Rev 1 | Details | Compare with Previous | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
1 | pmbaty | 1 | /* |
2 | Simple DirectMedia Layer |
||
8 | pmbaty | 3 | Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> |
1 | pmbaty | 4 | |
5 | This software is provided 'as-is', without any express or implied |
||
6 | warranty. In no event will the authors be held liable for any damages |
||
7 | arising from the use of this software. |
||
8 | |||
9 | Permission is granted to anyone to use this software for any purpose, |
||
10 | including commercial applications, and to alter it and redistribute it |
||
11 | freely, subject to the following restrictions: |
||
12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not |
||
14 | claim that you wrote the original software. If you use this software |
||
15 | in a product, an acknowledgment in the product documentation would be |
||
16 | appreciated but is not required. |
||
17 | 2. Altered source versions must be plainly marked as such, and must not be |
||
18 | misrepresented as being the original software. |
||
19 | 3. This notice may not be removed or altered from any source distribution. |
||
20 | */ |
||
21 | |||
22 | /** |
||
23 | * \file SDL_audio.h |
||
24 | * |
||
25 | * Access to the raw audio mixing buffer for the SDL library. |
||
26 | */ |
||
27 | |||
28 | #ifndef SDL_audio_h_ |
||
29 | #define SDL_audio_h_ |
||
30 | |||
31 | #include "SDL_stdinc.h" |
||
32 | #include "SDL_error.h" |
||
33 | #include "SDL_endian.h" |
||
34 | #include "SDL_mutex.h" |
||
35 | #include "SDL_thread.h" |
||
36 | #include "SDL_rwops.h" |
||
37 | |||
38 | #include "begin_code.h" |
||
39 | /* Set up for C function definitions, even when using C++ */ |
||
40 | #ifdef __cplusplus |
||
41 | extern "C" { |
||
42 | #endif |
||
43 | |||
44 | /** |
||
45 | * \brief Audio format flags. |
||
46 | * |
||
47 | * These are what the 16 bits in SDL_AudioFormat currently mean... |
||
48 | * (Unspecified bits are always zero). |
||
49 | * |
||
50 | * \verbatim |
||
51 | ++-----------------------sample is signed if set |
||
52 | || |
||
53 | || ++-----------sample is bigendian if set |
||
54 | || || |
||
55 | || || ++---sample is float if set |
||
56 | || || || |
||
57 | || || || +---sample bit size---+ |
||
58 | || || || | | |
||
59 | 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 |
||
60 | \endverbatim |
||
61 | * |
||
62 | * There are macros in SDL 2.0 and later to query these bits. |
||
63 | */ |
||
64 | typedef Uint16 SDL_AudioFormat; |
||
65 | |||
66 | /** |
||
67 | * \name Audio flags |
||
68 | */ |
||
69 | /* @{ */ |
||
70 | |||
71 | #define SDL_AUDIO_MASK_BITSIZE (0xFF) |
||
72 | #define SDL_AUDIO_MASK_DATATYPE (1<<8) |
||
73 | #define SDL_AUDIO_MASK_ENDIAN (1<<12) |
||
74 | #define SDL_AUDIO_MASK_SIGNED (1<<15) |
||
75 | #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE) |
||
76 | #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE) |
||
77 | #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN) |
||
78 | #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED) |
||
79 | #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) |
||
80 | #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) |
||
81 | #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) |
||
82 | |||
83 | /** |
||
84 | * \name Audio format flags |
||
85 | * |
||
86 | * Defaults to LSB byte order. |
||
87 | */ |
||
88 | /* @{ */ |
||
89 | #define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */ |
||
90 | #define AUDIO_S8 0x8008 /**< Signed 8-bit samples */ |
||
91 | #define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */ |
||
92 | #define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */ |
||
93 | #define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */ |
||
94 | #define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */ |
||
95 | #define AUDIO_U16 AUDIO_U16LSB |
||
96 | #define AUDIO_S16 AUDIO_S16LSB |
||
97 | /* @} */ |
||
98 | |||
99 | /** |
||
100 | * \name int32 support |
||
101 | */ |
||
102 | /* @{ */ |
||
103 | #define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */ |
||
104 | #define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */ |
||
105 | #define AUDIO_S32 AUDIO_S32LSB |
||
106 | /* @} */ |
||
107 | |||
108 | /** |
||
109 | * \name float32 support |
||
110 | */ |
||
111 | /* @{ */ |
||
112 | #define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */ |
||
113 | #define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */ |
||
114 | #define AUDIO_F32 AUDIO_F32LSB |
||
115 | /* @} */ |
||
116 | |||
117 | /** |
||
118 | * \name Native audio byte ordering |
||
119 | */ |
||
120 | /* @{ */ |
||
121 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN |
||
122 | #define AUDIO_U16SYS AUDIO_U16LSB |
||
123 | #define AUDIO_S16SYS AUDIO_S16LSB |
