- /* 
-   Simple DirectMedia Layer 
-   Copyright (C) 1997-2023 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. 
- */ 
-   
- /* !!! FIXME: several functions in here need Doxygen comments. */ 
-   
- /** 
-  *  \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 LFE  BL  BR              (4.1 surround) 
-  *  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. 
-  */ 
- #if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__) 
- /* 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. 
-    This is not a concern on CHERI architectures, where pointers must be stored 
-    at aligned locations otherwise they will become invalid, and thus structs 
-    containing pointers cannot be packed without giving a warning or error. 
-    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. 
-  */ 
- /* @{ */ 
-   
- /** 
-  * Use this function to get the number of built-in audio drivers. 
-  * 
-  * This function returns a hardcoded number. This never returns a negative 
-  * value; if there are no drivers compiled into this build of SDL, this 
-  * function returns zero. The presence of a driver in this list does not mean 
-  * it will function, it just means SDL is capable of interacting with that 
-  * interface. For example, a build of SDL might have esound support, but if 
-  * there's no esound server available, SDL's esound driver would fail if used. 
-  * 
-  * By default, SDL tries all drivers, in its preferred order, until one is 
-  * found to be usable. 
-  * 
-  * \returns the number of built-in audio drivers. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetAudioDriver 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); 
-   
- /** 
-  * Use this function to get the name of a built in audio driver. 
-  * 
-  * The list of audio drivers is given in the order that they are normally 
-  * initialized by default; the drivers that seem more reasonable to choose 
-  * first (as far as the SDL developers believe) are earlier in the list. 
-  * 
-  * The names of drivers are all simple, low-ASCII identifiers, like "alsa", 
-  * "coreaudio" or "xaudio2". These never have Unicode characters, and are not 
-  * meant to be proper names. 
-  * 
-  * \param index the index of the audio driver; the value ranges from 0 to 
-  *              SDL_GetNumAudioDrivers() - 1 
-  * \returns the name of the audio driver at the requested index, or NULL if an 
-  *          invalid index was specified. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetNumAudioDrivers 
-  */ 
- 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(). 
-  */ 
- /* @{ */ 
-   
- /** 
-  * Use this function to initialize a particular audio driver. 
-  * 
-  * This function is used internally, and should not be used unless you have a 
-  * specific need to designate the audio driver you want to use. You should 
-  * normally use SDL_Init() or SDL_InitSubSystem(). 
-  * 
-  * \param driver_name the name of the desired audio driver 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_AudioQuit 
-  */ 
- extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); 
-   
- /** 
-  * Use this function to shut down audio if you initialized it with 
-  * SDL_AudioInit(). 
-  * 
-  * This function is 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_Quit() or SDL_QuitSubSystem(). 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_AudioInit 
-  */ 
- extern DECLSPEC void SDLCALL SDL_AudioQuit(void); 
- /* @} */ 
-   
- /** 
-  * Get the name of the current audio driver. 
-  * 
-  * The returned string points to internal static memory and thus never becomes 
-  * invalid, even if you quit the audio subsystem and initialize a new driver 
-  * (although such a case would return a different static string from another 
-  * call to this function, of course). As such, you should not modify or free 
-  * the returned string. 
-  * 
-  * \returns the name of the current audio driver or NULL if no driver has been 
-  *          initialized. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_AudioInit 
-  */ 
- extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); 
-   
- /** 
-  * This function is a legacy means of opening the audio device. 
-  * 
-  * This function remains for compatibility with SDL 1.2, but also because it's 
-  * slightly easier to use than the new functions in SDL 2.0. The new, more 
-  * powerful, and preferred way to do this is SDL_OpenAudioDevice(). 
-  * 
-  * This function is roughly equivalent to: 
-  * 
-  * ```c 
-  * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE); 
-  * ``` 
-  * 
-  * With two notable exceptions: 
-  * 
-  * - If `obtained` is NULL, we use `desired` (and allow no changes), which 
-  *   means desired will be modified to have the correct values for silence, 
-  *   etc, and SDL will convert any differences between your app's specific 
-  *   request and the hardware behind the scenes. 
-  * - The return value is always success or failure, and not a device ID, which 
-  *   means you can only have one device open at a time with this function. 
-  * 
-  * \param desired an SDL_AudioSpec structure representing the desired output 
-  *                format. Please refer to the SDL_OpenAudioDevice 
-  *                documentation for details on how to prepare this structure. 
-  * \param obtained an SDL_AudioSpec structure filled in with the actual 
-  *                 parameters, or NULL. 
