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										 |  |  | /*
 | 
					
						
							|  |  |  |   Simple DirectMedia Layer | 
					
						
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										 |  |  |   Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org> | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |   This software is provided 'as-is', without any express or implied | 
					
						
							|  |  |  |   warranty.  In no event will the authors be held liable for any damages | 
					
						
							|  |  |  |   arising from the use of this software. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   Permission is granted to anyone to use this software for any purpose, | 
					
						
							|  |  |  |   including commercial applications, and to alter it and redistribute it | 
					
						
							|  |  |  |   freely, subject to the following restrictions: | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   1. The origin of this software must not be misrepresented; you must not | 
					
						
							|  |  |  |      claim that you wrote the original software. If you use this software | 
					
						
							|  |  |  |      in a product, an acknowledgment in the product documentation would be | 
					
						
							|  |  |  |      appreciated but is not required. | 
					
						
							|  |  |  |   2. Altered source versions must be plainly marked as such, and must not be | 
					
						
							|  |  |  |      misrepresented as being the original software. | 
					
						
							|  |  |  |   3. This notice may not be removed or altered from any source distribution. | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | /* !!! FIXME: several functions in here need Doxygen comments. */ | 
					
						
							|  |  |  | 
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										 |  |  | /**
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							|  |  |  |  *  \file SDL_audio.h | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Access to the raw audio mixing buffer for the SDL library. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
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										 |  |  | #ifndef SDL_audio_h_
 | 
					
						
							|  |  |  | #define SDL_audio_h_
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										 |  |  | 
 | 
					
						
							|  |  |  | #include "SDL_stdinc.h"
 | 
					
						
							|  |  |  | #include "SDL_error.h"
 | 
					
						
							|  |  |  | #include "SDL_endian.h"
 | 
					
						
							|  |  |  | #include "SDL_mutex.h"
 | 
					
						
							|  |  |  | #include "SDL_thread.h"
 | 
					
						
							|  |  |  | #include "SDL_rwops.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "begin_code.h"
 | 
					
						
							|  |  |  | /* Set up for C function definitions, even when using C++ */ | 
					
						
							|  |  |  | #ifdef __cplusplus
 | 
					
						
							|  |  |  | extern "C" { | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \brief Audio format flags. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  These are what the 16 bits in SDL_AudioFormat currently mean... | 
					
						
							|  |  |  |  *  (Unspecified bits are always zero). | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  \verbatim | 
					
						
							|  |  |  |     ++-----------------------sample is signed if set | 
					
						
							|  |  |  |     || | 
					
						
							|  |  |  |     ||       ++-----------sample is bigendian if set | 
					
						
							|  |  |  |     ||       || | 
					
						
							|  |  |  |     ||       ||          ++---sample is float if set | 
					
						
							|  |  |  |     ||       ||          || | 
					
						
							|  |  |  |     ||       ||          || +---sample bit size---+ | 
					
						
							|  |  |  |     ||       ||          || |                     | | 
					
						
							|  |  |  |     15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 | 
					
						
							|  |  |  |     \endverbatim | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  There are macros in SDL 2.0 and later to query these bits. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | typedef Uint16 SDL_AudioFormat; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name Audio flags | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #define SDL_AUDIO_MASK_BITSIZE       (0xFF)
 | 
					
						
							|  |  |  | #define SDL_AUDIO_MASK_DATATYPE      (1<<8)
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							|  |  |  | #define SDL_AUDIO_MASK_ENDIAN        (1<<12)
 | 
					
						
							|  |  |  | #define SDL_AUDIO_MASK_SIGNED        (1<<15)
 | 
					
						
							|  |  |  | #define SDL_AUDIO_BITSIZE(x)         (x & SDL_AUDIO_MASK_BITSIZE)
 | 
					
						
							|  |  |  | #define SDL_AUDIO_ISFLOAT(x)         (x & SDL_AUDIO_MASK_DATATYPE)
 | 
					
						
							|  |  |  | #define SDL_AUDIO_ISBIGENDIAN(x)     (x & SDL_AUDIO_MASK_ENDIAN)
 | 
					
						
							|  |  |  | #define SDL_AUDIO_ISSIGNED(x)        (x & SDL_AUDIO_MASK_SIGNED)
 | 
					
						
							|  |  |  | #define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x))
 | 
					
						
							|  |  |  | #define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x))
 | 
					
						
							|  |  |  | #define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name Audio format flags | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Defaults to LSB byte order. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | #define AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */
 | 
					
						
							|  |  |  | #define AUDIO_S8        0x8008  /**< Signed 8-bit samples */
 | 
					
						
							|  |  |  | #define AUDIO_U16LSB    0x0010  /**< Unsigned 16-bit samples */
 | 
					
						
							|  |  |  | #define AUDIO_S16LSB    0x8010  /**< Signed 16-bit samples */
 | 
					
						
							|  |  |  | #define AUDIO_U16MSB    0x1010  /**< As above, but big-endian byte order */
 | 
					
						
							|  |  |  | #define AUDIO_S16MSB    0x9010  /**< As above, but big-endian byte order */
 | 
					
						
							|  |  |  | #define AUDIO_U16       AUDIO_U16LSB
 | 
					
						
							|  |  |  | #define AUDIO_S16       AUDIO_S16LSB
 | 
					
						
							|  |  |  | /* @} */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name int32 support | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | #define AUDIO_S32LSB    0x8020  /**< 32-bit integer samples */
 | 
					
						
							|  |  |  | #define AUDIO_S32MSB    0x9020  /**< As above, but big-endian byte order */
 | 
					
						
							|  |  |  | #define AUDIO_S32       AUDIO_S32LSB
 | 
					
						
							|  |  |  | /* @} */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name float32 support | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | #define AUDIO_F32LSB    0x8120  /**< 32-bit floating point samples */
 | 
					
						
							|  |  |  | #define AUDIO_F32MSB    0x9120  /**< As above, but big-endian byte order */
 | 
					
						
							|  |  |  | #define AUDIO_F32       AUDIO_F32LSB
 | 
					
						
							|  |  |  | /* @} */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name Native audio byte ordering | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | #if SDL_BYTEORDER == SDL_LIL_ENDIAN
 | 
					
						
							|  |  |  | #define AUDIO_U16SYS    AUDIO_U16LSB
 | 
					
						
							|  |  |  | #define AUDIO_S16SYS    AUDIO_S16LSB
 | 
					
						
							|  |  |  | #define AUDIO_S32SYS    AUDIO_S32LSB
 | 
					
						
							|  |  |  | #define AUDIO_F32SYS    AUDIO_F32LSB
 | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  | #define AUDIO_U16SYS    AUDIO_U16MSB
 | 
					
						
							|  |  |  | #define AUDIO_S16SYS    AUDIO_S16MSB
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							|  |  |  | #define AUDIO_S32SYS    AUDIO_S32MSB
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							|  |  |  | #define AUDIO_F32SYS    AUDIO_F32MSB
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | /* @} */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name Allow change flags | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Which audio format changes are allowed when opening a device. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE    0x00000001
 | 
					