||
124 | #define AUDIO_S32SYS AUDIO_S32LSB |
||
125 | #define AUDIO_F32SYS AUDIO_F32LSB |
||
126 | #else |
||
127 | #define AUDIO_U16SYS AUDIO_U16MSB |
||
128 | #define AUDIO_S16SYS AUDIO_S16MSB |
||
129 | #define AUDIO_S32SYS AUDIO_S32MSB |
||
130 | #define AUDIO_F32SYS AUDIO_F32MSB |
||
131 | #endif |
||
132 | /* @} */ |
||
133 | |||
134 | /** |
||
135 | * \name Allow change flags |
||
136 | * |
||
137 | * Which audio format changes are allowed when opening a device. |
||
138 | */ |
||
139 | /* @{ */ |
||
140 | #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001 |
||
141 | #define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002 |
||
142 | #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004 |
||
8 | pmbaty | 143 | #define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008 |
144 | #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) |
||
1 | pmbaty | 145 | /* @} */ |
146 | |||
147 | /* @} *//* Audio flags */ |
||
148 | |||
149 | /** |
||
150 | * This function is called when the audio device needs more data. |
||
151 | * |
||
152 | * \param userdata An application-specific parameter saved in |
||
153 | * the SDL_AudioSpec structure |
||
154 | * \param stream A pointer to the audio data buffer. |
||
155 | * \param len The length of that buffer in bytes. |
||
156 | * |
||
157 | * Once the callback returns, the buffer will no longer be valid. |
||
158 | * Stereo samples are stored in a LRLRLR ordering. |
||
159 | * |
||
160 | * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if |
||
161 | * you like. Just open your audio device with a NULL callback. |
||
162 | */ |
||
163 | typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, |
||
164 | int len); |
||
165 | |||
166 | /** |
||
167 | * The calculated values in this structure are calculated by SDL_OpenAudio(). |
||
168 | * |
||
169 | * For multi-channel audio, the default SDL channel mapping is: |
||
170 | * 2: FL FR (stereo) |
||
171 | * 3: FL FR LFE (2.1 surround) |
||
172 | * 4: FL FR BL BR (quad) |
||
173 | * 5: FL FR FC BL BR (quad + center) |
||
174 | * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR) |
||
175 | * 7: FL FR FC LFE BC SL SR (6.1 surround) |
||
176 | * 8: FL FR FC LFE BL BR SL SR (7.1 surround) |
||
177 | */ |
||
178 | typedef struct SDL_AudioSpec |
||
179 | { |
||
180 | int freq; /**< DSP frequency -- samples per second */ |
||
181 | SDL_AudioFormat format; /**< Audio data format */ |
||
182 | Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ |
||
183 | Uint8 silence; /**< Audio buffer silence value (calculated) */ |
||
184 | Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */ |
||
185 | Uint16 padding; /**< Necessary for some compile environments */ |
||
186 | Uint32 size; /**< Audio buffer size in bytes (calculated) */ |
||
187 | SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */ |
||
188 | void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */ |
||
189 | } SDL_AudioSpec; |
||
190 | |||
191 | |||
192 | struct SDL_AudioCVT; |
||
193 | typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, |
||
194 | SDL_AudioFormat format); |
||
195 | |||
196 | /** |
||
197 | * \brief Upper limit of filters in SDL_AudioCVT |
||
198 | * |
||
199 | * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is |
||
200 | * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, |
||
201 | * one of which is the terminating NULL pointer. |
||
202 | */ |
||
203 | #define SDL_AUDIOCVT_MAX_FILTERS 9 |
||
204 | |||
205 | /** |
||
206 | * \struct SDL_AudioCVT |
||
207 | * \brief A structure to hold a set of audio conversion filters and buffers. |
||
208 | * |
||
209 | * Note that various parts of the conversion pipeline can take advantage |
||
210 | * of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require |
||
211 | * you to pass it aligned data, but can possibly run much faster if you |
||
212 | * set both its (buf) field to a pointer that is aligned to 16 bytes, and its |
||
213 | * (len) field to something that's a multiple of 16, if possible. |
||
214 | */ |
||
215 | #ifdef __GNUC__ |
||
216 | /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't |
||
217 | pad it out to 88 bytes to guarantee ABI compatibility between compilers. |
||
218 | vvv |
||
219 | The next time we rev the ABI, make sure to size the ints and add padding. |
||
220 | */ |
||
221 | #define SDL_AUDIOCVT_PACKED __attribute__((packed)) |
||
222 | #else |
||
223 | #define SDL_AUDIOCVT_PACKED |
||
224 | #endif |
||
225 | /* */ |
||
226 | typedef struct SDL_AudioCVT |
||
227 | { |
||
228 | int needed; /**< Set to 1 if conversion possible */ |
||
229 | SDL_AudioFormat src_format; /**< Source audio format */ |
||
230 | SDL_AudioFormat dst_format; /**< Target audio format */ |
||
231 | double rate_incr; /**< Rate conversion increment */ |
