mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-12-04 19:45:41 +00:00
606 lines
24 KiB
C
606 lines
24 KiB
C
|
/*
|
||
|
Simple DirectMedia Layer
|
||
|
Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
|
||
|
|
||
|
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.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* \file SDL_audio.h
|
||
|
*
|
||
|
* Access to the raw audio mixing buffer for the SDL library.
|
||
|
*/
|
||
|
|
||
|
#ifndef _SDL_audio_h
|
||
|
#define _SDL_audio_h
|
||
|
|
||
|
#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)
|
||
|
#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
|
||
|
#define AUDIO_S32SYS AUDIO_S32MSB
|
||
|
#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
|
||
|
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
|
||
|
#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
|
||
|
/* @} */
|
||
|
|
||
|
/* @} *//* 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);
|
||
|
|
||
|
/**
|
||
|
* The calculated values in this structure are calculated by SDL_OpenAudio().
|
||
|
*/
|
||
|
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) */
|
||
|
Uint16 samples; /**< Audio buffer size in samples (power of 2) */
|
||
|
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;
|
||
|
|
||
|
|
||
|
struct SDL_AudioCVT;
|
||
|
typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
|
||
|
SDL_AudioFormat format);
|
||
|
|
||
|
/**
|
||
|
* A structure to hold a set of audio conversion filters and buffers.
|
||
|
*/
|
||
|
#ifdef __GNUC__
|
||
|
/* 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.
|
||
|
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 */
|
||
|
SDL_AudioFilter filters[10]; /**< Filter list */
|
||
|
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);
|
||
|
/* @} */
|
||
|
|
||
|
/**
|
||
|
* This function returns the name of the current audio driver, or NULL
|
||
|
* if no driver has been initialized.
|
||
|
*/
|
||
|
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
|
||
|
|
||
|
/**
|
||
|
* This function opens the audio device with the desired parameters, and
|
||
|
* returns 0 if successful, placing the actual hardware parameters in the
|
||
|
* structure pointed to by \c obtained. If \c 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 hardware
|
||
|
* audio format if necessary. This function returns -1 if it failed
|
||
|
* to open the audio device, or couldn't set up the audio thread.
|
||
|
*
|
||
|
* When filling in the desired audio spec structure,
|
||
|
* - \c desired->freq should be the desired audio frequency in samples-per-
|
||
|
* second.
|
||
|
* - \c desired->format should be the desired audio format.
|
||
|
* - \c desired->samples is the desired size of the audio buffer, in
|
||
|
* samples. 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 yield faster response time,
|
||
|
* but can lead to underflow if the application is doing heavy processing
|
||
|
* and cannot fill the audio buffer in time. A stereo sample consists of
|
||
|
* both right and left channels in LR ordering.
|
||
|
* Note that the number of samples is directly related to time by the
|
||
|
* following formula: \code ms = (samples*1000)/freq \endcode
|
||
|
* - \c desired->size is the size in bytes of the audio buffer, and is
|
||
|
* calculated by SDL_OpenAudio().
|
||
|
* - \c desired->silence is the value used to set the buffer to silence,
|
||
|
* and is calculated by SDL_OpenAudio().
|
||
|
* - \c 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_LockAudio()
|
||
|
* and SDL_UnlockAudio() 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.
|
||
|
* - \c desired->userdata is passed as the first parameter to your callback
|
||
|
* function. If you passed a NULL callback, this value is ignored.
|
||
|
*
|
||
|
* The audio device starts out playing silence when it's opened, and should
|
||
|
* be enabled for playing by calling \c SDL_PauseAudio(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.
|
||
|
*/
|
||
|
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;
|
||
|
|
||
|
/**
|
||
|
* Get the number of available devices exposed by the current driver.
|
||
|
* Only valid after a successfully initializing the audio subsystem.
|
||
|
* Returns -1 if an explicit list of devices can't be determined; this 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 to 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()).
|
||
|
*/
|
||
|
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
|
||
|
|
||
|
/**
|
||
|
* Get the human-readable name of a specific audio device.
|
||
|
* Must be a value between 0 and (number of audio devices-1).
|
||
|
* Only valid after a successfully initializing the audio subsystem.
|
||
|
* The values returned by this function reflect the latest call to
|
||
|
* SDL_GetNumAudioDevices(); recall 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 is called.
|
||
|
*/
|
||
|
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
|
||
|
int iscapture);
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Open a specific audio device. Passing in a device name of NULL requests
|
||
|
* the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
|
||
|
*
|
||
|
* 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.
|
||
|
*
|
||
|
* \return 0 on error, a valid device ID that is >= 2 on success.
|
||
|
*
|
||
|
* SDL_OpenAudio(), unlike this function, always acts on device ID 1.
|
||
|
*/
|
||
|
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
|
||
|
*device,
|
||
|
int iscapture,
|
||
|
const
|
||
|
SDL_AudioSpec *
|
||
|
desired,
|
||
|
SDL_AudioSpec *
|
||
|
obtained,
|
||
|
int
|
||
|
allowed_changes);
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* \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);
|
||
|
|
||
|
extern DECLSPEC SDL_AudioStatus SDLCALL
|
||
|
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
|
||
|
/* @} *//* 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 */
|
||
|
|
||
|
/**
|
||
|
* This function loads a WAVE from the data source, automatically freeing
|
||
|
* that source if \c freesrc is non-zero. For example, to load a WAVE file,
|
||
|
* you could do:
|
||
|
* \code
|
||
|
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
|
||
|
* \endcode
|
||
|
*
|
||
|
* If this function succeeds, it returns the given SDL_AudioSpec,
|
||
|
* filled with the audio data format of the wave data, and sets
|
||
|
* \c *audio_buf to a malloc()'d buffer containing the audio data,
|
||
|
* and sets \c *audio_len to the length of that audio buffer, in bytes.
