more information.
|
825
|
+
*
|
826
|
+
* When the application is done with the data returned in
|
827
|
+
* `audio_buf`, it should call SDL_FreeWAV() to dispose of it.
|
828
|
+
*
|
829
|
+
* \since This function is available since SDL 2.0.0.
|
830
|
+
*
|
831
|
+
* \sa SDL_FreeWAV
|
832
|
+
* \sa SDL_LoadWAV
|
473
833
|
*/
|
474
834
|
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
|
475
835
|
int freesrc,
|
@@ -485,18 +845,53 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
|
|
485
845
|
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
|
486
846
|
|
487
847
|
/**
|
488
|
-
*
|
848
|
+
* Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
|
849
|
+
*
|
850
|
+
* After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW()
|
851
|
+
* its data can eventually be freed with SDL_FreeWAV(). It is safe to call
|
852
|
+
* this function with a NULL pointer.
|
853
|
+
*
|
854
|
+
* \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or
|
855
|
+
* SDL_LoadWAV_RW()
|
856
|
+
*
|
857
|
+
* \since This function is available since SDL 2.0.0.
|
858
|
+
*
|
859
|
+
* \sa SDL_LoadWAV
|
860
|
+
* \sa SDL_LoadWAV_RW
|
489
861
|
*/
|
490
862
|
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
|
491
863
|
|
492
864
|
/**
|
493
|
-
*
|
494
|
-
*
|
495
|
-
*
|
496
|
-
*
|
497
|
-
*
|
498
|
-
*
|
499
|
-
*
|
865
|
+
* Initialize an SDL_AudioCVT structure for conversion.
|
866
|
+
*
|
867
|
+
* Before an SDL_AudioCVT structure can be used to convert audio data it must
|
868
|
+
* be initialized with source and destination information.
|
869
|
+
*
|
870
|
+
* This function will zero out every field of the SDL_AudioCVT, so it must be
|
871
|
+
* called before the application fills in the final buffer information.
|
872
|
+
*
|
873
|
+
* Once this function has returned successfully, and reported that a
|
874
|
+
* conversion is necessary, the application fills in the rest of the fields in
|
875
|
+
* SDL_AudioCVT, now that it knows how large a buffer it needs to allocate,
|
876
|
+
* and then can call SDL_ConvertAudio() to complete the conversion.
|
877
|
+
*
|
878
|
+
* \param cvt an SDL_AudioCVT structure filled in with audio conversion
|
879
|
+
* information
|
880
|
+
* \param src_format the source format of the audio data; for more info see
|
881
|
+
* SDL_AudioFormat
|
882
|
+
* \param src_channels the number of channels in the source
|
883
|
+
* \param src_rate the frequency (sample-frames-per-second) of the source
|
884
|
+
* \param dst_format the destination format of the audio data; for more info
|
885
|
+
* see SDL_AudioFormat
|
886
|
+
* \param dst_channels the number of channels in the destination
|
887
|
+
* \param dst_rate the frequency (sample-frames-per-second) of the destination
|
888
|
+
* \returns 1 if the audio filter is prepared, 0 if no conversion is needed,
|
889
|
+
* or a negative error code on failure; call SDL_GetError() for more
|
890
|
+
* information.
|
891
|
+
*
|
892
|
+
* \since This function is available since SDL 2.0.0.
|
893
|
+
*
|
894
|
+
* \sa SDL_ConvertAudio
|
500
895
|
*/
|
501
896
|
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
|
502
897
|
SDL_AudioFormat src_format,
|
@@ -507,16 +902,42 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
|
|
507
902
|
int dst_rate);
|
508
903
|
|
509
904
|
/**
|
510
|
-
*
|
511
|
-
*
|
512
|
-
*
|
513
|
-
*
|
514
|
-
*
|
515
|
-
*
|
516
|
-
*
|
517
|
-
*
|
518
|
-
*
|
519
|
-
*
|
905
|
+
* Convert audio data to a desired audio format.
|
906
|
+
*
|
907
|
+
* This function does the actual audio data conversion, after the application
|
908
|
+
* has called SDL_BuildAudioCVT() to prepare the conversion information and
|
909
|
+
* then filled in the buffer details.
|
910
|
+
*
|
911
|
+
* Once the application has initialized the `cvt` structure using
|
912
|
+
* SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio
|
913
|
+
* data in the source format, this function will convert the buffer, in-place,
|
914
|
+
* to the desired format.
|
915
|
+
*
|
916
|
+
* The data conversion may go through several passes; any given pass may
|
917
|
+
* possibly temporarily increase the size of the data. For example, SDL might
|
918
|
+
* expand 16-bit data to 32 bits before resampling to a lower frequency,
|
919
|
+
* shrinking the data size after having grown it briefly. Since the supplied
|
920
|
+
* buffer will be both the source and destination, converting as necessary
|
921
|
+
* in-place, the application must allocate a buffer that will fully contain
|
922
|
+
* the data during its largest conversion pass. After SDL_BuildAudioCVT()
|
923
|
+
* returns, the application should set the `cvt->len` field to the size, in
|
924
|
+
* bytes, of the source data, and allocate a buffer that is `cvt->len *
|
925
|
+
* cvt->len_mult` bytes long for the `buf` field.