||
232 | Uint8 *buf; /**< Buffer to hold entire audio data */ |
||
233 | int len; /**< Length of original audio buffer */ |
||
234 | int len_cvt; /**< Length of converted audio buffer */ |
||
235 | int len_mult; /**< buffer must be len*len_mult big */ |
||
236 | double len_ratio; /**< Given len, final size is len*len_ratio */ |
||
237 | SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */ |
||
238 | int filter_index; /**< Current audio conversion function */ |
||
239 | } SDL_AUDIOCVT_PACKED SDL_AudioCVT; |
||
240 | |||
241 | |||
242 | /* Function prototypes */ |
||
243 | |||
244 | /** |
||
245 | * \name Driver discovery functions |
||
246 | * |
||
247 | * These functions return the list of built in audio drivers, in the |
||
248 | * order that they are normally initialized by default. |
||
249 | */ |
||
250 | /* @{ */ |
||
251 | extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); |
||
252 | extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); |
||
253 | /* @} */ |
||
254 | |||
255 | /** |
||
256 | * \name Initialization and cleanup |
||
257 | * |
||
258 | * \internal These functions are used internally, and should not be used unless |
||
259 | * you have a specific need to specify the audio driver you want to |
||
260 | * use. You should normally use SDL_Init() or SDL_InitSubSystem(). |
||
261 | */ |
||
262 | /* @{ */ |
||
263 | extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); |
||
264 | extern DECLSPEC void SDLCALL SDL_AudioQuit(void); |
||
265 | /* @} */ |
||
266 | |||
267 | /** |
||
268 | * This function returns the name of the current audio driver, or NULL |
||
269 | * if no driver has been initialized. |
||
270 | */ |
||
271 | extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); |
||
272 | |||
273 | /** |
||
274 | * This function opens the audio device with the desired parameters, and |
||
275 | * returns 0 if successful, placing the actual hardware parameters in the |
||
276 | * structure pointed to by \c obtained. If \c obtained is NULL, the audio |
||
277 | * data passed to the callback function will be guaranteed to be in the |
||
278 | * requested format, and will be automatically converted to the hardware |
||
279 | * audio format if necessary. This function returns -1 if it failed |
||
280 | * to open the audio device, or couldn't set up the audio thread. |
||
281 | * |
||
282 | * When filling in the desired audio spec structure, |
||
283 | * - \c desired->freq should be the desired audio frequency in samples-per- |
||
284 | * second. |
||
285 | * - \c desired->format should be the desired audio format. |
||
286 | * - \c desired->samples is the desired size of the audio buffer, in |
||
287 | * samples. This number should be a power of two, and may be adjusted by |
||
288 | * the audio driver to a value more suitable for the hardware. Good values |
||
289 | * seem to range between 512 and 8096 inclusive, depending on the |
||
290 | * application and CPU speed. Smaller values yield faster response time, |
||
291 | * but can lead to underflow if the application is doing heavy processing |
||
292 | * and cannot fill the audio buffer in time. A stereo sample consists of |
||
293 | * both right and left channels in LR ordering. |
||
294 | * Note that the number of samples is directly related to time by the |
||
295 | * following formula: \code ms = (samples*1000)/freq \endcode |
||
296 | * - \c desired->size is the size in bytes of the audio buffer, and is |
||
297 | * calculated by SDL_OpenAudio(). |
||
298 | * - \c desired->silence is the value used to set the buffer to silence, |
||
299 | * and is calculated by SDL_OpenAudio(). |
||
300 | * - \c desired->callback should be set to a function that will be called |
||
301 | * when the audio device is ready for more data. It is passed a pointer |
||
302 | * to the audio buffer, and the length in bytes of the audio buffer. |
||
303 | * This function usually runs in a separate thread, and so you should |
||
304 | * protect data structures that it accesses by calling SDL_LockAudio() |
||
305 | * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL |
||
306 | * pointer here, and call SDL_QueueAudio() with some frequency, to queue |
||
307 | * more audio samples to be played (or for capture devices, call |
||
308 | * SDL_DequeueAudio() with some frequency, to obtain audio samples). |
||
309 | * - \c desired->userdata is passed as the first parameter to your callback |
||
310 | * function. If you passed a NULL callback, this value is ignored. |
||
311 | * |
||
312 | * The audio device starts out playing silence when it's opened, and should |
||
313 | * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready |
||
314 | * for your audio callback function to be called. Since the audio driver |
||