						
							|  |  |  | #define SDL_AUDIO_ALLOW_FORMAT_CHANGE       0x00000002
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							|  |  |  | #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE     0x00000004
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										 |  |  | #define SDL_AUDIO_ALLOW_SAMPLES_CHANGE      0x00000008
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							|  |  |  | #define SDL_AUDIO_ALLOW_ANY_CHANGE          (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
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										 |  |  | /* @} */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* @} *//* Audio flags */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  This function is called when the audio device needs more data. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  \param userdata An application-specific parameter saved in | 
					
						
							|  |  |  |  *                  the SDL_AudioSpec structure | 
					
						
							|  |  |  |  *  \param stream A pointer to the audio data buffer. | 
					
						
							|  |  |  |  *  \param len    The length of that buffer in bytes. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Once the callback returns, the buffer will no longer be valid. | 
					
						
							|  |  |  |  *  Stereo samples are stored in a LRLRLR ordering. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  You can choose to avoid callbacks and use SDL_QueueAudio() instead, if | 
					
						
							|  |  |  |  *  you like. Just open your audio device with a NULL callback. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, | 
					
						
							|  |  |  |                                             int len); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
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							|  |  |  |  *  The calculated values in this structure are calculated by SDL_OpenAudio(). | 
					
						
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										 |  |  |  * | 
					
						
							|  |  |  |  *  For multi-channel audio, the default SDL channel mapping is: | 
					
						
							|  |  |  |  *  2:  FL FR                       (stereo) | 
					
						
							|  |  |  |  *  3:  FL FR LFE                   (2.1 surround) | 
					
						
							|  |  |  |  *  4:  FL FR BL BR                 (quad) | 
					
						
							|  |  |  |  *  5:  FL FR FC BL BR              (quad + center) | 
					
						
							|  |  |  |  *  6:  FL FR FC LFE SL SR          (5.1 surround - last two can also be BL BR) | 
					
						
							|  |  |  |  *  7:  FL FR FC LFE BC SL SR       (6.1 surround) | 
					
						
							|  |  |  |  *  8:  FL FR FC LFE BL BR SL SR    (7.1 surround) | 
					
						
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										 |  |  |  */ | 
					
						
							|  |  |  | typedef struct SDL_AudioSpec | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     int freq;                   /**< DSP frequency -- samples per second */ | 
					
						
							|  |  |  |     SDL_AudioFormat format;     /**< Audio data format */ | 
					
						
							|  |  |  |     Uint8 channels;             /**< Number of channels: 1 mono, 2 stereo */ | 
					
						
							|  |  |  |     Uint8 silence;              /**< Audio buffer silence value (calculated) */ | 
					
						
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										 |  |  |     Uint16 samples;             /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */ | 
					
						
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										 |  |  |     Uint16 padding;             /**< Necessary for some compile environments */ | 
					
						
							|  |  |  |     Uint32 size;                /**< Audio buffer size in bytes (calculated) */ | 
					
						
							|  |  |  |     SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */ | 
					
						
							|  |  |  |     void *userdata;             /**< Userdata passed to callback (ignored for NULL callbacks). */ | 
					
						
							|  |  |  | } SDL_AudioSpec; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
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							|  |  |  | struct SDL_AudioCVT; | 
					
						
							|  |  |  | typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, | 
					
						
							|  |  |  |                                           SDL_AudioFormat format); | 
					
						
							|  |  |  | 
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							|  |  |  | /**
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										 |  |  |  *  \brief Upper limit of filters in SDL_AudioCVT | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is | 
					
						
							|  |  |  |  *  currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, | 
					
						
							|  |  |  |  *  one of which is the terminating NULL pointer. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | #define SDL_AUDIOCVT_MAX_FILTERS 9
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \struct SDL_AudioCVT | 
					
						
							|  |  |  |  *  \brief A structure to hold a set of audio conversion filters and buffers. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Note that various parts of the conversion pipeline can take advantage | 
					
						
							|  |  |  |  *  of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require | 
					
						
							|  |  |  |  *  you to pass it aligned data, but can possibly run much faster if you | 
					
						
							|  |  |  |  *  set both its (buf) field to a pointer that is aligned to 16 bytes, and its | 
					
						
							|  |  |  |  *  (len) field to something that's a multiple of 16, if possible. | 
					
						
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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
 | 
					
						
							|  |  |  |    pad it out to 88 bytes to guarantee ABI compatibility between compilers. | 
					
						
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										 |  |  |    This is not a concern on CHERI architectures, where pointers must be stored | 
					
						
							|  |  |  |    at aligned locations otherwise they will become invalid, and thus structs | 
					
						
							|  |  |  |    containing pointers cannot be packed without giving a warning or error. | 
					
						
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										 |  |  |    vvv | 
					
						
							|  |  |  |    The next time we rev the ABI, make sure to size the ints and add padding. | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | #define SDL_AUDIOCVT_PACKED __attribute__((packed))
 | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  | #define SDL_AUDIOCVT_PACKED
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | /* */ | 
					
						
							|  |  |  | typedef struct SDL_AudioCVT | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     int needed;                 /**< Set to 1 if conversion possible */ | 
					
						
							|  |  |  |     SDL_AudioFormat src_format; /**< Source audio format */ | 
					
						
							|  |  |  |     SDL_AudioFormat dst_format; /**< Target audio format */ | 
					
						
							|  |  |  |     double rate_incr;           /**< Rate conversion increment */ | 
					
						
							|  |  |  |     Uint8 *buf;                 /**< Buffer to hold entire audio data */ | 
					
						
							|  |  |  |     int len;                    /**< Length of original audio buffer */ | 
					
						
							|  |  |  |     int len_cvt;                /**< Length of converted audio buffer */ | 
					
						
							|  |  |  |     int len_mult;               /**< buffer must be len*len_mult big */ | 
					
						
							|  |  |  |     double len_ratio;           /**< Given len, final size is len*len_ratio */ | 
					
						
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										 |  |  |     SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */ | 
					
						
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										 |  |  |     int filter_index;           /**< Current audio conversion function */ | 
					
						
							|  |  |  | } SDL_AUDIOCVT_PACKED SDL_AudioCVT; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* Function prototypes */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name Driver discovery functions | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  These functions return the list of built in audio drivers, in the | 
					
						
							|  |  |  |  *  order that they are normally initialized by default. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); | 
					
						
							|  |  |  | extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); | 
					
						
							|  |  |  | /* @} */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name Initialization and cleanup | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  \internal These functions are used internally, and should not be used unless | 
					
						
							|  |  |  |  *            you have a specific need to specify the audio driver you want to | 
					
						
							|  |  |  |  *            use.  You should normally use SDL_Init() or SDL_InitSubSystem(). | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_AudioQuit(void); | 
					
						
							|  |  |  | /* @} */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
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										 |  |  |  * Get the name of the current audio driver. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The returned string points to internal static memory and thus never becomes | 
					
						
							|  |  |  |  * invalid, even if you quit the audio subsystem and initialize a new driver | 
					
						
							|  |  |  |  * (although such a case would return a different static string from another | 
					
						
							|  |  |  |  * call to this function, of course). As such, you should not modify or free | 
					
						
							|  |  |  |  * the returned string. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \returns the name of the current audio driver or NULL if no driver has been | 
					