-  * \returns 0 if successful, placing the actual hardware parameters in the 
-  *          structure pointed to by `obtained`. 
-  * 
-  *          If `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 actual hardware audio 
-  *          format if necessary. If `obtained` is NULL, `desired` will have 
-  *          fields modified. 
-  * 
-  *          This function returns a negative error code on failure to open the 
-  *          audio device or failure to set up the audio thread; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CloseAudio 
-  * \sa SDL_LockAudio 
-  * \sa SDL_PauseAudio 
-  * \sa SDL_UnlockAudio 
-  */ 
- 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 built-in audio devices. 
-  * 
-  * This function is only valid after successfully initializing the audio 
-  * subsystem. 
-  * 
-  * Note that audio capture support is not implemented as of SDL 2.0.4, so the 
-  * `iscapture` parameter is for future expansion and should always be zero for 
-  * now. 
-  * 
-  * This function will return -1 if an explicit list of devices can't be 
-  * determined. Returning -1 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 in 
-  * 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()). 
-  * 
-  * This function may trigger a complete redetect of available hardware. It 
-  * should not be called for each iteration of a loop, but rather once at the 
-  * start of a loop: 
-  * 
-  * ```c 
-  * // Don't do this: 
-  * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++) 
-  * 
-  * // do this instead: 
-  * const int count = SDL_GetNumAudioDevices(0); 
-  * for (int i = 0; i < count; ++i) { do_something_here(); } 
-  * ``` 
-  * 
-  * \param iscapture zero to request playback devices, non-zero to request 
-  *                  recording devices 
-  * \returns the number of available devices exposed by the current driver or 
-  *          -1 if an explicit list of devices can't be determined. A return 
-  *          value of -1 does not necessarily mean an error condition. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetAudioDeviceName 
-  * \sa SDL_OpenAudioDevice 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); 
-   
- /** 
-  * Get the human-readable name of a specific audio device. 
-  * 
-  * This function is only valid after successfully initializing the audio 
-  * subsystem. The values returned by this function reflect the latest call to 
-  * SDL_GetNumAudioDevices(); re-call 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 are called. 
-  * 
-  * \param index the index of the audio device; valid values range from 0 to 
-  *              SDL_GetNumAudioDevices() - 1 
-  * \param iscapture non-zero to query the list of recording devices, zero to 
-  *                  query the list of output devices. 
-  * \returns the name of the audio device at the requested index, or NULL on 
-  *          error. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetNumAudioDevices 
-  * \sa SDL_GetDefaultAudioInfo 
-  */ 
- extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, 
-                                                            int iscapture); 
-   
- /** 
-  * Get the preferred audio format of a specific audio device. 
-  * 
-  * This function is only valid after a successfully initializing the audio 
-  * subsystem. The values returned by this function reflect the latest call to 
-  * SDL_GetNumAudioDevices(); re-call that function to redetect available 
-  * hardware. 
-  * 
-  * `spec` will be filled with the sample rate, sample format, and channel 
-  * count. 
-  * 
-  * \param index the index of the audio device; valid values range from 0 to 
-  *              SDL_GetNumAudioDevices() - 1 
-  * \param iscapture non-zero to query the list of recording devices, zero to 
-  *                  query the list of output devices. 
-  * \param spec The SDL_AudioSpec to be initialized by this function. 
-  * \returns 0 on success, nonzero on error 
-  * 
-  * \since This function is available since SDL 2.0.16. 
-  * 
-  * \sa SDL_GetNumAudioDevices 
-  * \sa SDL_GetDefaultAudioInfo 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index, 
-                                                    int iscapture, 
-                                                    SDL_AudioSpec *spec); 
-   
-   
- /** 
-  * Get the name and preferred format of the default audio device. 
-  * 
-  * Some (but not all!) platforms have an isolated mechanism to get information 
-  * about the "default" device. This can actually be a completely different 
-  * device that's not in the list you get from SDL_GetAudioDeviceSpec(). It can 
-  * even be a network address! (This is discussed in SDL_OpenAudioDevice().) 
-  * 
-  * As a result, this call is not guaranteed to be performant, as it can query 
-  * the sound server directly every time, unlike the other query functions. You 
-  * should call this function sparingly! 
-  * 
-  * `spec` will be filled with the sample rate, sample format, and channel 
-  * count, if a default device exists on the system. If `name` is provided, 
-  * will be filled with either a dynamically-allocated UTF-8 string or NULL. 
-  * 
-  * \param name A pointer to be filled with the name of the default device (can 
-  *             be NULL). Please call SDL_free() when you are done with this 
-  *             pointer! 