315 | * may modify the requested size of the audio buffer, you should allocate |
||
316 | * any local mixing buffers after you open the audio device. |
||
317 | */ |
||
318 | extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, |
||
319 | SDL_AudioSpec * obtained); |
||
320 | |||
321 | /** |
||
322 | * SDL Audio Device IDs. |
||
323 | * |
||
324 | * A successful call to SDL_OpenAudio() is always device id 1, and legacy |
||
325 | * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls |
||
326 | * always returns devices >= 2 on success. The legacy calls are good both |
||
327 | * for backwards compatibility and when you don't care about multiple, |
||
328 | * specific, or capture devices. |
||
329 | */ |
||
330 | typedef Uint32 SDL_AudioDeviceID; |
||
331 | |||
332 | /** |
||
333 | * Get the number of available devices exposed by the current driver. |
||
334 | * Only valid after a successfully initializing the audio subsystem. |
||
335 | * Returns -1 if an explicit list of devices can't be determined; this is |
||
336 | * not an error. For example, if SDL is set up to talk to a remote audio |
||
337 | * server, it can't list every one available on the Internet, but it will |
||
338 | * still allow a specific host to be specified to SDL_OpenAudioDevice(). |
||
339 | * |
||
340 | * In many common cases, when this function returns a value <= 0, it can still |
||
341 | * successfully open the default device (NULL for first argument of |
||
342 | * SDL_OpenAudioDevice()). |
||
343 | */ |
||
344 | extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); |
||
345 | |||
346 | /** |
||
347 | * Get the human-readable name of a specific audio device. |
||
348 | * Must be a value between 0 and (number of audio devices-1). |
||
349 | * Only valid after a successfully initializing the audio subsystem. |
||
350 | * The values returned by this function reflect the latest call to |
||
351 | * SDL_GetNumAudioDevices(); recall that function to redetect available |
||
352 | * hardware. |
||
353 | * |
||
354 | * The string returned by this function is UTF-8 encoded, read-only, and |
||
355 | * managed internally. You are not to free it. If you need to keep the |
||
356 | * string for any length of time, you should make your own copy of it, as it |
||
357 | * will be invalid next time any of several other SDL functions is called. |
||
358 | */ |
||
359 | extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, |
||
360 | int iscapture); |
||
361 | |||
362 | |||
363 | /** |
||
364 | * Open a specific audio device. Passing in a device name of NULL requests |
||
365 | * the most reasonable default (and is equivalent to calling SDL_OpenAudio()). |
||
366 | * |
||
367 | * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but |
||
368 | * some drivers allow arbitrary and driver-specific strings, such as a |
||
369 | * hostname/IP address for a remote audio server, or a filename in the |
||
370 | * diskaudio driver. |
||
371 | * |
||
372 | * \return 0 on error, a valid device ID that is >= 2 on success. |
||
373 | * |
||
374 | * SDL_OpenAudio(), unlike this function, always acts on device ID 1. |
||
375 | */ |
||
376 | extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char |
||
377 | *device, |
||
378 | int iscapture, |
||
379 | const |
||
380 | SDL_AudioSpec * |
||
381 | desired, |
||
382 | SDL_AudioSpec * |
||
383 | obtained, |
||
384 | int |
||
385 | allowed_changes); |
||
386 | |||
387 | |||
388 | |||
389 | /** |
||
390 | * \name Audio state |
||
391 | * |
||
392 | * Get the current audio state. |
||
393 | */ |
||
394 | /* @{ */ |
||
395 | typedef enum |
||
396 | { |
||
397 | SDL_AUDIO_STOPPED = 0, |
||
398 | SDL_AUDIO_PLAYING, |
||
399 | SDL_AUDIO_PAUSED |
||
400 | } SDL_AudioStatus; |
||
401 | extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); |
||
402 | |||
403 | extern DECLSPEC SDL_AudioStatus SDLCALL |
||
404 | SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); |
||
405 | /* @} *//* Audio State */ |
||
406 | |||
407 | /** |
||
408 | * \name Pause audio functions |
||
409 | * |
||
410 | * These functions pause and unpause the audio callback processing. |
||
411 | * They should be called with a parameter of 0 after opening the audio |
||
412 | * device to start playing sound. This is so you can safely initialize |
||
413 | * data for your callback function after opening the audio device. |
||
414 | * Silence will be written to the audio device during the pause. |
||
415 | */ |
||
416 | /* @{ */ |
||
417 | extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); |
||
418 | extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, |
||
419 | int pause_on); |
||
420 | /* @} *//* Pause audio functions */ |
||
421 | |||
422 | /** |
||
423 | * This function loads a WAVE from the data source, automatically freeing |
||