						
							|  |  |  |  *          initialized. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \since This function is available since SDL 2.0.0. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_AudioInit | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * This function is a legacy means of opening the audio device. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function remains for compatibility with SDL 1.2, but also because it's | 
					
						
							|  |  |  |  * slightly easier to use than the new functions in SDL 2.0. The new, more | 
					
						
							|  |  |  |  * powerful, and preferred way to do this is SDL_OpenAudioDevice(). | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function is roughly equivalent to: | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ```c++ | 
					
						
							|  |  |  |  * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); | 
					
						
							|  |  |  |  * ``` | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * With two notable exceptions: | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * - If `obtained` is NULL, we use `desired` (and allow no changes), which | 
					
						
							|  |  |  |  *   means desired will be modified to have the correct values for silence, | 
					
						
							|  |  |  |  *   etc, and SDL will convert any differences between your app's specific | 
					
						
							|  |  |  |  *   request and the hardware behind the scenes. | 
					
						
							|  |  |  |  * - The return value is always success or failure, and not a device ID, which | 
					
						
							|  |  |  |  *   means you can only have one device open at a time with this function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param desired an SDL_AudioSpec structure representing the desired output | 
					
						
							|  |  |  |  *                format. Please refer to the SDL_OpenAudioDevice | 
					
						
							|  |  |  |  *                documentation for details on how to prepare this structure. | 
					
						
							|  |  |  |  * \param obtained an SDL_AudioSpec structure filled in with the actual | 
					
						
							|  |  |  |  *                 parameters, or NULL. | 
					
						
							|  |  |  |  * \returns 0 if successful, placing the actual hardware parameters in the | 
					
						
							|  |  |  |  *          structure pointed to by `obtained`. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *          If `obtained` is NULL, the audio data passed to the callback | 
					
						
							|  |  |  |  *          function will be guaranteed to be in the requested format, and | 
					
						
							|  |  |  |  *          will be automatically converted to the actual hardware audio | 
					
						
							|  |  |  |  *          format if necessary. If `obtained` is NULL, `desired` will have | 
					
						
							|  |  |  |  *          fields modified. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *          This function returns a negative error code on failure to open the | 
					
						
							|  |  |  |  *          audio device or failure to set up the audio thread; call | 
					
						
							|  |  |  |  *          SDL_GetError() for more information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_CloseAudio | 
					
						
							|  |  |  |  * \sa SDL_LockAudio | 
					
						
							|  |  |  |  * \sa SDL_PauseAudio | 
					
						
							|  |  |  |  * \sa SDL_UnlockAudio | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, | 
					
						
							|  |  |  |                                           SDL_AudioSpec * obtained); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  SDL Audio Device IDs. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  A successful call to SDL_OpenAudio() is always device id 1, and legacy | 
					
						
							|  |  |  |  *  SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls | 
					
						
							|  |  |  |  *  always returns devices >= 2 on success. The legacy calls are good both | 
					
						
							|  |  |  |  *  for backwards compatibility and when you don't care about multiple, | 
					
						
							|  |  |  |  *  specific, or capture devices. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | typedef Uint32 SDL_AudioDeviceID; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Get the number of built-in audio devices. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function is only valid after successfully initializing the audio | 
					
						
							|  |  |  |  * subsystem. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Note that audio capture support is not implemented as of SDL 2.0.4, so the | 
					
						
							|  |  |  |  * `iscapture` parameter is for future expansion and should always be zero for | 
					
						
							|  |  |  |  * now. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function will return -1 if an explicit list of devices can't be | 
					
						
							|  |  |  |  * determined. Returning -1 is not an error. For example, if SDL is set up to | 
					
						
							|  |  |  |  * talk to a remote audio server, it can't list every one available on the | 
					
						
							|  |  |  |  * Internet, but it will still allow a specific host to be specified in | 
					
						
							|  |  |  |  * SDL_OpenAudioDevice(). | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * In many common cases, when this function returns a value <= 0, it can still | 
					
						
							|  |  |  |  * successfully open the default device (NULL for first argument of | 
					
						
							|  |  |  |  * SDL_OpenAudioDevice()). | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function may trigger a complete redetect of available hardware. It | 
					
						
							|  |  |  |  * should not be called for each iteration of a loop, but rather once at the | 
					
						
							|  |  |  |  * start of a loop: | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ```c++ | 
					
						
							|  |  |  |  * // Don't do this:
 | 
					
						
							|  |  |  |  * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++) | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * // do this instead:
 | 
					
						
							|  |  |  |  * const int count = SDL_GetNumAudioDevices(0); | 
					
						
							|  |  |  |  * for (int i = 0; i < count; ++i) { do_something_here(); } | 
					
						
							|  |  |  |  * ``` | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param iscapture zero to request playback devices, non-zero to request | 
					
						
							|  |  |  |  *                  recording devices | 
					
						
							|  |  |  |  * \returns the number of available devices exposed by the current driver or | 
					
						
							|  |  |  |  *          -1 if an explicit list of devices can't be determined. A return | 
					
						
							|  |  |  |  *          value of -1 does not necessarily mean an error condition. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \since This function is available since SDL 2.0.0. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_GetAudioDeviceName | 
					
						
							|  |  |  |  * \sa SDL_OpenAudioDevice | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Get the human-readable name of a specific audio device. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function is only valid after successfully initializing the audio | 
					
						
							|  |  |  |  * subsystem. The values returned by this function reflect the latest call to | 
					
						
							|  |  |  |  * SDL_GetNumAudioDevices(); re-call that function to redetect available | 
					
						
							|  |  |  |  * hardware. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The string returned by this function is UTF-8 encoded, read-only, and | 
					
						
							|  |  |  |  * managed internally. You are not to free it. If you need to keep the string | 
					
						
							|  |  |  |  * for any length of time, you should make your own copy of it, as it will be | 
					
						
							|  |  |  |  * invalid next time any of several other SDL functions are called. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param index the index of the audio device; valid values range from 0 to | 
					
						
							|  |  |  |  *              SDL_GetNumAudioDevices() - 1 | 
					
						
							|  |  |  |  * \param iscapture non-zero to query the list of recording devices, zero to | 
					
						
							|  |  |  |  *                  query the list of output devices. | 
					
						
							|  |  |  |  * \returns the name of the audio device at the requested index, or NULL on | 
					
						
							|  |  |  |  *          error. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_GetNumAudioDevices | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, | 
					
						
							|  |  |  |                                                            int iscapture); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  | /**
 | 
					
						
							|  |  |  |  * Get the preferred audio format of a specific audio device. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function is only valid after a successfully initializing the audio | 
					
						
							|  |  |  |  * subsystem. The values returned by this function reflect the latest call to | 
					
						
							|  |  |  |  * SDL_GetNumAudioDevices(); re-call that function to redetect available | 
					
						
							|  |  |  |  * hardware. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * `spec` will be filled with the sample rate, sample format, and channel | 
					
						
							|  |  |  |  * count. All other values in the structure are filled with 0. When the | 
					
						
							|  |  |  |  * supported struct members are 0, SDL was unable to get the property from the | 
					
						
							|  |  |  |  * backend. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param index the index of the audio device; valid values range from 0 to | 
					
