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  1. /*
  2.     SDL - Simple DirectMedia Layer
  3.     Copyright (C) 1997-2009 Sam Lantinga
  4.  
  5.     This library is free software; you can redistribute it and/or
  6.     modify it under the terms of the GNU Lesser General Public
  7.     License as published by the Free Software Foundation; either
  8.     version 2.1 of the License, or (at your option) any later version.
  9.  
  10.     This library is distributed in the hope that it will be useful,
  11.     but WITHOUT ANY WARRANTY; without even the implied warranty of
  12.     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  13.     Lesser General Public License for more details.
  14.  
  15.     You should have received a copy of the GNU Lesser General Public
  16.     License along with this library; if not, write to the Free Software
  17.     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  18.  
  19.     Sam Lantinga
  20.     slouken@libsdl.org
  21. */
  22.  
  23. /**
  24.  *  @file SDL_audio.h
  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.  * When filling in the desired audio spec structure,
  46.  * - 'desired->freq' should be the desired audio frequency in samples-per-second.
  47.  * - 'desired->format' should be the desired audio format.
  48.  * - 'desired->samples' is the desired size of the audio buffer, in samples.
  49.  *     This number should be a power of two, and may be adjusted by the audio
  50.  *     driver to a value more suitable for the hardware.  Good values seem to
  51.  *     range between 512 and 8096 inclusive, depending on the application and
  52.  *     CPU speed.  Smaller values yield faster response time, but can lead
  53.  *     to underflow if the application is doing heavy processing and cannot
  54.  *     fill the audio buffer in time.  A stereo sample consists of both right
  55.  *     and left channels in LR ordering.
  56.  *     Note that the number of samples is directly related to time by the
  57.  *     following formula:  ms = (samples*1000)/freq
  58.  * - 'desired->size' is the size in bytes of the audio buffer, and is
  59.  *     calculated by SDL_OpenAudio().
  60.  * - 'desired->silence' is the value used to set the buffer to silence,
  61.  *     and is calculated by SDL_OpenAudio().
  62.  * - 'desired->callback' should be set to a function that will be called
  63.  *     when the audio device is ready for more data.  It is passed a pointer
  64.  *     to the audio buffer, and the length in bytes of the audio buffer.
  65.  *     This function usually runs in a separate thread, and so you should
  66.  *     protect data structures that it accesses by calling SDL_LockAudio()
  67.  *     and SDL_UnlockAudio() in your code.
  68.  * - 'desired->userdata' is passed as the first parameter to your callback
  69.  *     function.
  70.  *
  71.  * @note The calculated values in this structure are calculated by SDL_OpenAudio()
  72.  *
  73.  */
  74. typedef struct SDL_AudioSpec {
  75.         int freq;               /**< DSP frequency -- samples per second */
  76.         Uint16 format;          /**< Audio data format */
  77.         Uint8  channels;        /**< Number of channels: 1 mono, 2 stereo */
  78.         Uint8  silence;         /**< Audio buffer silence value (calculated) */
  79.         Uint16 samples;         /**< Audio buffer size in samples (power of 2) */
  80.         Uint16 padding;         /**< Necessary for some compile environments */
  81.         Uint32 size;            /**< Audio buffer size in bytes (calculated) */
  82.         /**
  83.          *  This function is called when the audio device needs more data.
  84.          *
  85.          *  @param[out] stream  A pointer to the audio data buffer
  86.          *  @param[in]  len     The length of the audio buffer in bytes.
  87.          *
  88.          *  Once the callback returns, the buffer will no longer be valid.
  89.          *  Stereo samples are stored in a LRLRLR ordering.
  90.          */
  91.         void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len);
  92.         void  *userdata;
  93. } SDL_AudioSpec;
  94.  