424 | * that source if \c freesrc is non-zero. For example, to load a WAVE file, |
||
425 | * you could do: |
||
426 | * \code |
||
427 | * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); |
||
428 | * \endcode |
||
429 | * |
||
430 | * If this function succeeds, it returns the given SDL_AudioSpec, |
||
431 | * filled with the audio data format of the wave data, and sets |
||
432 | * \c *audio_buf to a malloc()'d buffer containing the audio data, |
||
433 | * and sets \c *audio_len to the length of that audio buffer, in bytes. |
||
434 | * You need to free the audio buffer with SDL_FreeWAV() when you are |
||
435 | * done with it. |
||
436 | * |
||
437 | * This function returns NULL and sets the SDL error message if the |
||
438 | * wave file cannot be opened, uses an unknown data format, or is |
||
439 | * corrupt. Currently raw and MS-ADPCM WAVE files are supported. |
||
440 | */ |
||
441 | extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, |
||
442 | int freesrc, |
||
443 | SDL_AudioSpec * spec, |
||
444 | Uint8 ** audio_buf, |
||
445 | Uint32 * audio_len); |
||
446 | |||
447 | /** |
||
448 | * Loads a WAV from a file. |
||
449 | * Compatibility convenience function. |
||
450 | */ |
||
451 | #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ |
||
452 | SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) |
||
453 | |||
454 | /** |
||
455 | * This function frees data previously allocated with SDL_LoadWAV_RW() |
||
456 | */ |
||
457 | extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); |
||
458 | |||
459 | /** |
||
460 | * This function takes a source format and rate and a destination format |
||
461 | * and rate, and initializes the \c cvt structure with information needed |
||
462 | * by SDL_ConvertAudio() to convert a buffer of audio data from one format |
||
463 | * to the other. An unsupported format causes an error and -1 will be returned. |
||
464 | * |
||
465 | * \return 0 if no conversion is needed, 1 if the audio filter is set up, |
||
466 | * or -1 on error. |
||
467 | */ |
||
468 | extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, |
||
469 | SDL_AudioFormat src_format, |
||
470 | Uint8 src_channels, |
||
471 | int src_rate, |
||
472 | SDL_AudioFormat dst_format, |
||
473 | Uint8 dst_channels, |
||
474 | int dst_rate); |
||
475 | |||
476 | /** |
||
477 | * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), |
||
478 | * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of |
||
479 | * audio data in the source format, this function will convert it in-place |
||
480 | * to the desired format. |
||
481 | * |
||
482 | * The data conversion may expand the size of the audio data, so the buffer |
||
483 | * \c cvt->buf should be allocated after the \c cvt structure is initialized by |
||
484 | * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. |
||
485 | * |
||
486 | * \return 0 on success or -1 if \c cvt->buf is NULL. |
||
487 | */ |
||
488 | extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); |
||
489 | |||
490 | /* SDL_AudioStream is a new audio conversion interface. |
||
491 | The benefits vs SDL_AudioCVT: |
||
492 | - it can handle resampling data in chunks without generating |
||
493 | artifacts, when it doesn't have the complete buffer available. |
||
494 | - it can handle incoming data in any variable size. |
||
495 | - You push data as you have it, and pull it when you need it |
||
496 | */ |
||
497 | /* this is opaque to the outside world. */ |
||
498 | struct _SDL_AudioStream; |
||
499 | typedef struct _SDL_AudioStream SDL_AudioStream; |
||
500 | |||
501 | /** |
||
502 | * Create a new audio stream |
||
503 | * |
||
504 | * \param src_format The format of the source audio |
||
505 | * \param src_channels The number of channels of the source audio |
||
506 | * \param src_rate The sampling rate of the source audio |
||
507 | * \param dst_format The format of the desired audio output |
||
508 | * \param dst_channels The number of channels of the desired audio output |
||
509 | * \param dst_rate The sampling rate of the desired audio output |
||
510 | * \return 0 on success, or -1 on error. |
||
511 | * |
||
512 | * \sa SDL_AudioStreamPut |
||
513 | * \sa SDL_AudioStreamGet |
||
514 | * \sa SDL_AudioStreamAvailable |
||
515 | * \sa SDL_AudioStreamFlush |
||
516 | * \sa SDL_AudioStreamClear |
||
517 | * \sa SDL_FreeAudioStream |
||
518 | */ |
||
519 | extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, |
||
520 | const Uint8 src_channels, |
||
521 | const int src_rate, |
||
522 | const SDL_AudioFormat dst_format, |
||
523 | const Uint8 dst_channels, |
||
524 | const int dst_rate); |
||
525 | |||
526 | /** |
||
527 | * Add data to be converted/resampled to the stream |
||
528 | * |
||
529 | * \param stream The stream the audio data is being added to |