						
							|  |  |  |  *              SDL_GetNumAudioDevices() - 1 | 
					
						
							|  |  |  |  * \param iscapture non-zero to query the list of recording devices, zero to | 
					
						
							|  |  |  |  *                  query the list of output devices. | 
					
						
							|  |  |  |  * \param spec The SDL_AudioSpec to be initialized by this function. | 
					
						
							|  |  |  |  * \returns 0 on success, nonzero on error | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_GetNumAudioDevices | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index, | 
					
						
							|  |  |  |                                                    int iscapture, | 
					
						
							|  |  |  |                                                    SDL_AudioSpec *spec); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Open a specific audio device. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such, | 
					
						
							|  |  |  |  * this function will never return a 1 so as not to conflict with the legacy | 
					
						
							|  |  |  |  * function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Please note that SDL 2.0 before 2.0.5 did not support recording; as such, | 
					
						
							|  |  |  |  * this function would fail if `iscapture` was not zero. Starting with SDL | 
					
						
							|  |  |  |  * 2.0.5, recording is implemented and this value can be non-zero. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Passing in a `device` name of NULL requests the most reasonable default | 
					
						
							|  |  |  |  * (and is equivalent to what SDL_OpenAudio() does to choose a device). The | 
					
						
							|  |  |  |  * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but | 
					
						
							|  |  |  |  * some drivers allow arbitrary and driver-specific strings, such as a | 
					
						
							|  |  |  |  * hostname/IP address for a remote audio server, or a filename in the | 
					
						
							|  |  |  |  * diskaudio driver. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * When filling in the desired audio spec structure: | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * - `desired->freq` should be the frequency in sample-frames-per-second (Hz). | 
					
						
							|  |  |  |  * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc). | 
					
						
							|  |  |  |  * - `desired->samples` is the desired size of the audio buffer, in _sample | 
					
						
							|  |  |  |  *   frames_ (with stereo output, two samples--left and right--would make a | 
					
						
							|  |  |  |  *   single sample frame). This number should be a power of two, and may be | 
					
						
							|  |  |  |  *   adjusted by the audio driver to a value more suitable for the hardware. | 
					
						
							|  |  |  |  *   Good values seem to range between 512 and 8096 inclusive, depending on | 
					
						
							|  |  |  |  *   the application and CPU speed. Smaller values reduce latency, but can | 
					
						
							|  |  |  |  *   lead to underflow if the application is doing heavy processing and cannot | 
					
						
							|  |  |  |  *   fill the audio buffer in time. Note that the number of sample frames is | 
					
						
							|  |  |  |  *   directly related to time by the following formula: `ms = | 
					
						
							|  |  |  |  *   (sampleframes*1000)/freq` | 
					
						
							|  |  |  |  * - `desired->size` is the size in _bytes_ of the audio buffer, and is | 
					
						
							|  |  |  |  *   calculated by SDL_OpenAudioDevice(). You don't initialize this. | 
					
						
							|  |  |  |  * - `desired->silence` is the value used to set the buffer to silence, and is | 
					
						
							|  |  |  |  *   calculated by SDL_OpenAudioDevice(). You don't initialize this. | 
					
						
							|  |  |  |  * - `desired->callback` should be set to a function that will be called when | 
					
						
							|  |  |  |  *   the audio device is ready for more data. It is passed a pointer to the | 
					
						
							|  |  |  |  *   audio buffer, and the length in bytes of the audio buffer. This function | 
					
						
							|  |  |  |  *   usually runs in a separate thread, and so you should protect data | 
					
						
							|  |  |  |  *   structures that it accesses by calling SDL_LockAudioDevice() and | 
					
						
							|  |  |  |  *   SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL | 
					
						
							|  |  |  |  *   pointer here, and call SDL_QueueAudio() with some frequency, to queue | 
					
						
							|  |  |  |  *   more audio samples to be played (or for capture devices, call | 
					
						
							|  |  |  |  *   SDL_DequeueAudio() with some frequency, to obtain audio samples). | 
					
						
							|  |  |  |  * - `desired->userdata` is passed as the first parameter to your callback | 
					
						
							|  |  |  |  *   function. If you passed a NULL callback, this value is ignored. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * `allowed_changes` can have the following flags OR'd together: | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE` | 
					
						
							|  |  |  |  * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE` | 
					
						
							|  |  |  |  * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE` | 
					
						
							|  |  |  |  * - `SDL_AUDIO_ALLOW_ANY_CHANGE` | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * These flags specify how SDL should behave when a device cannot offer a | 
					
						
							|  |  |  |  * specific feature. If the application requests a feature that the hardware | 
					
						
							|  |  |  |  * doesn't offer, SDL will always try to get the closest equivalent. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * For example, if you ask for float32 audio format, but the sound card only | 
					
						
							|  |  |  |  * supports int16, SDL will set the hardware to int16. If you had set | 
					
						
							|  |  |  |  * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained` | 
					
						
							|  |  |  |  * structure. If that flag was *not* set, SDL will prepare to convert your | 
					
						
							|  |  |  |  * callback's float32 audio to int16 before feeding it to the hardware and | 
					
						
							|  |  |  |  * will keep the originally requested format in the `obtained` structure. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * If your application can only handle one specific data format, pass a zero | 
					
						
							|  |  |  |  * for `allowed_changes` and let SDL transparently handle any differences. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * An opened audio device starts out paused, and should be enabled for playing | 
					
						
							|  |  |  |  * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio | 
					
						
							|  |  |  |  * callback function to be called. Since the audio driver may modify the | 
					
						
							|  |  |  |  * requested size of the audio buffer, you should allocate any local mixing | 
					
						
							|  |  |  |  * buffers after you open the audio device. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The audio callback runs in a separate thread in most cases; you can prevent | 
					
						
							|  |  |  |  * race conditions between your callback and other threads without fully | 
					
						
							|  |  |  |  * pausing playback with SDL_LockAudioDevice(). For more information about the | 
					
						
							|  |  |  |  * callback, see SDL_AudioSpec. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a | 
					
						
							|  |  |  |  *               driver-specific name as appropriate. NULL requests the most | 
					
						
							|  |  |  |  *               reasonable default device. | 
					
						
							|  |  |  |  * \param iscapture non-zero to specify a device should be opened for | 
					
						
							|  |  |  |  *                  recording, not playback | 
					
						
							|  |  |  |  * \param desired an SDL_AudioSpec structure representing the desired output | 
					
						
							|  |  |  |  *                format; see SDL_OpenAudio() for more information | 
					
						
							|  |  |  |  * \param obtained an SDL_AudioSpec structure filled in with the actual output | 
					
						
							|  |  |  |  *                 format; see SDL_OpenAudio() for more information | 
					
						
							|  |  |  |  * \param allowed_changes 0, or one or more flags OR'd together | 
					
						
							|  |  |  |  * \returns a valid device ID that is > 0 on success or 0 on failure; call | 
					
						
							|  |  |  |  *          SDL_GetError() for more information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *          For compatibility with SDL 1.2, this will never return 1, since | 
					
						
							|  |  |  |  *          SDL reserves that ID for the legacy SDL_OpenAudio() function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \since This function is available since SDL 2.0.0. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_CloseAudioDevice | 
					
