mirror of
				https://github.com/RetroDECK/Duckstation.git
				synced 2025-04-10 19:15:14 +00:00 
			
		
		
		
	 d588c26cf6
			
		
	
	
		d588c26cf6
		
	
	
	
	
		
			
			This reverts commit 8debaa34d9.
Seems to be a few regressions, namely XBox Controller Rumble, other
controllers not detecting, etc.
		
	
			
		
			
				
	
	
		
			860 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			860 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|   Simple DirectMedia Layer
 | |
|   Copyright (C) 1997-2019 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_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)
 | |
| /* @} */
 | |
| 
 | |
| /* @} *//* 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().
 | |
|  *
 | |
|  *  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)
 | |
|  */
 | |
| 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 sample FRAMES (total samples divided by channel count) */
 | |
|     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);
 | |
| 
 | |
| /**
 | |
|  *  \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.
 | |
|  */
 | |
| #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[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
 | |
|     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 (or for capture devices, call
 | |
|  *      SDL_DequeueAudio() with some frequency, to obtain audio samples).
 | |
|  *    - \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 */
 | |
| 
 | |
| /**
 | |
|  *  \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:
 | |
|  *  \code
 | |
|  *      SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
 | |
|  *  \endcode
 | |
|  *
 | |
|  *  \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.
 | |
|  */
 | |
| 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. An unsupported format causes an error and -1 will be returned.
 | |
|  *
 | |
|  *  \return 0 if no conversion is needed, 1 if the audio filter is set up,
 | |
|  *  or -1 on error.
 | |
|  */
 | |
| 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.
 | |
|  *
 | |
|  *  \return 0 on success or -1 if \c cvt->buf is NULL.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
 | |
| 
 | |
| /* 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);
 | |
| 
 | |
| #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.
 | |
|  *
 | |
|  *  (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.)
 | |
|  *
 | |
|  *  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 0 on success, or -1 on error.
 | |
|  *
 | |
|  *  \sa SDL_GetQueuedAudioSize
 | |
|  *  \sa SDL_ClearQueuedAudio
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
 | |
| 
 | |
| /**
 | |
|  *  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);
 | |
| 
 | |
| /**
 | |
|  *  Get the number of bytes of still-queued audio.
 | |
|  *
 | |
|  *  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:
 | |
|  *
 | |
|  *    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.
 | |
|  *
 | |
|  *  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 queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
 | |
|  *  the audio callback, 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. 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.
 | |
|  *
 | |
|  *  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!).
 | |
|  *
 | |
|  *  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 queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
 | |
|  *  the audio callback, 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: */
 |