||
530 | * \param buf A pointer to the audio data to add |
||
8 | pmbaty | 531 | * \param len The number of bytes to write to the stream |
1 | pmbaty | 532 | * \return 0 on success, or -1 on error. |
533 | * |
||
534 | * \sa SDL_NewAudioStream |
||
535 | * \sa SDL_AudioStreamGet |
||
536 | * \sa SDL_AudioStreamAvailable |
||
537 | * \sa SDL_AudioStreamFlush |
||
538 | * \sa SDL_AudioStreamClear |
||
539 | * \sa SDL_FreeAudioStream |
||
540 | */ |
||
541 | extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); |
||
542 | |||
543 | /** |
||
544 | * Get converted/resampled data from the stream |
||
545 | * |
||
546 | * \param stream The stream the audio is being requested from |
||
547 | * \param buf A buffer to fill with audio data |
||
548 | * \param len The maximum number of bytes to fill |
||
549 | * \return The number of bytes read from the stream, or -1 on error |
||
550 | * |
||
551 | * \sa SDL_NewAudioStream |
||
552 | * \sa SDL_AudioStreamPut |
||
553 | * \sa SDL_AudioStreamAvailable |
||
554 | * \sa SDL_AudioStreamFlush |
||
555 | * \sa SDL_AudioStreamClear |
||
556 | * \sa SDL_FreeAudioStream |
||
557 | */ |
||
558 | extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); |
||
559 | |||
560 | /** |
||
561 | * Get the number of converted/resampled bytes available. The stream may be |
||
562 | * buffering data behind the scenes until it has enough to resample |
||
563 | * correctly, so this number might be lower than what you expect, or even |
||
564 | * be zero. Add more data or flush the stream if you need the data now. |
||
565 | * |
||
566 | * \sa SDL_NewAudioStream |
||
567 | * \sa SDL_AudioStreamPut |
||
568 | * \sa SDL_AudioStreamGet |
||
569 | * \sa SDL_AudioStreamFlush |
||
570 | * \sa SDL_AudioStreamClear |
||
571 | * \sa SDL_FreeAudioStream |
||
572 | */ |
||
573 | extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); |
||
574 | |||
575 | /** |
||
576 | * Tell the stream that you're done sending data, and anything being buffered |
||
577 | * should be converted/resampled and made available immediately. |
||
578 | * |
||
579 | * It is legal to add more data to a stream after flushing, but there will |
||
580 | * be audio gaps in the output. Generally this is intended to signal the |
||
581 | * end of input, so the complete output becomes available. |
||
582 | * |
||
583 | * \sa SDL_NewAudioStream |
||
584 | * \sa SDL_AudioStreamPut |
||
585 | * \sa SDL_AudioStreamGet |
||
586 | * \sa SDL_AudioStreamAvailable |
||
587 | * \sa SDL_AudioStreamClear |
||
588 | * \sa SDL_FreeAudioStream |
||
589 | */ |
||
590 | extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); |
||
591 | |||
592 | /** |
||
593 | * Clear any pending data in the stream without converting it |
||
594 | * |
||
595 | * \sa SDL_NewAudioStream |
||
596 | * \sa SDL_AudioStreamPut |
||
597 | * \sa SDL_AudioStreamGet |
||
598 | * \sa SDL_AudioStreamAvailable |
||
599 | * \sa SDL_AudioStreamFlush |
||
600 | * \sa SDL_FreeAudioStream |
||
601 | */ |
||
602 | extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); |
||
603 | |||
604 | /** |
||
605 | * Free an audio stream |
||
606 | * |
||
607 | * \sa SDL_NewAudioStream |
||
608 | * \sa SDL_AudioStreamPut |
||
609 | * \sa SDL_AudioStreamGet |
||
610 | * \sa SDL_AudioStreamAvailable |
||
611 | * \sa SDL_AudioStreamFlush |
||
612 | * \sa SDL_AudioStreamClear |
||
613 | */ |
||
614 | extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); |
||
615 | |||
616 | #define SDL_MIX_MAXVOLUME 128 |
||
617 | /** |
||
618 | * This takes two audio buffers of the playing audio format and mixes |
||
619 | * them, performing addition, volume adjustment, and overflow clipping. |
||
620 | * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME |
||
621 | * for full audio volume. Note this does not change hardware volume. |
||
622 | * This is provided for convenience -- you can mix your own audio data. |
||
623 | */ |
||
624 | extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, |
||
625 | Uint32 len, int volume); |
||
626 | |||
627 | /** |
||
628 | * This works like SDL_MixAudio(), but you specify the audio format instead of |
||
629 | * using the format of audio device 1. Thus it can be used when no audio |
||
630 | * device is open at all. |
||
631 | */ |
||
632 | extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, |
||
633 | const Uint8 * src, |
||
634 | SDL_AudioFormat format, |
||
635 | Uint32 len, int volume); |
||
636 | |||
637 | /** |
||
638 | * Queue more audio on non-callback devices. |
||
639 | * |
||
640 | * (If you are looking to retrieve queued audio from a non-callback capture |
||
641 | * device, you want SDL_DequeueAudio() instead. This will return -1 to |
||
642 | * signify an error if you use it with capture devices.) |
||
643 | * |
||
