| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | /*
 | 
					
						
							|  |  |  |   Simple DirectMedia Layer | 
					
						
							| 
									
										
										
										
											2020-12-31 09:44:46 +00:00
										 |  |  |   Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org> | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |   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. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  | #ifndef SDL_audio_h_
 | 
					
						
							|  |  |  | #define SDL_audio_h_
 | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | #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
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  | #define SDL_AUDIO_ALLOW_SAMPLES_CHANGE      0x00000008
 | 
					
						
							|  |  |  | #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)
 | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | /* @} */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* @} *//* 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(). | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  * | 
					
						
							|  |  |  |  *  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) | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | 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) */ | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |     Uint16 samples;             /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */ | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |     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); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  \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. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | #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 */ | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |     SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */ | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |     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 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *      more audio samples to be played (or for capture devices, call | 
					
						
							|  |  |  |  *      SDL_DequeueAudio() with some frequency, to obtain audio samples). | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  *    - \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 */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  \brief Load the audio data of a WAVE file into memory | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len | 
					
						
							|  |  |  |  *  to be valid pointers. The entire data portion of the file is then loaded | 
					
						
							|  |  |  |  *  into memory and decoded if necessary. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  If \c freesrc is non-zero, the data source gets automatically closed and | 
					
						
							|  |  |  |  *  freed before the function returns. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Supported 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 | 
					
						
							|  |  |  |  *  µ-law (8 bits). Other formats are currently unsupported and cause an error. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  If this function succeeds, the pointer returned by it is equal to \c spec | 
					
						
							|  |  |  |  *  and the pointer to the audio data allocated by the function is written to | 
					
						
							|  |  |  |  *  \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec | 
					
						
							|  |  |  |  *  members \c freq, \c channels, and \c format are set to the values of the | 
					
						
							|  |  |  |  *  audio data in the buffer. The \c 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 | 
					
						
							|  |  |  |  *  \c audio_buf when it is no longer used. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Because of the underspecification of the Waveform 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 \c src being NULL), an appropriate error message will be set. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  It is required that the data source supports seeking. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  Example: | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  *  \code | 
					
						
							|  |  |  |  *      SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); | 
					
						
							|  |  |  |  *  \endcode | 
					
						
							|  |  |  |  * | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  \param src The data source with the WAVE data | 
					
						
							|  |  |  |  *  \param freesrc A integer value that makes the function close the data source if non-zero | 
					
						
							|  |  |  |  *  \param spec A pointer filled with the audio format of the audio data | 
					
						
							|  |  |  |  *  \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 | 
					
						
							|  |  |  |  *  \return NULL on error, or non-NULL on success. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | 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 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  to the other. An unsupported format causes an error and -1 will be returned. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  \return 0 if no conversion is needed, 1 if the audio filter is set up, | 
					
						
							|  |  |  |  *  or -1 on error. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | 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. | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  * | 
					
						
							|  |  |  |  *  \return 0 on success or -1 if \c cvt->buf is NULL. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  | /* 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; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  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 | 
					
						
							|  |  |  |  *  \return 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 | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 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); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  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 | 
					
						
							|  |  |  |  *  \return 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 | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  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 | 
					
						
							|  |  |  |  *  \return 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 | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * 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 | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * Tell the stream that you're done sending data, and anything being buffered | 
					
						
							|  |  |  |  *  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 | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  *  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 | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |  * Free an audio stream | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  \sa SDL_NewAudioStream | 
					
						
							|  |  |  |  *  \sa SDL_AudioStreamPut | 
					
						
							|  |  |  |  *  \sa SDL_AudioStreamGet | 
					
						
							|  |  |  |  *  \sa SDL_AudioStreamAvailable | 
					
						
							|  |  |  |  *  \sa SDL_AudioStreamFlush | 
					
						
							|  |  |  |  *  \sa SDL_AudioStreamClear | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | #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. | 
					
						
							|  |  |  |  * | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  (If you are looking to retrieve queued audio from a non-callback capture | 
					
						
							|  |  |  |  *  device, you want SDL_DequeueAudio() instead. This will return -1 to | 
					
						
							|  |  |  |  *  signify an error if you use it with capture devices.) | 
					
						
							|  |  |  |  * | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  *  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. | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  \return 0 on success, or -1 on error. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							|  |  |  |  *  \sa SDL_GetQueuedAudioSize | 
					
						
							|  |  |  |  *  \sa SDL_ClearQueuedAudio | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +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. This 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 dequeued 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 queueing; 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. | 
					
						
							|  |  |  |  *  \return number of bytes dequeued, which could be less than requested. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  \sa SDL_GetQueuedAudioSize | 
					
						
							|  |  |  |  *  \sa SDL_ClearQueuedAudio | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | /**
 | 
					
						
							|  |  |  |  *  Get the number of bytes of still-queued audio. | 
					
						
							|  |  |  |  * | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  For playback device: | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *    This is the number of bytes that have been queued for playback with | 
					
						
							|  |  |  |  *    SDL_QueueAudio(), but have not yet been sent to the hardware. This | 
					
						
							|  |  |  |  *    number may shrink at any time, so this only informs of pending data. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *    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. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  *  For capture devices: | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *    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
										 |  |  |  * | 
					
						
							|  |  |  |  *  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. | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use | 
					
						
							|  |  |  |  *  the audio callback, but not both. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							|  |  |  |  *  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); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  Drop any queued audio data. For playback devices, this is any queued data | 
					
						
							|  |  |  |  *  still waiting to be submitted to the hardware. For capture devices, this | 
					
						
							|  |  |  |  *  is any data that was queued by the device that hasn't yet been dequeued by | 
					
						
							|  |  |  |  *  the application. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For | 
					
						
							|  |  |  |  *  playback devices, the hardware will start playing silence if more audio | 
					
						
							|  |  |  |  *  isn't queued. Unpaused capture devices will start filling the queue again | 
					
						
							|  |  |  |  *  as soon as they have more data available (which, depending on the state | 
					
						
							|  |  |  |  *  of the hardware and the thread, could be before this function call | 
					
						
							|  |  |  |  *  returns!). | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +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 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. | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  |  *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use | 
					
						
							|  |  |  |  *  the audio callback, but not both. | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  |  * | 
					
						
							|  |  |  |  *  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"
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-02-03 03:53:31 +00:00
										 |  |  | #endif /* SDL_audio_h_ */
 | 
					
						
							| 
									
										
										
										
											2019-09-09 07:01:26 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | /* vi: set ts=4 sw=4 expandtab: */ |