						
							|  |  |  |  * \sa SDL_GetAudioDeviceName | 
					
						
							|  |  |  |  * \sa SDL_LockAudioDevice | 
					
						
							|  |  |  |  * \sa SDL_OpenAudio | 
					
						
							|  |  |  |  * \sa SDL_PauseAudioDevice | 
					
						
							|  |  |  |  * \sa SDL_UnlockAudioDevice | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  | extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice( | 
					
						
							|  |  |  |                                                   const char *device, | 
					
						
							|  |  |  |                                                   int iscapture, | 
					
						
							|  |  |  |                                                   const SDL_AudioSpec *desired, | 
					
						
							|  |  |  |                                                   SDL_AudioSpec *obtained, | 
					
						
							|  |  |  |                                                   int allowed_changes); | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name Audio state | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Get the current audio state. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | typedef enum | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     SDL_AUDIO_STOPPED = 0, | 
					
						
							|  |  |  |     SDL_AUDIO_PLAYING, | 
					
						
							|  |  |  |     SDL_AUDIO_PAUSED | 
					
						
							|  |  |  | } SDL_AudioStatus; | 
					
						
							|  |  |  | extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  | extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); | 
					
						
							| 
									
										
										
										
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										 |  |  | /* @} *//* Audio State */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  \name Pause audio functions | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  These functions pause and unpause the audio callback processing. | 
					
						
							|  |  |  |  *  They should be called with a parameter of 0 after opening the audio | 
					
						
							|  |  |  |  *  device to start playing sound.  This is so you can safely initialize | 
					
						
							|  |  |  |  *  data for your callback function after opening the audio device. | 
					
						
							|  |  |  |  *  Silence will be written to the audio device during the pause. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, | 
					
						
							|  |  |  |                                                   int pause_on); | 
					
						
							|  |  |  | /* @} *//* Pause audio functions */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
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										 |  |  |  * Load the audio data of a WAVE file into memory. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to | 
					
						
							|  |  |  |  * be valid pointers. The entire data portion of the file is then loaded into | 
					
						
							|  |  |  |  * memory and decoded if necessary. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * If `freesrc` is non-zero, the data source gets automatically closed and | 
					
						
							|  |  |  |  * freed before the function returns. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and | 
					
						
							|  |  |  |  * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and | 
					
						
							|  |  |  |  * A-law and mu-law (8 bits). Other formats are currently unsupported and | 
					
						
							|  |  |  |  * cause an error. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * If this function succeeds, the pointer returned by it is equal to `spec` | 
					
						
							|  |  |  |  * and the pointer to the audio data allocated by the function is written to | 
					
						
							|  |  |  |  * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec | 
					
						
							|  |  |  |  * members `freq`, `channels`, and `format` are set to the values of the audio | 
					
						
							|  |  |  |  * data in the buffer. The `samples` member is set to a sane default and all | 
					
						
							|  |  |  |  * others are set to zero. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * It's necessary to use SDL_FreeWAV() to free the audio data returned in | 
					
						
							|  |  |  |  * `audio_buf` when it is no longer used. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Because of the underspecification of the .WAV format, there are many | 
					
						
							|  |  |  |  * problematic files in the wild that cause issues with strict decoders. To | 
					
						
							|  |  |  |  * provide compatibility with these files, this decoder is lenient in regards | 
					
						
							|  |  |  |  * to the truncation of the file, the fact chunk, and the size of the RIFF | 
					
						
							|  |  |  |  * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, | 
					
						
							|  |  |  |  * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to | 
					
						
							|  |  |  |  * tune the behavior of the loading process. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Any file that is invalid (due to truncation, corruption, or wrong values in | 
					
						
							|  |  |  |  * the headers), too big, or unsupported causes an error. Additionally, any | 
					
						
							|  |  |  |  * critical I/O error from the data source will terminate the loading process | 
					
						
							|  |  |  |  * with an error. The function returns NULL on error and in all cases (with | 
					
						
							|  |  |  |  * the exception of `src` being NULL), an appropriate error message will be | 
					
						
							|  |  |  |  * set. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * It is required that the data source supports seeking. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Example: | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ```c++ | 
					
						
							|  |  |  |  * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len); | 
					
						
							|  |  |  |  * ``` | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Note that the SDL_LoadWAV macro does this same thing for you, but in a less | 
					
						
							|  |  |  |  * messy way: | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ```c++ | 
					
						
							|  |  |  |  * SDL_LoadWAV("sample.wav", &spec, &buf, &len); | 
					
						
							|  |  |  |  * ``` | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param src The data source for the WAVE data | 
					
						
							|  |  |  |  * \param freesrc If non-zero, SDL will _always_ free the data source | 
					
						
							|  |  |  |  * \param spec An SDL_AudioSpec that will be filled in with the wave file's | 
					
						
							|  |  |  |  *             format details | 
					
						
							|  |  |  |  * \param audio_buf A pointer filled with the audio data, allocated by the | 
					
						
							|  |  |  |  *                  function. | 
					
						
							|  |  |  |  * \param audio_len A pointer filled with the length of the audio data buffer | 
					
						
							|  |  |  |  *                  in bytes | 
					
						
							|  |  |  |  * \returns This function, if successfully called, returns `spec`, which will | 
					
						
							|  |  |  |  *          be filled with the audio data format of the wave source data. | 
					
						
							|  |  |  |  *          `audio_buf` will be filled with a pointer to an allocated buffer | 
					
						
							|  |  |  |  *          containing the audio data, and `audio_len` is filled with the | 
					
						
							|  |  |  |  *          length of that audio buffer in bytes. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *          This function returns NULL if the .WAV file cannot be opened, uses | 
					
						
							|  |  |  |  *          an unknown data format, or is corrupt; call SDL_GetError() for | 
					
						
							|  |  |  |  *          more information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *          When the application is done with the data returned in | 
					
						
							|  |  |  |  *          `audio_buf`, it should call SDL_FreeWAV() to dispose of it. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_FreeWAV | 
					
						
							|  |  |  |  * \sa SDL_LoadWAV | 
					
						
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, | 
					
						
							|  |  |  |                                                       int freesrc, | 
					
						
							|  |  |  |                                                       SDL_AudioSpec * spec, | 
					
						
							|  |  |  |                                                       Uint8 ** audio_buf, | 
					
						
							|  |  |  |                                                       Uint32 * audio_len); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  Loads a WAV from a file. | 
					
						
							|  |  |  |  *  Compatibility convenience function. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
 | 
					
						
							|  |  |  |     SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
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										 |  |  |  * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW(). | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW() | 
					
						
							|  |  |  |  * its data can eventually be freed with SDL_FreeWAV(). It is safe to call | 
					
						
							|  |  |  |  * this function with a NULL pointer. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or | 
					
						
							|  |  |  |  *                  SDL_LoadWAV_RW() | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_LoadWAV | 
					
						
							|  |  |  |  * \sa SDL_LoadWAV_RW | 
					
						
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
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										 |  |  |  * Initialize an SDL_AudioCVT structure for conversion. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Before an SDL_AudioCVT structure can be used to convert audio data it must | 
					
						
							|  |  |  |  * be initialized with source and destination information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function will zero out every field of the SDL_AudioCVT, so it must be | 
					