-  * \param spec The SDL_AudioSpec to be initialized by this function. 
-  * \param iscapture non-zero to query the default recording device, zero to 
-  *                  query the default output device. 
-  * \returns 0 on success, nonzero on error 
-  * 
-  * \since This function is available since SDL 2.24.0. 
-  * 
-  * \sa SDL_GetAudioDeviceName 
-  * \sa SDL_GetAudioDeviceSpec 
-  * \sa SDL_OpenAudioDevice 
-  */ 
- extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name, 
-                                                     SDL_AudioSpec *spec, 
-                                                     int iscapture); 
-   
-   
- /** 
-  * Open a specific audio device. 
-  * 
-  * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such, 
-  * this function will never return a 1 so as not to conflict with the legacy 
-  * function. 
-  * 
-  * Please note that SDL 2.0 before 2.0.5 did not support recording; as such, 
-  * this function would fail if `iscapture` was not zero. Starting with SDL 
-  * 2.0.5, recording is implemented and this value can be non-zero. 
-  * 
-  * Passing in a `device` name of NULL requests the most reasonable default 
-  * (and is equivalent to what SDL_OpenAudio() does to choose a device). 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. 
-  * 
-  * An opened audio device starts out paused, and should be enabled for playing 
-  * by calling SDL_PauseAudioDevice(devid, 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. 
-  * 
-  * The audio callback runs in a separate thread in most cases; you can prevent 
-  * race conditions between your callback and other threads without fully 
-  * pausing playback with SDL_LockAudioDevice(). For more information about the 
-  * callback, see SDL_AudioSpec. 
-  * 
-  * Managing the audio spec via 'desired' and 'obtained': 
-  * 
-  * When filling in the desired audio spec structure: 
-  * 
-  * - `desired->freq` should be the frequency in sample-frames-per-second (Hz). 
-  * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc). 
-  * - `desired->samples` is the desired size of the audio buffer, in _sample 
-  *   frames_ (with stereo output, two samples--left and right--would make a 
-  *   single sample frame). 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 reduce latency, but can 
-  *   lead to underflow if the application is doing heavy processing and cannot 
-  *   fill the audio buffer in time. Note that the number of sample frames is 
-  *   directly related to time by the following formula: `ms = 
-  *   (sampleframes*1000)/freq` 
-  * - `desired->size` is the size in _bytes_ of the audio buffer, and is 
-  *   calculated by SDL_OpenAudioDevice(). You don't initialize this. 
-  * - `desired->silence` is the value used to set the buffer to silence, and is 
-  *   calculated by SDL_OpenAudioDevice(). You don't initialize this. 
-  * - `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_LockAudioDevice() and 
-  *   SDL_UnlockAudioDevice() 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). 
-  * - `desired->userdata` is passed as the first parameter to your callback 
-  *   function. If you passed a NULL callback, this value is ignored. 
-  * 
-  * `allowed_changes` can have the following flags OR'd together: 
-  * 
-  * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE` 
-  * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE` 
-  * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE` 
-  * - `SDL_AUDIO_ALLOW_SAMPLES_CHANGE` 
-  * - `SDL_AUDIO_ALLOW_ANY_CHANGE` 
-  * 
-  * These flags specify how SDL should behave when a device cannot offer a 
-  * specific feature. If the application requests a feature that the hardware 
-  * doesn't offer, SDL will always try to get the closest equivalent. 
-  * 
-  * For example, if you ask for float32 audio format, but the sound card only 
-  * supports int16, SDL will set the hardware to int16. If you had set 
-  * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained` 
-  * structure. If that flag was *not* set, SDL will prepare to convert your 
-  * callback's float32 audio to int16 before feeding it to the hardware and 
-  * will keep the originally requested format in the `obtained` structure. 
-  * 
-  * The resulting audio specs, varying depending on hardware and on what 
-  * changes were allowed, will then be written back to `obtained`. 
-  * 
-  * If your application can only handle one specific data format, pass a zero 
-  * for `allowed_changes` and let SDL transparently handle any differences. 
-  * 
-  * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a 
-  *               driver-specific name as appropriate. NULL requests the most 
-  *               reasonable default device. 
