- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org> 
-   
-   This software is provided 'as-is', without any express or implied 
-   warranty.  In no event will the authors be held liable for any damages 
-   arising from the use of this software. 
-   
-   Permission is granted to anyone to use this software for any purpose, 
-   including commercial applications, and to alter it and redistribute it 
-   freely, subject to the following restrictions: 
-   
-   1. The origin of this software must not be misrepresented; you must not 
-      claim that you wrote the original software. If you use this software 
-      in a product, an acknowledgment in the product documentation would be 
-      appreciated but is not required. 
-   2. Altered source versions must be plainly marked as such, and must not be 
-      misrepresented as being the original software. 
-   3. This notice may not be removed or altered from any source distribution. 
- */ 
-   
- /** 
-  *  \file SDL_audio.h 
-  * 
-  *  Access to the raw audio mixing buffer for the SDL library. 
-  */ 
-   
- #ifndef SDL_audio_h_ 
- #define SDL_audio_h_ 
-   
- #include "SDL_stdinc.h" 
- #include "SDL_error.h" 
- #include "SDL_endian.h" 
- #include "SDL_mutex.h" 
- #include "SDL_thread.h" 
- #include "SDL_rwops.h" 
-   
- #include "begin_code.h" 
- /* Set up for C function definitions, even when using C++ */ 
- #ifdef __cplusplus 
- extern "C" { 
- #endif 
-   
- /** 
-  *  \brief Audio format flags. 
-  * 
-  *  These are what the 16 bits in SDL_AudioFormat currently mean... 
-  *  (Unspecified bits are always zero). 
-  * 
-  *  \verbatim 
-     ++-----------------------sample is signed if set 
-     || 
-     ||       ++-----------sample is bigendian if set 
-     ||       || 
-     ||       ||          ++---sample is float if set 
-     ||       ||          || 
-     ||       ||          || +---sample bit size---+ 
-     ||       ||          || |                     | 
-     15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 
-     \endverbatim 
-  * 
-  *  There are macros in SDL 2.0 and later to query these bits. 
-  */ 
- typedef Uint16 SDL_AudioFormat; 
-   
- /** 
-  *  \name Audio flags 
-  */ 
- /* @{ */ 
-   
- #define SDL_AUDIO_MASK_BITSIZE       (0xFF) 
- #define SDL_AUDIO_MASK_DATATYPE      (1<<8) 
- #define SDL_AUDIO_MASK_ENDIAN        (1<<12) 
- #define SDL_AUDIO_MASK_SIGNED        (1<<15) 
- #define SDL_AUDIO_BITSIZE(x)         (x & SDL_AUDIO_MASK_BITSIZE) 
- #define SDL_AUDIO_ISFLOAT(x)         (x & SDL_AUDIO_MASK_DATATYPE) 
- #define SDL_AUDIO_ISBIGENDIAN(x)     (x & SDL_AUDIO_MASK_ENDIAN) 
- #define SDL_AUDIO_ISSIGNED(x)        (x & SDL_AUDIO_MASK_SIGNED) 
- #define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x)) 
- #define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x)) 
- #define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x)) 
-   
- /** 
-  *  \name Audio format flags 
-  * 
-  *  Defaults to LSB byte order. 