|
926
|
+
*
|
927
|
+
* The source data should be copied into this buffer before the call to
|
928
|
+
* SDL_ConvertAudio(). Upon successful return, this buffer will contain the
|
929
|
+
* converted audio, and `cvt->len_cvt` will be the size of the converted data,
|
930
|
+
* in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once
|
931
|
+
* this function returns.
|
932
|
+
*
|
933
|
+
* \param cvt an SDL_AudioCVT structure that was previously set up by
|
934
|
+
* SDL_BuildAudioCVT().
|
935
|
+
* \returns 0 if the conversion was completed successfully or a negative error
|
936
|
+
* code on failure; call SDL_GetError() for more information.
|
937
|
+
*
|
938
|
+
* \since This function is available since SDL 2.0.0.
|
939
|
+
*
|
940
|
+
* \sa SDL_BuildAudioCVT
|
520
941
|
*/
|
521
942
|
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
|
522
943
|
|
@@ -532,22 +953,24 @@ struct _SDL_AudioStream;
|
|
532
953
|
typedef struct _SDL_AudioStream SDL_AudioStream;
|
533
954
|
|
534
955
|
/**
|
535
|
-
*
|
536
|
-
*
|
537
|
-
*
|
538
|
-
*
|
539
|
-
*
|
540
|
-
*
|
541
|
-
*
|
542
|
-
*
|
543
|
-
*
|
544
|
-
*
|
545
|
-
*
|
546
|
-
*
|
547
|
-
*
|
548
|
-
*
|
549
|
-
*
|
550
|
-
*
|
956
|
+
* Create a new audio stream.
|
957
|
+
*
|
958
|
+
* \param src_format The format of the source audio
|
959
|
+
* \param src_channels The number of channels of the source audio
|
960
|
+
* \param src_rate The sampling rate of the source audio
|
961
|
+
* \param dst_format The format of the desired audio output
|
962
|
+
* \param dst_channels The number of channels of the desired audio output
|
963
|
+
* \param dst_rate The sampling rate of the desired audio output
|
964
|
+
* \returns 0 on success, or -1 on error.
|
965
|
+
*
|
966
|
+
* \since This function is available since SDL 2.0.7.
|
967
|
+
*
|
968
|
+
* \sa SDL_AudioStreamPut
|
969
|
+
* \sa SDL_AudioStreamGet
|
970
|
+
* \sa SDL_AudioStreamAvailable
|
971
|
+
* \sa SDL_AudioStreamFlush
|
972
|
+
* \sa SDL_AudioStreamClear
|
973
|
+
* \sa SDL_FreeAudioStream
|
551
974
|
*/
|
552
975
|
extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
|
553
976
|
const Uint8 src_channels,
|
@@ -557,110 +980,164 @@ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioForm
|
|
557
980
|
const int dst_rate);
|
558
981
|
|
559
982
|
/**
|
560
|
-
*
|
983
|
+
* Add data to be converted/resampled to the stream.
|
984
|
+
*
|
985
|
+
* \param stream The stream the audio data is being added to
|
986
|
+
* \param buf A pointer to the audio data to add
|
987
|
+
* \param len The number of bytes to write to the stream
|
988
|
+
* \returns 0 on success, or -1 on error.
|
561
989
|
*
|
562
|
-
*
|
563
|
-
* \param buf A pointer to the audio data to add
|
564
|
-
* \param len The number of bytes to write to the stream
|
565
|
-
* \return 0 on success, or -1 on error.
|
990
|
+
* \since This function is available since SDL 2.0.7.
|
566
991
|
*
|
567
|
-
*
|
568
|
-
*
|
569
|
-
*
|
570
|
-
*
|
571
|
-
*
|
572
|
-
*
|
992
|
+
* \sa SDL_NewAudioStream
|
993
|
+
* \sa SDL_AudioStreamGet
|
994
|
+
* \sa SDL_AudioStreamAvailable
|
995
|
+
* \sa SDL_AudioStreamFlush
|
996
|
+
* \sa SDL_AudioStreamClear
|
997
|
+
* \sa SDL_FreeAudioStream
|
573
998
|
*/
|
574
999
|
extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
|
575
1000
|
|
576
1001
|
/**
|
577
|
-
*
|
1002
|
+
* Get converted/resampled data from the stream
|
578
1003
|
*
|
579
|
-
*
|
580
|
-
*
|
581
|
-
*
|
582
|
-
*
|
1004
|
+
* \param stream The stream the audio is being requested from
|
1005
|
+
* \param buf A buffer to fill with audio data
|
1006
|
+
* \param len The maximum number of bytes to fill
|
1007
|
+
* \returns the number of bytes read from the stream, or -1 on error
|
583
1008
|
*
|
584
|
-
*
|
585
|
-
*
|
586
|
-
*
|
587
|
-
*
|
588
|
-
*
|
589
|
-
*
|
1009
|
+
* \since This function is available since SDL 2.0.7.