-  * \param iscapture non-zero to specify a device should be opened for 
-  *                  recording, not playback 
-  * \param desired an SDL_AudioSpec structure representing the desired output 
-  *                format; see SDL_OpenAudio() for more information 
-  * \param obtained an SDL_AudioSpec structure filled in with the actual output 
-  *                 format; see SDL_OpenAudio() for more information 
-  * \param allowed_changes 0, or one or more flags OR'd together 
-  * \returns a valid device ID that is > 0 on success or 0 on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  *          For compatibility with SDL 1.2, this will never return 1, since 
-  *          SDL reserves that ID for the legacy SDL_OpenAudio() function. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_CloseAudioDevice 
-  * \sa SDL_GetAudioDeviceName 
-  * \sa SDL_LockAudioDevice 
-  * \sa SDL_OpenAudio 
-  * \sa SDL_PauseAudioDevice 
-  * \sa SDL_UnlockAudioDevice 
-  */ 
- 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; 
-   
- /** 
-  * This function is a legacy means of querying the audio device. 
-  * 
-  * New programs might want to use SDL_GetAudioDeviceStatus() instead. This 
-  * function is equivalent to calling... 
-  * 
-  * ```c 
-  * SDL_GetAudioDeviceStatus(1); 
-  * ``` 
-  * 
-  * ...and is only useful if you used the legacy SDL_OpenAudio() function. 
-  * 
-  * \returns the SDL_AudioStatus of the audio device opened by SDL_OpenAudio(). 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetAudioDeviceStatus 
-  */ 
- extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); 
-   
- /** 
-  * Use this function to get the current audio state of an audio device. 
-  * 
-  * \param dev the ID of an audio device previously opened with 
-  *            SDL_OpenAudioDevice() 
-  * \returns the SDL_AudioStatus of the specified audio device. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_PauseAudioDevice 
-  */ 
- 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. 
-  */ 
- /* @{ */ 
-   
- /** 
-  * This function is a legacy means of pausing the audio device. 
-  * 
-  * New programs might want to use SDL_PauseAudioDevice() instead. This 
-  * function is equivalent to calling... 
-  * 
-  * ```c 
-  * SDL_PauseAudioDevice(1, pause_on); 
-  * ``` 
-  * 
-  * ...and is only useful if you used the legacy SDL_OpenAudio() function. 
-  * 
-  * \param pause_on non-zero to pause, 0 to unpause 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_GetAudioStatus 
-  * \sa SDL_PauseAudioDevice 
-  */ 
- extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); 
-   
- /** 
-  * Use this function to pause and unpause audio playback on a specified 
-  * device. 
-  * 
-  * This function pauses and unpauses the audio callback processing for a given 
-  * device. Newly-opened audio devices start in the paused state, so you must 
-  * call this function with **pause_on**=0 after opening the specified audio 
-  * device to start playing sound. This allows you to safely initialize data 
-  * for your callback function after opening the audio device. Silence will be 
-  * written to the audio device while paused, and the audio callback is 
-  * guaranteed to not be called. Pausing one device does not prevent other 
-  * unpaused devices from running their callbacks. 
-  * 
-  * Pausing state does not stack; even if you pause a device several times, a 
-  * single unpause will start the device playing again, and vice versa. This is 
-  * different from how SDL_LockAudioDevice() works. 
-  * 
-  * If you just need to protect a few variables from race conditions vs your 
-  * callback, you shouldn't pause the audio device, as it will lead to dropouts 
-  * in the audio playback. Instead, you should use SDL_LockAudioDevice(). 
-  * 
-  * \param dev a device opened by SDL_OpenAudioDevice() 
-  * \param pause_on non-zero to pause, 0 to unpause 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_LockAudioDevice 
-  */ 
- extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, 
-                                                   int pause_on); 
- /* @} *//* Pause audio functions */ 
-   
- /** 
-  * Load the audio data of a WAVE file into memory. 
-  * 
-  * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to 
-  * be valid pointers. The entire data portion of the file is then loaded into 
-  * memory and decoded if necessary. 
-  * 
-  * If `freesrc` is non-zero, the data source gets automatically closed and 
-  * freed before the function returns. 
-  * 
-  * Supported formats 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 mu-law (8 bits). Other formats are currently unsupported and 
-  * cause an error. 
-  * 
-  * If this function succeeds, the pointer returned by it is equal to `spec` 
-  * and the pointer to the audio data allocated by the function is written to 
-  * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec 
-  * members `freq`, `channels`, and `format` are set to the values of the audio 
-  * data in the buffer. The `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 
-  * `audio_buf` when it is no longer used. 
-  * 
-  * Because of the underspecification of the .WAV 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 `src` being NULL), an appropriate error message will be 
-  * set. 
-  * 
-  * It is required that the data source supports seeking. 