-  */ 
- /* @{ */ 
- #define AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */ 
- #define AUDIO_S8        0x8008  /**< Signed 8-bit samples */ 
- #define AUDIO_U16LSB    0x0010  /**< Unsigned 16-bit samples */ 
- #define AUDIO_S16LSB    0x8010  /**< Signed 16-bit samples */ 
- #define AUDIO_U16MSB    0x1010  /**< As above, but big-endian byte order */ 
- #define AUDIO_S16MSB    0x9010  /**< As above, but big-endian byte order */ 
- #define AUDIO_U16       AUDIO_U16LSB 
- #define AUDIO_S16       AUDIO_S16LSB 
- /* @} */ 
-   
- /** 
-  *  \name int32 support 
-  */ 
- /* @{ */ 
- #define AUDIO_S32LSB    0x8020  /**< 32-bit integer samples */ 
- #define AUDIO_S32MSB    0x9020  /**< As above, but big-endian byte order */ 
- #define AUDIO_S32       AUDIO_S32LSB 
- /* @} */ 
-   
- /** 
-  *  \name float32 support 
-  */ 
- /* @{ */ 
- #define AUDIO_F32LSB    0x8120  /**< 32-bit floating point samples */ 
- #define AUDIO_F32MSB    0x9120  /**< As above, but big-endian byte order */ 
- #define AUDIO_F32       AUDIO_F32LSB 
- /* @} */ 
-   
- /** 
-  *  \name Native audio byte ordering 
-  */ 
- /* @{ */ 
- #if SDL_BYTEORDER == SDL_LIL_ENDIAN 
- #define AUDIO_U16SYS    AUDIO_U16LSB 
- #define AUDIO_S16SYS    AUDIO_S16LSB 
- #define AUDIO_S32SYS    AUDIO_S32LSB 
- #define AUDIO_F32SYS    AUDIO_F32LSB 
- #else 
- #define AUDIO_U16SYS    AUDIO_U16MSB 
- #define AUDIO_S16SYS    AUDIO_S16MSB 
- #define AUDIO_S32SYS    AUDIO_S32MSB 
- #define AUDIO_F32SYS    AUDIO_F32MSB 
- #endif 
- /* @} */ 
-   
- /** 
-  *  \name Allow change flags 
-  * 
-  *  Which audio format changes are allowed when opening a device. 
-  */ 
- /* @{ */ 
- #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE    0x00000001 
- #define SDL_AUDIO_ALLOW_FORMAT_CHANGE       0x00000002 
- #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE     0x00000004 
- #define SDL_AUDIO_ALLOW_ANY_CHANGE          (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE) 
- /* @} */ 
-   
- /* @} *//* Audio flags */ 
-   
- /** 
-  *  This function is called when the audio device needs more data. 
-  * 
-  *  \param userdata An application-specific parameter saved in 
-  *                  the SDL_AudioSpec structure 
-  *  \param stream A pointer to the audio data buffer. 
-  *  \param len    The length of that buffer in bytes. 
-  * 
-  *  Once the callback returns, the buffer will no longer be valid. 
-  *  Stereo samples are stored in a LRLRLR ordering. 
-  * 
-  *  You can choose to avoid callbacks and use SDL_QueueAudio() instead, if 
-  *  you like. Just open your audio device with a NULL callback. 
-  */ 
- typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, 
-                                             int len); 
-   
- /** 
-  *  The calculated values in this structure are calculated by SDL_OpenAudio(). 
-  * 
-  *  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 */ 
-   
- /** 
-  *  This function loads a WAVE from the data source, automatically freeing 
-  *  that source if \c freesrc is non-zero.  For example, to load a WAVE file, 
-  *  you could do: 
-  *  \code 
-  *      SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); 
-  *  \endcode 
-  * 
-  *  If this function succeeds, it returns the given SDL_AudioSpec, 
-  *  filled with the audio data format of the wave data, and sets 
-  *  \c *audio_buf to a malloc()'d buffer containing the audio data, 
-  *  and sets \c *audio_len to the length of that audio buffer, in bytes. 
-  *  You need to free the audio buffer with SDL_FreeWAV() when you are 
-  *  done with it. 
-  * 
-  *  This function returns NULL and sets the SDL error message if the 
-  *  wave file cannot be opened, uses an unknown data format, or is 
-  *  corrupt.  Currently raw and MS-ADPCM WAVE files are supported. 
-  */ 
- extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, 
-                                                       int freesrc, 
-                                                       SDL_AudioSpec * spec, 
-                                                       Uint8 ** audio_buf, 
-                                                       Uint32 * audio_len); 
-   
- /** 
-  *  Loads a WAV from a file. 
-  *  Compatibility convenience function. 
-  */ 
- #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ 
-     SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) 
-   
- /** 
-  *  This function frees data previously allocated with SDL_LoadWAV_RW() 
-  */ 
- extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); 
-   
- /** 
-  *  This function takes a source format and rate and a destination format 
-  *  and rate, and initializes the \c cvt structure with information needed 
-  *  by SDL_ConvertAudio() to convert a buffer of audio data from one format 
-  *  to the other. 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 int 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: */ 
-