|
1010
|
+
*
|
1011
|
+
* \sa SDL_NewAudioStream
|
1012
|
+
* \sa SDL_AudioStreamPut
|
1013
|
+
* \sa SDL_AudioStreamAvailable
|
1014
|
+
* \sa SDL_AudioStreamFlush
|
1015
|
+
* \sa SDL_AudioStreamClear
|
1016
|
+
* \sa SDL_FreeAudioStream
|
590
1017
|
*/
|
591
1018
|
extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
|
592
1019
|
|
593
1020
|
/**
|
594
|
-
* Get the number of converted/resampled bytes available.
|
595
|
-
*
|
596
|
-
*
|
597
|
-
*
|
1021
|
+
* Get the number of converted/resampled bytes available.
|
1022
|
+
*
|
1023
|
+
* The stream may be buffering data behind the scenes until it has enough to
|
1024
|
+
* resample correctly, so this number might be lower than what you expect, or
|
1025
|
+
* even be zero. Add more data or flush the stream if you need the data now.
|
598
1026
|
*
|
599
|
-
*
|
600
|
-
*
|
601
|
-
*
|
602
|
-
*
|
603
|
-
*
|
604
|
-
*
|
1027
|
+
* \since This function is available since SDL 2.0.7.
|
1028
|
+
*
|
1029
|
+
* \sa SDL_NewAudioStream
|
1030
|
+
* \sa SDL_AudioStreamPut
|
1031
|
+
* \sa SDL_AudioStreamGet
|
1032
|
+
* \sa SDL_AudioStreamFlush
|
1033
|
+
* \sa SDL_AudioStreamClear
|
1034
|
+
* \sa SDL_FreeAudioStream
|
605
1035
|
*/
|
606
1036
|
extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
|
607
1037
|
|
608
1038
|
/**
|
609
1039
|
* Tell the stream that you're done sending data, and anything being buffered
|
610
|
-
*
|
1040
|
+
* should be converted/resampled and made available immediately.
|
1041
|
+
*
|
1042
|
+
* It is legal to add more data to a stream after flushing, but there will be
|
1043
|
+
* audio gaps in the output. Generally this is intended to signal the end of
|
1044
|
+
* input, so the complete output becomes available.
|
611
1045
|
*
|
612
|
-
*
|
613
|
-
* be audio gaps in the output. Generally this is intended to signal the
|
614
|
-
* end of input, so the complete output becomes available.
|
1046
|
+
* \since This function is available since SDL 2.0.7.
|
615
1047
|
*
|
616
|
-
*
|
617
|
-
*
|
618
|
-
*
|
619
|
-
*
|
620
|
-
*
|
621
|
-
*
|
1048
|
+
* \sa SDL_NewAudioStream
|
1049
|
+
* \sa SDL_AudioStreamPut
|
1050
|
+
* \sa SDL_AudioStreamGet
|
1051
|
+
* \sa SDL_AudioStreamAvailable
|
1052
|
+
* \sa SDL_AudioStreamClear
|
1053
|
+
* \sa SDL_FreeAudioStream
|
622
1054
|
*/
|
623
1055
|
extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
|
624
1056
|
|
625
1057
|
/**
|
626
|
-
*
|
1058
|
+
* Clear any pending data in the stream without converting it
|
1059
|
+
*
|
1060
|
+
* \since This function is available since SDL 2.0.7.
|
627
1061
|
*
|
628
|
-
*
|
629
|
-
*
|
630
|
-
*
|
631
|
-
*
|
632
|
-
*
|
633
|
-
*
|
1062
|
+
* \sa SDL_NewAudioStream
|
1063
|
+
* \sa SDL_AudioStreamPut
|
1064
|
+
* \sa SDL_AudioStreamGet
|
1065
|
+
* \sa SDL_AudioStreamAvailable
|
1066
|
+
* \sa SDL_AudioStreamFlush
|
1067
|
+
* \sa SDL_FreeAudioStream
|
634
1068
|
*/
|
635
1069
|
extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
|
636
1070
|
|
637
1071
|
/**
|
638
1072
|
* Free an audio stream
|
639
1073
|
*
|
640
|
-
*
|
641
|
-
*
|
642
|
-
*
|
643
|
-
*
|
644
|
-
*
|
645
|
-
*
|
1074
|
+
* \since This function is available since SDL 2.0.7.