|
||
|
* You need to free the audio buffer with SDL_FreeWAV() when you are
|
||
|
* done with it.
|
||
|
*
|
||
|
* This function returns NULL and sets the SDL error message if the
|
||
|
* wave file cannot be opened, uses an unknown data format, or is
|
||
|
* corrupt. Currently raw and MS-ADPCM WAVE files are supported.
|
||
|
*/
|
||
|
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)
|
||
|
|
||
|
/**
|
||
|
* This function frees data previously allocated with SDL_LoadWAV_RW()
|
||
|
*/
|
||
|
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
|
||
|
|
||
|
/**
|
||
|
* This function takes a source format and rate and a destination format
|
||
|
* and rate, and initializes the \c cvt structure with information needed
|
||
|
* by SDL_ConvertAudio() to convert a buffer of audio data from one format
|
||
|
* to the other.
|
||
|
*
|
||
|
* \return -1 if the format conversion is not supported, 0 if there's
|
||
|
* no conversion needed, or 1 if the audio filter is set up.
|
||
|
*/
|
||
|
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);
|
||
|
|
||
|
/**
|
||
|
* Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
|
||
|
* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
|
||
|
* audio data in the source format, this function will convert it in-place
|
||
|
* to the desired format.
|
||
|
*
|
||
|
* The data conversion may expand the size of the audio data, so the buffer
|
||
|
* \c cvt->buf should be allocated after the \c cvt structure is initialized by
|
||
|
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
|
||
|
*/
|
||
|
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
|
||
|
|
||
|
#define SDL_MIX_MAXVOLUME 128
|
||
|
/**
|
||
|
* This takes two audio buffers of the playing audio format and mixes
|
||
|
* them, performing addition, volume adjustment, and overflow clipping.
|
||
|
* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
|
||
|
* for full audio volume. Note this does not change hardware volume.
|
||
|
* This is provided for convenience -- you can mix your own audio data.
|
||
|
*/
|
||
|
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
|
||
|
Uint32 len, int volume);
|
||
|
|
||
|
/**
|
||
|
* This works like SDL_MixAudio(), but you specify the audio format instead of
|
||
|
* using the format of audio device 1. Thus it can be used when no audio
|
||
|
* device is open at all.
|
||
|
*/
|
||
|
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
|
||
|
const Uint8 * src,
|
||
|
SDL_AudioFormat format,
|
||
|
Uint32 len, int volume);
|
||
|
|
||
|
/**
|
||
|
* Queue more audio on non-callback 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.
|
||
|
*
|
||
|
* \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.
|
||
|
* \return zero on success, -1 on error.
|
||
|
*
|
||
|
* \sa SDL_GetQueuedAudioSize
|
||
|
* \sa SDL_ClearQueuedAudio
|
||
|
*/
|
||
|
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
|
||
|
|
||
|
/**
|
||
|
* Get the number of bytes of still-queued audio.
|
||
|
*
|
||
|
* This is the number of bytes that have been queued for playback with
|
||
|
* SDL_QueueAudio(), but have not yet been sent to the hardware.
|
||
|
*
|
||
|
* 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.
|
||
|
*
|
||
|
* You may not queue 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 with SDL_QueueAudio(),
|
||
|
* but not both.
|
||
|
*
|
||
|
* You should not call SDL_LockAudio() on the device before querying; SDL
|
||
|
* handles locking internally for this function.
|
||
|
*
|
||
|
* \param dev The device ID of which we will query queued audio size.
|
||
|
* \return Number of bytes (not samples!) of queued audio.
|
||
|
*
|
||
|
* \sa SDL_QueueAudio
|
||
|
* \sa SDL_ClearQueuedAudio
|
||
|
*/
|
||
|
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
|
||
|
|
||
|
/**
|
||
|
* Drop any queued audio data waiting to be sent to the hardware.
|
||
|
*
|
||
|
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
|
||
|
* the hardware will start playing silence if more audio isn't queued.
|
||
|
*
|
||
|
* 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 during a level change
|
||
|
* in your game.
|
||
|
*
|
||
|
* You may not queue audio on a device that is using an application-supplied
|
||
|
* callback; calling this function on such a device is always a no-op.
|
||
|
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
|
||
|
* but not both.
|
||
|
*
|
||
|
* You should not call SDL_LockAudio() on the device before clearing the
|
||
|
* queue; SDL handles locking internally for this function.
|
||
|
*
|
||
|
* This function always succeeds and thus returns void.
|
||
|
*
|
||
|
* \param dev The device ID of which to clear the audio queue.
|
||
|
*
|
||
|
* \sa SDL_QueueAudio
|
||
|
* \sa SDL_GetQueuedAudioSize
|
||
|
*/
|
||
|
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
|
||
|
|
||
|
|
||
|
/**
|
||
|
* \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 */
|
||
|
|
||
|
/**
|
||
|
* This function shuts down audio processing and closes the audio device.
|
||
|
*/
|
||
|
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
|
||
|
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
|
||
|
|
||
|
/* Ends C function definitions when using C++ */
|
||
|
#ifdef __cplusplus
|
||
|
}
|
||
|
#endif
|
||
|
#include "close_code.h"
|
||
|
|
||
|
#endif /* _SDL_audio_h */
|
||
|
|
||
|
/* vi: set ts=4 sw=4 expandtab: */
|