644 | * SDL offers two ways to feed audio to the device: you can either supply a |
||
645 | * callback that SDL triggers with some frequency to obtain more audio |
||
646 | * (pull method), or you can supply no callback, and then SDL will expect |
||
647 | * you to supply data at regular intervals (push method) with this function. |
||
648 | * |
||
649 | * There are no limits on the amount of data you can queue, short of |
||
650 | * exhaustion of address space. Queued data will drain to the device as |
||
651 | * necessary without further intervention from you. If the device needs |
||
652 | * audio but there is not enough queued, it will play silence to make up |
||
653 | * the difference. This means you will have skips in your audio playback |
||
654 | * if you aren't routinely queueing sufficient data. |
||
655 | * |
||
656 | * This function copies the supplied data, so you are safe to free it when |
||
657 | * the function returns. This function is thread-safe, but queueing to the |
||
658 | * same device from two threads at once does not promise which buffer will |
||
659 | * be queued first. |
||
660 | * |
||
661 | * You may not queue audio on a device that is using an application-supplied |
||
662 | * callback; doing so returns an error. You have to use the audio callback |
||
663 | * or queue audio with this function, but not both. |
||
664 | * |
||
665 | * You should not call SDL_LockAudio() on the device before queueing; SDL |
||
666 | * handles locking internally for this function. |
||
667 | * |
||
668 | * \param dev The device ID to which we will queue audio. |
||
669 | * \param data The data to queue to the device for later playback. |
||
670 | * \param len The number of bytes (not samples!) to which (data) points. |
||
671 | * \return 0 on success, or -1 on error. |
||
672 | * |
||
673 | * \sa SDL_GetQueuedAudioSize |
||
674 | * \sa SDL_ClearQueuedAudio |
||
675 | */ |
||
676 | extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); |
||
677 | |||
678 | /** |
||
679 | * Dequeue more audio on non-callback devices. |
||
680 | * |
||
681 | * (If you are looking to queue audio for output on a non-callback playback |
||
682 | * device, you want SDL_QueueAudio() instead. This will always return 0 |
||
683 | * if you use it with playback devices.) |
||
684 | * |
||
685 | * SDL offers two ways to retrieve audio from a capture device: you can |
||
686 | * either supply a callback that SDL triggers with some frequency as the |
||
687 | * device records more audio data, (push method), or you can supply no |
||
688 | * callback, and then SDL will expect you to retrieve data at regular |
||
689 | * intervals (pull method) with this function. |
||
690 | * |
||
691 | * There are no limits on the amount of data you can queue, short of |
||
692 | * exhaustion of address space. Data from the device will keep queuing as |
||
693 | * necessary without further intervention from you. This means you will |
||
694 | * eventually run out of memory if you aren't routinely dequeueing data. |
||
695 | * |
||
696 | * Capture devices will not queue data when paused; if you are expecting |
||
697 | * to not need captured audio for some length of time, use |
||
698 | * SDL_PauseAudioDevice() to stop the capture device from queueing more |
||
699 | * data. This can be useful during, say, level loading times. When |
||
700 | * unpaused, capture devices will start queueing data from that point, |
||
701 | * having flushed any capturable data available while paused. |
||
702 | * |
||
703 | * This function is thread-safe, but dequeueing from the same device from |
||
704 | * two threads at once does not promise which thread will dequeued data |
||
705 | * first. |
||
706 | * |
||
707 | * You may not dequeue audio from a device that is using an |
||
708 | * application-supplied callback; doing so returns an error. You have to use |
||
709 | * the audio callback, or dequeue audio with this function, but not both. |
||
710 | * |
||
711 | * You should not call SDL_LockAudio() on the device before queueing; SDL |
||
712 | * handles locking internally for this function. |
||
713 | * |
||
714 | * \param dev The device ID from which we will dequeue audio. |
||
715 | * \param data A pointer into where audio data should be copied. |
||
716 | * \param len The number of bytes (not samples!) to which (data) points. |
||
717 | * \return number of bytes dequeued, which could be less than requested. |
||
718 | * |
||
719 | * \sa SDL_GetQueuedAudioSize |
||
720 | * \sa SDL_ClearQueuedAudio |
||
721 | */ |
||
722 | extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); |
||
723 | |||
724 | /** |
||
725 | * Get the number of bytes of still-queued audio. |
||
726 | * |
||
727 | * For playback device: |
||
728 | * |
||
729 | * This is the number of bytes that have been queued for playback with |