  95. /**
  96.  *  @name Audio format flags
  97.  *  defaults to LSB byte order
  98.  */
  99. /*@{*/
  100. #define AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */
  101. #define AUDIO_S8        0x8008  /**< Signed 8-bit samples */
  102. #define AUDIO_U16LSB    0x0010  /**< Unsigned 16-bit samples */
  103. #define AUDIO_S16LSB    0x8010  /**< Signed 16-bit samples */
  104. #define AUDIO_U16MSB    0x1010  /**< As above, but big-endian byte order */
  105. #define AUDIO_S16MSB    0x9010  /**< As above, but big-endian byte order */
  106. #define AUDIO_U16       AUDIO_U16LSB
  107. #define AUDIO_S16       AUDIO_S16LSB
  108.  
  109. /**
  110.  *  @name Native audio byte ordering
  111.  */
  112. /*@{*/
  113. #if SDL_BYTEORDER == SDL_LIL_ENDIAN
  114. #define AUDIO_U16SYS    AUDIO_U16LSB
  115. #define AUDIO_S16SYS    AUDIO_S16LSB
  116. #else
  117. #define AUDIO_U16SYS    AUDIO_U16MSB
  118. #define AUDIO_S16SYS    AUDIO_S16MSB
  119. #endif
  120. /*@}*/
  121.  
  122. /*@}*/
  123.  
  124.  
  125. /** A structure to hold a set of audio conversion filters and buffers */
  126. typedef struct SDL_AudioCVT {
  127.         int needed;                     /**< Set to 1 if conversion possible */
  128.         Uint16 src_format;              /**< Source audio format */
  129.         Uint16 dst_format;              /**< Target audio format */
  130.         double rate_incr;               /**< Rate conversion increment */
  131.         Uint8 *buf;                     /**< Buffer to hold entire audio data */
  132.         int    len;                     /**< Length of original audio buffer */
  133.         int    len_cvt;                 /**< Length of converted audio buffer */
  134.         int    len_mult;                /**< buffer must be len*len_mult big */
  135.         double len_ratio;       /**< Given len, final size is len*len_ratio */
  136.         void (SDLCALL *filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
  137.         int filter_index;               /**< Current audio conversion function */
  138. } SDL_AudioCVT;
  139.  
  140.  
  141. /* Function prototypes */
  142.  
  143. /**
  144.  * @name Audio Init and Quit
  145.  * These functions are used internally, and should not be used unless you
  146.  * have a specific need to specify the audio driver you want to use.
  147.  * You should normally use SDL_Init() or SDL_InitSubSystem().
  148.  */
  149. /*@{*/
  150. extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
  151. extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
  152. /*@}*/
  153.  
  154. /**
  155.  * This function fills the given character buffer with the name of the
  156.  * current audio driver, and returns a pointer to it if the audio driver has
  157.  * been initialized.  It returns NULL if no driver has been initialized.
  158.  */
  159. extern DECLSPEC char * SDLCALL SDL_AudioDriverName(char *namebuf, int maxlen);
  160.  
  161. /**
  162.  * This function opens the audio device with the desired parameters, and
  163.  * returns 0 if successful, placing the actual hardware parameters in the
  164.  * structure pointed to by 'obtained'.  If 'obtained' is NULL, the audio
  165.  * data passed to the callback function will be guaranteed to be in the
  166.  * requested format, and will be automatically converted to the hardware
  167.  * audio format if necessary.  This function returns -1 if it failed
  168.  * to open the audio device, or couldn't set up the audio thread.
  169.  *
  170.  * The audio device starts out playing silence when it's opened, and should
  171.  * be enabled for playing by calling SDL_PauseAudio(0) when you are ready
  172.  * for your audio callback function to be called.  Since the audio driver
  173.  * may modify the requested size of the audio buffer, you should allocate
  174.  * any local mixing buffers after you open the audio device.
  175.  *
  176.  * @sa SDL_AudioSpec
  177.  */
  178. extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
  179.  