|
1075
|
+
*
|
1076
|
+
* \sa SDL_NewAudioStream
|
1077
|
+
* \sa SDL_AudioStreamPut
|
1078
|
+
* \sa SDL_AudioStreamGet
|
1079
|
+
* \sa SDL_AudioStreamAvailable
|
1080
|
+
* \sa SDL_AudioStreamFlush
|
1081
|
+
* \sa SDL_AudioStreamClear
|
646
1082
|
*/
|
647
1083
|
extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
|
648
1084
|
|
649
1085
|
#define SDL_MIX_MAXVOLUME 128
|
1086
|
+
|
650
1087
|
/**
|
651
|
-
*
|
652
|
-
*
|
653
|
-
*
|
654
|
-
*
|
655
|
-
*
|
1088
|
+
* This function is a legacy means of mixing audio.
|
1089
|
+
*
|
1090
|
+
* This function is equivalent to calling...
|
1091
|
+
*
|
1092
|
+
* ```c
|
1093
|
+
* SDL_MixAudioFormat(dst, src, format, len, volume);
|
1094
|
+
* ```
|
1095
|
+
*
|
1096
|
+
* ...where `format` is the obtained format of the audio device from the
|
1097
|
+
* legacy SDL_OpenAudio() function.
|
1098
|
+
*
|
1099
|
+
* \param dst the destination for the mixed audio
|
1100
|
+
* \param src the source audio buffer to be mixed
|
1101
|
+
* \param len the length of the audio buffer in bytes
|
1102
|
+
* \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
|
1103
|
+
* for full audio volume
|
1104
|
+
*
|
1105
|
+
* \since This function is available since SDL 2.0.0.
|
1106
|
+
*
|
1107
|
+
* \sa SDL_MixAudioFormat
|
656
1108
|
*/
|
657
1109
|
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
|
658
1110
|
Uint32 len, int volume);
|
659
1111
|
|
660
1112
|
/**
|
661
|
-
*
|
662
|
-
*
|
663
|
-
*
|
1113
|
+
* Mix audio data in a specified format.
|
1114
|
+
*
|
1115
|
+
* This takes an audio buffer `src` of `len` bytes of `format` data and mixes
|
1116
|
+
* it into `dst`, performing addition, volume adjustment, and overflow
|
1117
|
+
* clipping. The buffer pointed to by `dst` must also be `len` bytes of
|
1118
|
+
* `format` data.
|
1119
|
+
*
|
1120
|
+
* This is provided for convenience -- you can mix your own audio data.
|
1121
|
+
*
|
1122
|
+
* Do not use this function for mixing together more than two streams of
|
1123
|
+
* sample data. The output from repeated application of this function may be
|
1124
|
+
* distorted by clipping, because there is no accumulator with greater range
|
1125
|
+
* than the input (not to mention this being an inefficient way of doing it).
|
1126
|
+
*
|
1127
|
+
* It is a common misconception that this function is required to write audio
|
1128
|
+
* data to an output stream in an audio callback. While you can do that,
|
1129
|
+
* SDL_MixAudioFormat() is really only needed when you're mixing a single
|
1130
|
+
* audio stream with a volume adjustment.
|
1131
|
+
*
|
1132
|
+
* \param dst the destination for the mixed audio
|
1133
|
+
* \param src the source audio buffer to be mixed
|
1134
|
+
* \param format the SDL_AudioFormat structure representing the desired audio
|
1135
|
+
* format
|
1136
|
+
* \param len the length of the audio buffer in bytes
|
1137
|
+
* \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
|
1138
|
+
* for full audio volume
|
1139
|
+
*
|
1140
|
+
* \since This function is available since SDL 2.0.0.
|
664
1141
|
*/
|
665
1142
|
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
|
666
1143
|
const Uint8 * src,
|
@@ -668,184 +1145,312 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
|
|
668
1145
|
Uint32 len, int volume);
|
669
1146
|
|
670
1147
|
/**
|
671
|
-
*
|
1148
|
+
* Queue more audio on non-callback devices.
|
1149
|
+
*
|
1150
|
+
* If you are looking to retrieve queued audio from a non-callback capture
|
1151
|
+
* device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return
|
1152
|
+
* -1 to signify an error if you use it with capture devices.
|
1153
|
+
*
|
1154
|
+
* SDL offers two ways to feed audio to the device: you can either supply a
|
1155
|
+
* callback that SDL triggers with some frequency to obtain more audio (pull
|
1156
|
+
* method), or you can supply no callback, and then SDL will expect you to
|
1157
|
+
* supply data at regular intervals (push method) with this function.
|
1158
|
+
*
|
1159
|
+
* There are no limits on the amount of data you can queue, short of
|
1160
|
+
* exhaustion of address space. Queued data will drain to the device as
|
1161
|
+
* necessary without further intervention from you. If the device needs audio
|
1162
|
+
* but there is not enough queued, it will play silence to make up the
|
1163
|
+
* difference. This means you will have skips in your audio playback if you
|
1164
|
+
* aren't routinely queueing sufficient data.
|
1165
|
+
*
|
1166
|
+
* This function copies the supplied data, so you are safe to free it when the
|
1167
|
+
* function returns. This function is thread-safe, but queueing to the same
|
1168
|
+
* device from two threads at once does not promise which buffer will be
|
1169
|
+
* queued first.