						
							|  |  |  |  * called before the application fills in the final buffer information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Once this function has returned successfully, and reported that a | 
					
						
							|  |  |  |  * conversion is necessary, the application fills in the rest of the fields in | 
					
						
							|  |  |  |  * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate, | 
					
						
							|  |  |  |  * and then can call SDL_ConvertAudio() to complete the conversion. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param cvt an SDL_AudioCVT structure filled in with audio conversion | 
					
						
							|  |  |  |  *            information | 
					
						
							|  |  |  |  * \param src_format the source format of the audio data; for more info see | 
					
						
							|  |  |  |  *                   SDL_AudioFormat | 
					
						
							|  |  |  |  * \param src_channels the number of channels in the source | 
					
						
							|  |  |  |  * \param src_rate the frequency (sample-frames-per-second) of the source | 
					
						
							|  |  |  |  * \param dst_format the destination format of the audio data; for more info | 
					
						
							|  |  |  |  *                   see SDL_AudioFormat | 
					
						
							|  |  |  |  * \param dst_channels the number of channels in the destination | 
					
						
							|  |  |  |  * \param dst_rate the frequency (sample-frames-per-second) of the destination | 
					
						
							|  |  |  |  * \returns 1 if the audio filter is prepared, 0 if no conversion is needed, | 
					
						
							|  |  |  |  *          or a negative error code on failure; call SDL_GetError() for more | 
					
						
							|  |  |  |  *          information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_ConvertAudio | 
					
						
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, | 
					
						
							|  |  |  |                                               SDL_AudioFormat src_format, | 
					
						
							|  |  |  |                                               Uint8 src_channels, | 
					
						
							|  |  |  |                                               int src_rate, | 
					
						
							|  |  |  |                                               SDL_AudioFormat dst_format, | 
					
						
							|  |  |  |                                               Uint8 dst_channels, | 
					
						
							|  |  |  |                                               int dst_rate); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
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										 |  |  |  * Convert audio data to a desired audio format. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function does the actual audio data conversion, after the application | 
					
						
							|  |  |  |  * has called SDL_BuildAudioCVT() to prepare the conversion information and | 
					
						
							|  |  |  |  * then filled in the buffer details. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Once the application has initialized the `cvt` structure using | 
					
						
							|  |  |  |  * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio | 
					
						
							|  |  |  |  * data in the source format, this function will convert the buffer, in-place, | 
					
						
							|  |  |  |  * to the desired format. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The data conversion may go through several passes; any given pass may | 
					
						
							|  |  |  |  * possibly temporarily increase the size of the data. For example, SDL might | 
					
						
							|  |  |  |  * expand 16-bit data to 32 bits before resampling to a lower frequency, | 
					
						
							|  |  |  |  * shrinking the data size after having grown it briefly. Since the supplied | 
					
						
							|  |  |  |  * buffer will be both the source and destination, converting as necessary | 
					
						
							|  |  |  |  * in-place, the application must allocate a buffer that will fully contain | 
					
						
							|  |  |  |  * the data during its largest conversion pass. After SDL_BuildAudioCVT() | 
					
						
							|  |  |  |  * returns, the application should set the `cvt->len` field to the size, in | 
					
						
							|  |  |  |  * bytes, of the source data, and allocate a buffer that is `cvt->len * | 
					
						
							|  |  |  |  * cvt->len_mult` bytes long for the `buf` field. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The source data should be copied into this buffer before the call to | 
					
						
							|  |  |  |  * SDL_ConvertAudio(). Upon successful return, this buffer will contain the | 
					
						
							|  |  |  |  * converted audio, and `cvt->len_cvt` will be the size of the converted data, | 
					
						
							|  |  |  |  * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once | 
					
						
							|  |  |  |  * this function returns. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param cvt an SDL_AudioCVT structure that was previously set up by | 
					
						
							|  |  |  |  *            SDL_BuildAudioCVT(). | 
					
						
							|  |  |  |  * \returns 0 if the conversion was completed successfully or a negative error | 
					
						
							|  |  |  |  *          code on failure; call SDL_GetError() for more information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_BuildAudioCVT | 
					
						
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | /* SDL_AudioStream is a new audio conversion interface.
 | 
					
						
							|  |  |  |    The benefits vs SDL_AudioCVT: | 
					
						
							|  |  |  |     - it can handle resampling data in chunks without generating | 
					
						
							|  |  |  |       artifacts, when it doesn't have the complete buffer available. | 
					
						
							|  |  |  |     - it can handle incoming data in any variable size. | 
					
						
							|  |  |  |     - You push data as you have it, and pull it when you need it | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* this is opaque to the outside world. */ | 
					
						
							|  |  |  | struct _SDL_AudioStream; | 
					
						
							|  |  |  | typedef struct _SDL_AudioStream SDL_AudioStream; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
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										 |  |  |  * Create a new audio stream. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param src_format The format of the source audio | 
					
						
							|  |  |  |  * \param src_channels The number of channels of the source audio | 
					
						
							|  |  |  |  * \param src_rate The sampling rate of the source audio | 
					
						
							|  |  |  |  * \param dst_format The format of the desired audio output | 
					
						
							|  |  |  |  * \param dst_channels The number of channels of the desired audio output | 
					
						
							|  |  |  |  * \param dst_rate The sampling rate of the desired audio output | 
					
						
							|  |  |  |  * \returns 0 on success, or -1 on error. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamPut | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamGet | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamAvailable | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamFlush | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamClear | 
					
						
							|  |  |  |  * \sa SDL_FreeAudioStream | 
					
						
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, | 
					
						
							|  |  |  |                                            const Uint8 src_channels, | 
					
						
							|  |  |  |                                            const int src_rate, | 
					
						
							|  |  |  |                                            const SDL_AudioFormat dst_format, | 
					
						
							|  |  |  |                                            const Uint8 dst_channels, | 
					
						
							|  |  |  |                                            const int dst_rate); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
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										 |  |  |  * Add data to be converted/resampled to the stream. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param stream The stream the audio data is being added to | 
					
						
							|  |  |  |  * \param buf A pointer to the audio data to add | 
					
						
							|  |  |  |  * \param len The number of bytes to write to the stream | 
					
						
							|  |  |  |  * \returns 0 on success, or -1 on error. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_NewAudioStream | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamGet | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamAvailable | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamFlush | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamClear | 
					
						
							|  |  |  |  * \sa SDL_FreeAudioStream | 
					
						
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
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										 |  |  |  * Get converted/resampled data from the stream | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param stream The stream the audio is being requested from | 
					
						
							|  |  |  |  * \param buf A buffer to fill with audio data | 
					
						
							|  |  |  |  * \param len The maximum number of bytes to fill | 
					
						
							|  |  |  |  * \returns the number of bytes read from the stream, or -1 on error | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_NewAudioStream | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamPut | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamAvailable | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamFlush | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamClear | 
					
						
							|  |  |  |  * \sa SDL_FreeAudioStream | 
					
						
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
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										 |  |  |  * Get the number of converted/resampled bytes available. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The stream may be buffering data behind the scenes until it has enough to | 
					
						
							|  |  |  |  * resample correctly, so this number might be lower than what you expect, or | 
					
						
							|  |  |  |  * even be zero. Add more data or flush the stream if you need the data now. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_NewAudioStream | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamPut | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamGet | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamFlush | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamClear | 
					
						
							|  |  |  |  * \sa SDL_FreeAudioStream | 
					
						
							| 
									
										
										