  180. typedef enum {
  181.         SDL_AUDIO_STOPPED = 0,
  182.         SDL_AUDIO_PLAYING,
  183.         SDL_AUDIO_PAUSED
  184. } SDL_audiostatus;
  185.  
  186. /** Get the current audio state */
  187. extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void);
  188.  
  189. /**
  190.  * This function pauses and unpauses the audio callback processing.
  191.  * It should be called with a parameter of 0 after opening the audio
  192.  * device to start playing sound.  This is so you can safely initialize
  193.  * data for your callback function after opening the audio device.
  194.  * Silence will be written to the audio device during the pause.
  195.  */
  196. extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
  197.  
  198. /**
  199.  * This function loads a WAVE from the data source, automatically freeing
  200.  * that source if 'freesrc' is non-zero.  For example, to load a WAVE file,
  201.  * you could do:
  202.  *      @code SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); @endcode
  203.  *
  204.  * If this function succeeds, it returns the given SDL_AudioSpec,
  205.  * filled with the audio data format of the wave data, and sets
  206.  * 'audio_buf' to a malloc()'d buffer containing the audio data,
  207.  * and sets 'audio_len' to the length of that audio buffer, in bytes.
  208.  * You need to free the audio buffer with SDL_FreeWAV() when you are
  209.  * done with it.
  210.  *
  211.  * This function returns NULL and sets the SDL error message if the
  212.  * wave file cannot be opened, uses an unknown data format, or is
  213.  * corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
  214.  */
  215. extern DECLSPEC SDL_AudioSpec * SDLCALL SDL_LoadWAV_RW(SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
  216.  
  217. /** Compatibility convenience function -- loads a WAV from a file */
  218. #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
  219.         SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
  220.  
  221. /**
  222.  * This function frees data previously allocated with SDL_LoadWAV_RW()
  223.  */
  224. extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 *audio_buf);
  225.  
  226. /**
  227.  * This function takes a source format and rate and a destination format
  228.  * and rate, and initializes the 'cvt' structure with information needed
  229.  * by SDL_ConvertAudio() to convert a buffer of audio data from one format
  230.  * to the other.
  231.  *
  232.  * @return This function returns 0, or -1 if there was an error.
  233.  */
  234. extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT *cvt,
  235.                 Uint16 src_format, Uint8 src_channels, int src_rate,
  236.                 Uint16 dst_format, Uint8 dst_channels, int dst_rate);
  237.  
  238. /**
  239.  * Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
  240.  * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
  241.  * audio data in the source format, this function will convert it in-place
  242.  * to the desired format.
  243.  * The data conversion may expand the size of the audio data, so the buffer
  244.  * cvt->buf should be allocated after the cvt structure is initialized by
  245.  * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
  246.  */
  247. extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT *cvt);
  248.  
  249.  
  250. #define SDL_MIX_MAXVOLUME 128
  251. /**
  252.  * This takes two audio buffers of the playing audio format and mixes
  253.  * them, performing addition, volume adjustment, and overflow clipping.
  254.  * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
  255.  * for full audio volume.  Note this does not change hardware volume.
  256.  * This is provided for convenience -- you can mix your own audio data.
  257.  */
  258. extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume);
  259.  
  260. /**
  261.  * @name Audio Locks
  262.  * The lock manipulated by these functions protects the callback function.
  263.  * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
  264.  * callback function is not running.  Do not call these from the callback
  265.  * function or you will cause deadlock.
  266.  */
  267. /*@{*/
  268. extern DECLSPEC void SDLCALL SDL_LockAudio(void);
  269. extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
  270. /*@}*/
  271.  
  272. /**
  273.  * This function shuts down audio processing and closes the audio device.
  274.  */
  275. extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
  276.  
  277.  
  278. /* Ends C function definitions when using C++ */
  279. #ifdef __cplusplus
  280. }
  281. #endif
  282. #include "close_code.h"
  283.  
  284. #endif /* _SDL_audio_h */
  285.