|
1170
|
+
*
|
1171
|
+
* You may not queue audio on a device that is using an application-supplied
|
1172
|
+
* callback; doing so returns an error. You have to use the audio callback or
|
1173
|
+
* queue audio with this function, but not both.
|
1174
|
+
*
|
1175
|
+
* You should not call SDL_LockAudio() on the device before queueing; SDL
|
1176
|
+
* handles locking internally for this function.
|
1177
|
+
*
|
1178
|
+
* Note that SDL2 does not support planar audio. You will need to resample
|
1179
|
+
* from planar audio formats into a non-planar one (see SDL_AudioFormat)
|
1180
|
+
* before queuing audio.
|
1181
|
+
*
|
1182
|
+
* \param dev the device ID to which we will queue audio
|
1183
|
+
* \param data the data to queue to the device for later playback
|
1184
|
+
* \param len the number of bytes (not samples!) to which `data` points
|
1185
|
+
* \returns 0 on success or a negative error code on failure; call
|
1186
|
+
* SDL_GetError() for more information.
|
1187
|
+
*
|
1188
|
+
* \since This function is available since SDL 2.0.4.
|
1189
|
+
*
|
1190
|
+
* \sa SDL_ClearQueuedAudio
|
1191
|
+
* \sa SDL_GetQueuedAudioSize
|
1192
|
+
*/
|
1193
|
+
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
|
1194
|
+
|
1195
|
+
/**
|
1196
|
+
* Dequeue more audio on non-callback devices.
|
1197
|
+
*
|
1198
|
+
* If you are looking to queue audio for output on a non-callback playback
|
1199
|
+
* device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always
|
1200
|
+
* return 0 if you use it with playback devices.
|
1201
|
+
*
|
1202
|
+
* SDL offers two ways to retrieve audio from a capture device: you can either
|
1203
|
+
* supply a callback that SDL triggers with some frequency as the device
|
1204
|
+
* records more audio data, (push method), or you can supply no callback, and
|
1205
|
+
* then SDL will expect you to retrieve data at regular intervals (pull
|
1206
|
+
* method) with this function.
|
1207
|
+
*
|
1208
|
+
* There are no limits on the amount of data you can queue, short of
|
1209
|
+
* exhaustion of address space. Data from the device will keep queuing as
|
1210
|
+
* necessary without further intervention from you. This means you will
|
1211
|
+
* eventually run out of memory if you aren't routinely dequeueing data.
|
1212
|
+
*
|
1213
|
+
* Capture devices will not queue data when paused; if you are expecting to
|
1214
|
+
* not need captured audio for some length of time, use SDL_PauseAudioDevice()
|
1215
|
+
* to stop the capture device from queueing more data. This can be useful
|
1216
|
+
* during, say, level loading times. When unpaused, capture devices will start
|
1217
|
+
* queueing data from that point, having flushed any capturable data available
|
1218
|
+
* while paused.
|
1219
|
+
*
|
1220
|
+
* This function is thread-safe, but dequeueing from the same device from two
|
1221
|
+
* threads at once does not promise which thread will dequeue data first.
|
1222
|
+
*
|
1223
|
+
* You may not dequeue audio from a device that is using an
|
1224
|
+
* application-supplied callback; doing so returns an error. You have to use
|
1225
|
+
* the audio callback, or dequeue audio with this function, but not both.
|
1226
|
+
*
|
1227
|
+
* You should not call SDL_LockAudio() on the device before dequeueing; SDL
|
1228
|
+
* handles locking internally for this function.
|
1229
|
+
*
|
1230
|
+
* \param dev the device ID from which we will dequeue audio
|
1231
|
+
* \param data a pointer into where audio data should be copied
|
1232
|
+
* \param len the number of bytes (not samples!) to which (data) points
|
1233
|
+
* \returns the number of bytes dequeued, which could be less than requested;
|
1234
|
+
* call SDL_GetError() for more information.
|
1235
|
+
*
|
1236
|
+
* \since This function is available since SDL 2.0.5.
|
1237
|
+
*
|
1238
|
+
* \sa SDL_ClearQueuedAudio
|
1239
|
+
* \sa SDL_GetQueuedAudioSize
|
1240
|
+
*/
|
1241
|
+
extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
|
1242
|
+
|
1243
|
+
/**
|
1244
|
+
* Get the number of bytes of still-queued audio.
|
672
1245
|
*
|
673
|
-
*
|
674
|
-
*
|
675
|
-
* signify an error if you use it with capture devices.)
|
1246
|
+
* For playback devices: this is the number of bytes that have been queued for
|
1247
|
+
* playback with SDL_QueueAudio(), but have not yet been sent to the hardware.
|
676
1248
|
*
|
677
|
-
*
|
678
|
-
*
|
679
|
-
*
|
680
|
-
*
|
1249
|
+
* Once we've sent it to the hardware, this function can not decide the exact
|
1250
|
+
* byte boundary of what has been played. It's possible that we just gave the
|
1251
|
+
* hardware several kilobytes right before you called this function, but it
|
1252
|
+
* hasn't played any of it yet, or maybe half of it, etc.