										
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * Tell the stream that you're done sending data, and anything being buffered | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * should be converted/resampled and made available immediately. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * It is legal to add more data to a stream after flushing, but there will be | 
					
						
							|  |  |  |  * audio gaps in the output. Generally this is intended to signal the end of | 
					
						
							|  |  |  |  * input, so the complete output becomes available. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_NewAudioStream | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamPut | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamGet | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamAvailable | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamClear | 
					
						
							|  |  |  |  * \sa SDL_FreeAudioStream | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Clear any pending data in the stream without converting it | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_NewAudioStream | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamPut | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamGet | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamAvailable | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamFlush | 
					
						
							|  |  |  |  * \sa SDL_FreeAudioStream | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * Free an audio stream | 
					
						
							|  |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * \sa SDL_NewAudioStream | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamPut | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamGet | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamAvailable | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamFlush | 
					
						
							|  |  |  |  * \sa SDL_AudioStreamClear | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | #define SDL_MIX_MAXVOLUME 128
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * This function is a legacy means of mixing audio. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function is equivalent to calling | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ```c++ | 
					
						
							|  |  |  |  * SDL_MixAudioFormat(dst, src, format, len, volume); | 
					
						
							|  |  |  |  * ``` | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * where `format` is the obtained format of the audio device from the legacy | 
					
						
							|  |  |  |  * SDL_OpenAudio() function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param dst the destination for the mixed audio | 
					
						
							|  |  |  |  * \param src the source audio buffer to be mixed | 
					
						
							|  |  |  |  * \param len the length of the audio buffer in bytes | 
					
						
							|  |  |  |  * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME | 
					
						
							|  |  |  |  *               for full audio volume | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_MixAudioFormat | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, | 
					
						
							|  |  |  |                                           Uint32 len, int volume); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Mix audio data in a specified format. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This takes an audio buffer `src` of `len` bytes of `format` data and mixes | 
					
						
							|  |  |  |  * it into `dst`, performing addition, volume adjustment, and overflow | 
					
						
							|  |  |  |  * clipping. The buffer pointed to by `dst` must also be `len` bytes of | 
					
						
							|  |  |  |  * `format` data. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This is provided for convenience -- you can mix your own audio data. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Do not use this function for mixing together more than two streams of | 
					
						
							|  |  |  |  * sample data. The output from repeated application of this function may be | 
					
						
							|  |  |  |  * distorted by clipping, because there is no accumulator with greater range | 
					
						
							|  |  |  |  * than the input (not to mention this being an inefficient way of doing it). | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * It is a common misconception that this function is required to write audio | 
					
						
							|  |  |  |  * data to an output stream in an audio callback. While you can do that, | 
					
						
							|  |  |  |  * SDL_MixAudioFormat() is really only needed when you're mixing a single | 
					
						
							|  |  |  |  * audio stream with a volume adjustment. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param dst the destination for the mixed audio | 
					
						
							|  |  |  |  * \param src the source audio buffer to be mixed | 
					
						
							|  |  |  |  * \param format the SDL_AudioFormat structure representing the desired audio | 
					
						
							|  |  |  |  *               format | 
					
						
							|  |  |  |  * \param len the length of the audio buffer in bytes | 
					
						
							|  |  |  |  * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME | 
					
						
							|  |  |  |  *               for full audio volume | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, | 
					
						
							|  |  |  |                                                 const Uint8 * src, | 
					
						
							|  |  |  |                                                 SDL_AudioFormat format, | 
					
						
							|  |  |  |                                                 Uint32 len, int volume); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Queue more audio on non-callback devices. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * If you are looking to retrieve queued audio from a non-callback capture | 
					
						
							|  |  |  |  * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return | 
					
						
							|  |  |  |  * -1 to signify an error if you use it with capture devices. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * SDL offers two ways to feed audio to the device: you can either supply a | 
					
						
							|  |  |  |  * callback that SDL triggers with some frequency to obtain more audio (pull | 
					
						
							|  |  |  |  * method), or you can supply no callback, and then SDL will expect you to | 
					
						
							|  |  |  |  * supply data at regular intervals (push method) with this function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * There are no limits on the amount of data you can queue, short of | 
					
						
							|  |  |  |  * exhaustion of address space. Queued data will drain to the device as | 
					
						
							|  |  |  |  * necessary without further intervention from you. If the device needs audio | 
					
						
							|  |  |  |  * but there is not enough queued, it will play silence to make up the | 
					
						
							|  |  |  |  * difference. This means you will have skips in your audio playback if you | 
					
						
							|  |  |  |  * aren't routinely queueing sufficient data. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function copies the supplied data, so you are safe to free it when the | 
					
						
							|  |  |  |  * function returns. This function is thread-safe, but queueing to the same | 
					
						
							|  |  |  |  * device from two threads at once does not promise which buffer will be | 
					
						
							|  |  |  |  * queued first. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * You may not queue audio on a device that is using an application-supplied | 
					
						
							|  |  |  |  * callback; doing so returns an error. You have to use the audio callback or | 
					
						
							|  |  |  |  * queue audio with this function, but not both. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * You should not call SDL_LockAudio() on the device before queueing; SDL | 
					
						
							|  |  |  |  * handles locking internally for this function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Note that SDL2 | 
					
						
							|  |  |  |  * [https://discourse.libsdl.org/t/sdl2-support-for-planar-audio/31263/3 does
 | 
					
						
							|  |  |  |  * not support planar audio]. You will need to resample from planar audio | 
					
						
							|  |  |  |  * formats into a non-planar one (see SDL_AudioFormat) before queuing audio. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param dev the device ID to which we will queue audio | 
					
						
							|  |  |  |  * \param data the data to queue to the device for later playback | 
					
						
							|  |  |  |  * \param len the number of bytes (not samples!) to which `data` points | 
					
						
							|  |  |  |  * \returns 0 on success or a negative error code on failure; call | 
					
						
							|  |  |  |  *          SDL_GetError() for more information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \since This function is available since SDL 2.0.4. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_ClearQueuedAudio | 
					
						
							|  |  |  |  * \sa SDL_GetQueuedAudioSize | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Dequeue more audio on non-callback devices. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * If you are looking to queue audio for output on a non-callback playback | 
					
						
							|  |  |  |  * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always | 
					
						
							|  |  |  |  * return 0 if you use it with playback devices. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * SDL offers two ways to retrieve audio from a capture device: you can either | 
					
						
							|  |  |  |  * supply a callback that SDL triggers with some frequency as the device | 
					
						
							|  |  |  |  * records more audio data, (push method), or you can supply no callback, and | 
					
						
							|  |  |  |  * then SDL will expect you to retrieve data at regular intervals (pull | 
					
						
							|  |  |  |  * method) with this function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * There are no limits on the amount of data you can queue, short of | 
					
						
							|  |  |  |  * exhaustion of address space. Data from the device will keep queuing as | 
					
						
							|  |  |  |  * necessary without further intervention from you. This means you will | 
					