||
730 | * SDL_QueueAudio(), but have not yet been sent to the hardware. This |
||
731 | * number may shrink at any time, so this only informs of pending data. |
||
732 | * |
||
733 | * Once we've sent it to the hardware, this function can not decide the |
||
734 | * exact byte boundary of what has been played. It's possible that we just |
||
735 | * gave the hardware several kilobytes right before you called this |
||
736 | * function, but it hasn't played any of it yet, or maybe half of it, etc. |
||
737 | * |
||
738 | * For capture devices: |
||
739 | * |
||
740 | * This is the number of bytes that have been captured by the device and |
||
741 | * are waiting for you to dequeue. This number may grow at any time, so |
||
742 | * this only informs of the lower-bound of available data. |
||
743 | * |
||
744 | * You may not queue audio on a device that is using an application-supplied |
||
745 | * callback; calling this function on such a device always returns 0. |
||
746 | * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use |
||
747 | * the audio callback, but not both. |
||
748 | * |
||
749 | * You should not call SDL_LockAudio() on the device before querying; SDL |
||
750 | * handles locking internally for this function. |
||
751 | * |
||
752 | * \param dev The device ID of which we will query queued audio size. |
||
753 | * \return Number of bytes (not samples!) of queued audio. |
||
754 | * |
||
755 | * \sa SDL_QueueAudio |
||
756 | * \sa SDL_ClearQueuedAudio |
||
757 | */ |
||
758 | extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); |
||
759 | |||
760 | /** |
||
761 | * Drop any queued audio data. For playback devices, this is any queued data |
||
762 | * still waiting to be submitted to the hardware. For capture devices, this |
||
763 | * is any data that was queued by the device that hasn't yet been dequeued by |
||
764 | * the application. |
||
765 | * |
||
766 | * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For |
||
767 | * playback devices, the hardware will start playing silence if more audio |
||
768 | * isn't queued. Unpaused capture devices will start filling the queue again |
||
769 | * as soon as they have more data available (which, depending on the state |
||
770 | * of the hardware and the thread, could be before this function call |
||
771 | * returns!). |
||
772 | * |
||
773 | * This will not prevent playback of queued audio that's already been sent |
||
774 | * to the hardware, as we can not undo that, so expect there to be some |
||
775 | * fraction of a second of audio that might still be heard. This can be |
||
776 | * useful if you want to, say, drop any pending music during a level change |
||
777 | * in your game. |
||
778 | * |
||
779 | * You may not queue audio on a device that is using an application-supplied |
||
780 | * callback; calling this function on such a device is always a no-op. |
||
781 | * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use |
||
782 | * the audio callback, but not both. |
||
783 | * |
||
784 | * You should not call SDL_LockAudio() on the device before clearing the |
||
785 | * queue; SDL handles locking internally for this function. |
||
786 | * |
||
787 | * This function always succeeds and thus returns void. |
||
788 | * |
||
789 | * \param dev The device ID of which to clear the audio queue. |
||
790 | * |
||
791 | * \sa SDL_QueueAudio |
||
792 | * \sa SDL_GetQueuedAudioSize |
||
793 | */ |
||
794 | extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); |
||
795 | |||
796 | |||
797 | /** |
||
798 | * \name Audio lock functions |
||
799 | * |
||
800 | * The lock manipulated by these functions protects the callback function. |
||
801 | * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that |
||
802 | * the callback function is not running. Do not call these from the callback |
||
803 | * function or you will cause deadlock. |
||
804 | */ |
||
805 | /* @{ */ |
||
806 | extern DECLSPEC void SDLCALL SDL_LockAudio(void); |
||
807 | extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); |
||
808 | extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); |
||
809 | extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); |
||
810 | /* @} *//* Audio lock functions */ |
||
811 | |||
812 | /** |
||
813 | * This function shuts down audio processing and closes the audio device. |
||
814 | */ |
||
815 | extern DECLSPEC void SDLCALL SDL_CloseAudio(void); |
||
816 | extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); |
||
817 | |||
818 | /* Ends C function definitions when using C++ */ |
||
819 | #ifdef __cplusplus |
||
820 | } |
||
821 | #endif |
||
822 | #include "close_code.h" |
||
823 | |||
824 | #endif /* SDL_audio_h_ */ |
||
825 | |||
826 | /* vi: set ts=4 sw=4 expandtab: */ |