|
681
1253
|
*
|
682
|
-
*
|
683
|
-
*
|
684
|
-
*
|
685
|
-
* audio but there is not enough queued, it will play silence to make up
|
686
|
-
* the difference. This means you will have skips in your audio playback
|
687
|
-
* if you aren't routinely queueing sufficient data.
|
1254
|
+
* For capture devices, this is the number of bytes that have been captured by
|
1255
|
+
* the device and are waiting for you to dequeue. This number may grow at any
|
1256
|
+
* time, so this only informs of the lower-bound of available data.
|
688
1257
|
*
|
689
|
-
*
|
690
|
-
*
|
691
|
-
*
|
692
|
-
*
|
1258
|
+
* You may not queue or dequeue audio on a device that is using an
|
1259
|
+
* application-supplied callback; calling this function on such a device
|
1260
|
+
* always returns 0. You have to use the audio callback or queue audio, but
|
1261
|
+
* not both.
|
693
1262
|
*
|
694
|
-
*
|
695
|
-
*
|
696
|
-
* or queue audio with this function, but not both.
|
1263
|
+
* You should not call SDL_LockAudio() on the device before querying; SDL
|
1264
|
+
* handles locking internally for this function.
|
697
1265
|
*
|
698
|
-
*
|
699
|
-
*
|
1266
|
+
* \param dev the device ID of which we will query queued audio size
|
1267
|
+
* \returns the number of bytes (not samples!) of queued audio.
|
700
1268
|
*
|
701
|
-
*
|
702
|
-
* \param data The data to queue to the device for later playback.
|
703
|
-
* \param len The number of bytes (not samples!) to which (data) points.
|
704
|
-
* \return 0 on success, or -1 on error.
|
1269
|
+
* \since This function is available since SDL 2.0.4.
|
705
1270
|
*
|
706
|
-
*
|
707
|
-
*
|
1271
|
+
* \sa SDL_ClearQueuedAudio
|
1272
|
+
* \sa SDL_QueueAudio
|
1273
|
+
* \sa SDL_DequeueAudio
|
708
1274
|
*/
|
709
|
-
extern DECLSPEC
|
1275
|
+
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
|
710
1276
|
|
711
1277
|
/**
|
712
|
-
*
|
1278
|
+
* Drop any queued audio data waiting to be sent to the hardware.
|
713
1279
|
*
|
714
|
-
*
|
715
|
-
*
|
716
|
-
*
|
1280
|
+
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
|
1281
|
+
* output devices, the hardware will start playing silence if more audio isn't
|
1282
|
+
* queued. For capture devices, the hardware will start filling the empty
|
1283
|
+
* queue with new data if the capture device isn't paused.
|
717
1284
|
*
|
718
|
-
*
|
719
|
-
*
|
720
|
-
*
|
721
|
-
*
|
722
|
-
*
|
1285
|
+
* This will not prevent playback of queued audio that's already been sent to
|
1286
|
+
* the hardware, as we can not undo that, so expect there to be some fraction
|
1287
|
+
* of a second of audio that might still be heard. This can be useful if you
|
1288
|
+
* want to, say, drop any pending music or any unprocessed microphone input
|
1289
|
+
* during a level change in your game.
|
723
1290
|
*
|
724
|
-
*
|
725
|
-
*
|
726
|
-
*
|
727
|
-
*
|
1291
|
+
* You may not queue or dequeue audio on a device that is using an
|
1292
|
+
* application-supplied callback; calling this function on such a device
|
1293
|
+
* always returns 0. You have to use the audio callback or queue audio, but
|
1294
|
+
* not both.
|
728
1295
|
*
|
729
|
-
*
|
730
|
-
*
|
731
|
-
* SDL_PauseAudioDevice() to stop the capture device from queueing more
|
732
|
-
* data. This can be useful during, say, level loading times. When
|
733
|
-
* unpaused, capture devices will start queueing data from that point,
|
734
|
-
* having flushed any capturable data available while paused.
|
1296
|
+
* You should not call SDL_LockAudio() on the device before clearing the
|
1297
|
+
* queue; SDL handles locking internally for this function.
|
735
1298
|
*
|
736
|
-
*
|
737
|
-
* two threads at once does not promise which thread will dequeued data
|
738
|
-
* first.
|
1299
|
+
* This function always succeeds and thus returns void.
|
739
1300
|
*
|
740
|
-
*
|
741
|
-
* application-supplied callback; doing so returns an error. You have to use
|
742
|
-
* the audio callback, or dequeue audio with this function, but not both.
|
1301
|
+
* \param dev the device ID of which to clear the audio queue
|
743
1302
|
*
|
744
|
-
*
|
745
|
-
* handles locking internally for this function.
|
1303
|
+
* \since This function is available since SDL 2.0.4.