						
							|  |  |  |  * eventually run out of memory if you aren't routinely dequeueing data. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Capture devices will not queue data when paused; if you are expecting to | 
					
						
							|  |  |  |  * not need captured audio for some length of time, use SDL_PauseAudioDevice() | 
					
						
							|  |  |  |  * to stop the capture device from queueing more data. This can be useful | 
					
						
							|  |  |  |  * during, say, level loading times. When unpaused, capture devices will start | 
					
						
							|  |  |  |  * queueing data from that point, having flushed any capturable data available | 
					
						
							|  |  |  |  * while paused. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function is thread-safe, but dequeueing from the same device from two | 
					
						
							|  |  |  |  * threads at once does not promise which thread will dequeue data first. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * You may not dequeue audio from a device that is using an | 
					
						
							|  |  |  |  * application-supplied callback; doing so returns an error. You have to use | 
					
						
							|  |  |  |  * the audio callback, or dequeue audio with this function, but not both. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * You should not call SDL_LockAudio() on the device before dequeueing; SDL | 
					
						
							|  |  |  |  * handles locking internally for this function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param dev the device ID from which we will dequeue audio | 
					
						
							|  |  |  |  * \param data a pointer into where audio data should be copied | 
					
						
							|  |  |  |  * \param len the number of bytes (not samples!) to which (data) points | 
					
						
							|  |  |  |  * \returns the number of bytes dequeued, which could be less than requested; | 
					
						
							|  |  |  |  *          call SDL_GetError() for more information. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \since This function is available since SDL 2.0.5. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_ClearQueuedAudio | 
					
						
							|  |  |  |  * \sa SDL_GetQueuedAudioSize | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Get the number of bytes of still-queued audio. | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * For playback devices: this is the number of bytes that have been queued for | 
					
						
							|  |  |  |  * playback with SDL_QueueAudio(), but have not yet been sent to the hardware. | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Once we've sent it to the hardware, this function can not decide the exact | 
					
						
							|  |  |  |  * byte boundary of what has been played. It's possible that we just gave the | 
					
						
							|  |  |  |  * hardware several kilobytes right before you called this function, but it | 
					
						
							|  |  |  |  * hasn't played any of it yet, or maybe half of it, etc. | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * For capture devices, this is the number of bytes that have been captured by | 
					
						
							|  |  |  |  * the device and are waiting for you to dequeue. This number may grow at any | 
					
						
							|  |  |  |  * time, so this only informs of the lower-bound of available data. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * You may not queue or dequeue audio on a device that is using an | 
					
						
							|  |  |  |  * application-supplied callback; calling this function on such a device | 
					
						
							|  |  |  |  * always returns 0. You have to use the audio callback or queue audio, but | 
					
						
							|  |  |  |  * not both. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * You should not call SDL_LockAudio() on the device before querying; SDL | 
					
						
							|  |  |  |  * handles locking internally for this function. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * \param dev the device ID of which we will query queued audio size | 
					
						
							|  |  |  |  * \returns the number of bytes (not samples!) of queued audio. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * \since This function is available since SDL 2.0.4. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * \sa SDL_ClearQueuedAudio | 
					
						
							|  |  |  |  * \sa SDL_QueueAudio | 
					
						
							|  |  |  |  * \sa SDL_DequeueAudio | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * Drop any queued audio data waiting to be sent to the hardware. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For | 
					
						
							|  |  |  |  * output devices, the hardware will start playing silence if more audio isn't | 
					
						
							|  |  |  |  * queued. For capture devices, the hardware will start filling the empty | 
					
						
							|  |  |  |  * queue with new data if the capture device isn't paused. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * This will not prevent playback of queued audio that's already been sent to | 
					
						
							|  |  |  |  * the hardware, as we can not undo that, so expect there to be some fraction | 
					
						
							|  |  |  |  * of a second of audio that might still be heard. This can be useful if you | 
					
						
							|  |  |  |  * want to, say, drop any pending music or any unprocessed microphone input | 
					
						
							|  |  |  |  * during a level change in your game. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * You may not queue or dequeue audio on a device that is using an | 
					
						
							|  |  |  |  * application-supplied callback; calling this function on such a device | 
					
						
							|  |  |  |  * always returns 0. You have to use the audio callback or queue audio, but | 
					
						
							|  |  |  |  * not both. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * You should not call SDL_LockAudio() on the device before clearing the | 
					
						
							|  |  |  |  * queue; SDL handles locking internally for this function. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * This function always succeeds and thus returns void. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * \param dev the device ID of which to clear the audio queue | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * \since This function is available since SDL 2.0.4. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2021-09-08 00:49:10 +00:00
										 |  |  |  * \sa SDL_GetQueuedAudioSize | 
					
						
							|  |  |  |  * \sa SDL_QueueAudio | 
					
						
							|  |  |  |  * \sa SDL_DequeueAudio | 
					
						
							| 
									
										
										
										
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); | 
					
						
							|  |  |  | 
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							|  |  |  | 
 | 
					
						
							|  |  |  | /**
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							|  |  |  |  *  \name Audio lock functions | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  The lock manipulated by these functions protects the callback function. | 
					
						
							|  |  |  |  *  During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that | 
					
						
							|  |  |  |  *  the callback function is not running.  Do not call these from the callback | 
					
						
							|  |  |  |  *  function or you will cause deadlock. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | /* @{ */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_LockAudio(void); | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); | 
					
						
							|  |  |  | /* @} *//* Audio lock functions */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
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							| 
									
										
										
										
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										 |  |  |  * This function is a legacy means of closing the audio device. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function is equivalent to calling | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ```c++ | 
					
						
							|  |  |  |  * SDL_CloseAudioDevice(1); | 
					
						
							|  |  |  |  * ``` | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * and is only useful if you used the legacy SDL_OpenAudio() function. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_OpenAudio | 
					
						
							| 
									
										
										
										
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										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_CloseAudio(void); | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * Use this function to shut down audio processing and close the audio device. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The application should close open audio devices once they are no longer | 
					
						
							|  |  |  |  * needed. Calling this function will wait until the device's audio callback | 
					
						
							|  |  |  |  * is not running, release the audio hardware and then clean up internal | 
					
						
							|  |  |  |  * state. No further audio will play from this device once this function | 
					
						
							|  |  |  |  * returns. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This function may block briefly while pending audio data is played by the | 
					
						
							|  |  |  |  * hardware, so that applications don't drop the last buffer of data they | 
					
						
							|  |  |  |  * supplied. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The device ID is invalid as soon as the device is closed, and is eligible | 
					
						
							|  |  |  |  * for reuse in a new SDL_OpenAudioDevice() call immediately. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \param dev an audio device previously opened with SDL_OpenAudioDevice() | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * \sa SDL_OpenAudioDevice | 
					
						
							|  |  |  |  */ | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* Ends C function definitions when using C++ */ | 
					
						
							|  |  |  | #ifdef __cplusplus
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | #endif
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							|  |  |  | #include "close_code.h"
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							|  |  |  | 
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							| 
									
										
										
										
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										 |  |  | #endif /* SDL_audio_h_ */
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							| 
									
										
										
										
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										 |  |  | 
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							|  |  |  | /* vi: set ts=4 sw=4 expandtab: */ |