|
746
1304
|
*
|
747
|
-
*
|
748
|
-
*
|
749
|
-
*
|
750
|
-
|
1305
|
+
* \sa SDL_GetQueuedAudioSize
|
1306
|
+
* \sa SDL_QueueAudio
|
1307
|
+
* \sa SDL_DequeueAudio
|
1308
|
+
*/
|
1309
|
+
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
|
1310
|
+
|
1311
|
+
|
1312
|
+
/**
|
1313
|
+
* \name Audio lock functions
|
751
1314
|
*
|
752
|
-
*
|
753
|
-
*
|
1315
|
+
* The lock manipulated by these functions protects the callback function.
|
1316
|
+
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
|
1317
|
+
* the callback function is not running. Do not call these from the callback
|
1318
|
+
* function or you will cause deadlock.
|
754
1319
|
*/
|
755
|
-
|
1320
|
+
/* @{ */
|
756
1321
|
|
757
1322
|
/**
|
758
|
-
*
|
1323
|
+
* This function is a legacy means of locking the audio device.
|
1324
|
+
*
|
1325
|
+
* New programs might want to use SDL_LockAudioDevice() instead. This function
|
1326
|
+
* is equivalent to calling...
|
759
1327
|
*
|
760
|
-
*
|
1328
|
+
* ```c
|
1329
|
+
* SDL_LockAudioDevice(1);
|
1330
|
+
* ```
|
761
1331
|
*
|
762
|
-
*
|
763
|
-
* SDL_QueueAudio(), but have not yet been sent to the hardware. This
|
764
|
-
* number may shrink at any time, so this only informs of pending data.
|
1332
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
765
1333
|
*
|
766
|
-
*
|
767
|
-
* exact byte boundary of what has been played. It's possible that we just
|
768
|
-
* gave the hardware several kilobytes right before you called this
|
769
|
-
* function, but it hasn't played any of it yet, or maybe half of it, etc.
|
1334
|
+
* \since This function is available since SDL 2.0.0.
|
770
1335
|
*
|
771
|
-
*
|
1336
|
+
* \sa SDL_LockAudioDevice
|
1337
|
+
* \sa SDL_UnlockAudio
|
1338
|
+
* \sa SDL_UnlockAudioDevice
|
1339
|
+
*/
|
1340
|
+
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
|
1341
|
+
|
1342
|
+
/**
|
1343
|
+
* Use this function to lock out the audio callback function for a specified
|
1344
|
+
* device.
|
772
1345
|
*
|
773
|
-
*
|
774
|
-
*
|
775
|
-
*
|
1346
|
+
* The lock manipulated by these functions protects the audio callback
|
1347
|
+
* function specified in SDL_OpenAudioDevice(). During a
|
1348
|
+
* SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed
|
1349
|
+
* that the callback function for that device is not running, even if the
|
1350
|
+
* device is not paused. While a device is locked, any other unpaused,
|
1351
|
+
* unlocked devices may still run their callbacks.
|
776
1352
|
*
|
777
|
-
*
|
778
|
-
*
|
779
|
-
*
|
780
|
-
* the audio callback, but not both.
|
1353
|
+
* Calling this function from inside your audio callback is unnecessary. SDL
|
1354
|
+
* obtains this lock before calling your function, and releases it when the
|
1355
|
+
* function returns.
|
781
1356
|
*
|
782
|
-
*
|
783
|
-
*
|
1357
|
+
* You should not hold the lock longer than absolutely necessary. If you hold
|
1358
|
+
* it too long, you'll experience dropouts in your audio playback. Ideally,
|
1359
|
+
* your application locks the device, sets a few variables and unlocks again.
|
1360
|
+
* Do not do heavy work while holding the lock for a device.
|
784
1361
|
*
|
785
|
-
*
|
786
|
-
*
|
1362
|
+
* It is safe to lock the audio device multiple times, as long as you unlock
|
1363
|
+
* it an equivalent number of times. The callback will not run until the
|
1364
|
+
* device has been unlocked completely in this way. If your application fails
|
1365
|
+
* to unlock the device appropriately, your callback will never run, you might
|
1366
|
+
* hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably
|
1367
|
+
* deadlock.
|
787
1368
|
*
|
788
|
-
*
|
789
|
-
*
|
1369
|
+
* Internally, the audio device lock is a mutex; if you lock from two threads
|
1370
|
+
* at once, not only will you block the audio callback, you'll block the other
|
1371
|
+
* thread.
|
1372
|
+
*
|
1373
|
+
* \param dev the ID of the device to be locked
|
1374
|
+
*
|
1375
|
+
* \since This function is available since SDL 2.0.0.
|
1376
|
+
*
|
1377
|
+
* \sa SDL_UnlockAudioDevice
|
790
1378
|
*/
|
791
|
-
extern DECLSPEC
|
1379
|
+
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
|
792
1380
|
|
793
1381
|
/**
|
794
|
-
*
|
795
|
-
* still waiting to be submitted to the hardware. For capture devices, this
|
796
|
-
* is any data that was queued by the device that hasn't yet been dequeued by
|
797
|
-
* the application.
|
1382
|
+
* This function is a legacy means of unlocking the audio device.
|
798
1383
|
*
|
799
|
-
*
|
800
|
-
*
|
801
|
-
* isn't queued. Unpaused capture devices will start filling the queue again
|
802
|
-
* as soon as they have more data available (which, depending on the state
|
803
|
-
* of the hardware and the thread, could be before this function call
|
804
|
-
* returns!).
|
1384
|
+
* New programs might want to use SDL_UnlockAudioDevice() instead. This
|
1385
|
+
* function is equivalent to calling...
|
805
1386
|
*
|
806
|
-
*
|
807
|
-
*
|
808
|
-
*
|
809
|
-
* useful if you want to, say, drop any pending music during a level change
|
810
|
-
* in your game.
|
1387
|
+
* ```c
|
1388
|
+
* SDL_UnlockAudioDevice(1);
|
1389
|
+
* ```
|
811
1390
|
*
|
812
|
-
*
|
813
|
-
* callback; calling this function on such a device is always a no-op.
|
814
|
-
* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
|
815
|
-
* the audio callback, but not both.
|
1391
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
816
1392
|
*
|
817
|
-
*
|
818
|
-
* queue; SDL handles locking internally for this function.
|
1393
|
+
* \since This function is available since SDL 2.0.0.
|
819
1394
|
*
|
820
|
-
*
|
821
|
-
*
|
822
|
-
* \param dev The device ID of which to clear the audio queue.
|
823
|
-
*
|
824
|
-
* \sa SDL_QueueAudio
|
825
|
-
* \sa SDL_GetQueuedAudioSize
|
1395
|
+
* \sa SDL_LockAudio
|
1396
|
+
* \sa SDL_UnlockAudioDevice
|
826
1397
|
*/
|
827
|
-
extern DECLSPEC void SDLCALL
|
828
|
-
|
1398
|
+
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
|
829
1399
|
|
830
1400
|
/**
|
831
|
-
*
|
1401
|
+
* Use this function to unlock the audio callback function for a specified
|
1402
|
+
* device.
|
832
1403
|
*
|
833
|
-
*
|
834
|
-
*
|
835
|
-
*
|
836
|
-
*
|
1404
|
+
* This function should be paired with a previous SDL_LockAudioDevice() call.
|
1405
|
+
*
|
1406
|
+
* \param dev the ID of the device to be unlocked
|
1407
|
+
*
|
1408
|
+
* \since This function is available since SDL 2.0.0.
|
1409
|
+
*
|
1410
|
+
* \sa SDL_LockAudioDevice
|
837
1411
|
*/
|
838
|
-
/* @{ */
|
839
|
-
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
|
840
|
-
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
|
841
|
-
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
|
842
1412
|
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
|
843
1413
|
/* @} *//* Audio lock functions */
|
844
1414
|
|
845
1415
|
/**
|
846
|
-
*
|
1416
|
+
* This function is a legacy means of closing the audio device.
|
1417
|
+
*
|
1418
|
+
* This function is equivalent to calling...
|
1419
|
+
*
|
1420
|
+
* ```c
|
1421
|
+
* SDL_CloseAudioDevice(1);
|
1422
|
+
* ```
|
1423
|
+
*
|
1424
|
+
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
|
1425
|
+
*
|
1426
|
+
* \since This function is available since SDL 2.0.0.
|
1427
|
+
*
|
1428
|
+
* \sa SDL_OpenAudio
|
847
1429
|
*/
|
848
1430
|
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
|
1431
|
+
|
1432
|
+
/**
|
1433
|
+
* Use this function to shut down audio processing and close the audio device.
|
1434
|
+
*
|
1435
|
+
* The application should close open audio devices once they are no longer
|
1436
|
+
* needed. Calling this function will wait until the device's audio callback
|
1437
|
+
* is not running, release the audio hardware and then clean up internal
|
1438
|
+
* state. No further audio will play from this device once this function
|
1439
|
+
* returns.
|
1440
|
+
*
|
1441
|
+
* This function may block briefly while pending audio data is played by the
|
1442
|
+
* hardware, so that applications don't drop the last buffer of data they
|
1443
|
+
* supplied.
|
1444
|
+
*
|
1445
|
+
* The device ID is invalid as soon as the device is closed, and is eligible
|
1446
|
+
* for reuse in a new SDL_OpenAudioDevice() call immediately.
|
1447
|
+
*
|
1448
|
+
* \param dev an audio device previously opened with SDL_OpenAudioDevice()
|
1449
|
+
*
|
1450
|
+
* \since This function is available since SDL 2.0.0.
|
1451
|
+
*
|
1452
|
+
* \sa SDL_OpenAudioDevice
|
1453
|
+
*/
|
849
1454
|
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
|
850
1455
|
|
851
1456
|
/* Ends C function definitions when using C++ */
|