-  * 
-  * Example: 
-  * 
-  * ```c 
-  * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len); 
-  * ``` 
-  * 
-  * Note that the SDL_LoadWAV macro does this same thing for you, but in a less 
-  * messy way: 
-  * 
-  * ```c 
-  * SDL_LoadWAV("sample.wav", &spec, &buf, &len); 
-  * ``` 
-  * 
-  * \param src The data source for the WAVE data 
-  * \param freesrc If non-zero, SDL will _always_ free the data source 
-  * \param spec An SDL_AudioSpec that will be filled in with the wave file's 
-  *             format details 
-  * \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 
-  * \returns This function, if successfully called, returns `spec`, which will 
-  *          be filled with the audio data format of the wave source data. 
-  *          `audio_buf` will be filled with a pointer to an allocated buffer 
-  *          containing the audio data, and `audio_len` is filled with the 
-  *          length of that audio buffer in bytes. 
-  * 
-  *          This function returns NULL if the .WAV file cannot be opened, uses 
-  *          an unknown data format, or is corrupt; call SDL_GetError() for 
-  *          more information. 
-  * 
-  *          When the application is done with the data returned in 
-  *          `audio_buf`, it should call SDL_FreeWAV() to dispose of it. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_FreeWAV 
-  * \sa SDL_LoadWAV 
-  */ 
- 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) 
-   
- /** 
-  * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW(). 
-  * 
-  * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW() 
-  * its data can eventually be freed with SDL_FreeWAV(). It is safe to call 
-  * this function with a NULL pointer. 
-  * 
-  * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or 
-  *                  SDL_LoadWAV_RW() 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_LoadWAV 
-  * \sa SDL_LoadWAV_RW 
-  */ 
- extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); 
-   
- /** 
-  * Initialize an SDL_AudioCVT structure for conversion. 
-  * 
-  * Before an SDL_AudioCVT structure can be used to convert audio data it must 
-  * be initialized with source and destination information. 
-  * 
-  * This function will zero out every field of the SDL_AudioCVT, so it must be 
-  * called before the application fills in the final buffer information. 
-  * 
-  * Once this function has returned successfully, and reported that a 
-  * conversion is necessary, the application fills in the rest of the fields in 
-  * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate, 
-  * and then can call SDL_ConvertAudio() to complete the conversion. 
-  * 
-  * \param cvt an SDL_AudioCVT structure filled in with audio conversion 
-  *            information 
-  * \param src_format the source format of the audio data; for more info see 
-  *                   SDL_AudioFormat 
-  * \param src_channels the number of channels in the source 
-  * \param src_rate the frequency (sample-frames-per-second) of the source 
-  * \param dst_format the destination format of the audio data; for more info 
-  *                   see SDL_AudioFormat 
-  * \param dst_channels the number of channels in the destination 
-  * \param dst_rate the frequency (sample-frames-per-second) of the destination 
-  * \returns 1 if the audio filter is prepared, 0 if no conversion is needed, 
-  *          or a negative error code on failure; call SDL_GetError() for more 
-  *          information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_ConvertAudio 
-  */ 
- 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); 
-   
- /** 
-  * Convert audio data to a desired audio format. 
-  * 
-  * This function does the actual audio data conversion, after the application 
-  * has called SDL_BuildAudioCVT() to prepare the conversion information and 
-  * then filled in the buffer details. 
-  * 
-  * Once the application has initialized the `cvt` structure using 
-  * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio 
-  * data in the source format, this function will convert the buffer, in-place, 
-  * to the desired format. 
-  * 
-  * The data conversion may go through several passes; any given pass may 
-  * possibly temporarily increase the size of the data. For example, SDL might 
-  * expand 16-bit data to 32 bits before resampling to a lower frequency, 
-  * shrinking the data size after having grown it briefly. Since the supplied 
-  * buffer will be both the source and destination, converting as necessary 
-  * in-place, the application must allocate a buffer that will fully contain 
-  * the data during its largest conversion pass. After SDL_BuildAudioCVT() 
-  * returns, the application should set the `cvt->len` field to the size, in 
-  * bytes, of the source data, and allocate a buffer that is `cvt->len * 
-  * cvt->len_mult` bytes long for the `buf` field. 
-  * 
-  * The source data should be copied into this buffer before the call to 
-  * SDL_ConvertAudio(). Upon successful return, this buffer will contain the 
-  * converted audio, and `cvt->len_cvt` will be the size of the converted data, 
-  * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once 
-  * this function returns. 
-  * 
-  * \param cvt an SDL_AudioCVT structure that was previously set up by 
-  *            SDL_BuildAudioCVT(). 
-  * \returns 0 if the conversion was completed successfully or a negative error 
-  *          code on failure; call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_BuildAudioCVT 
-  */ 
- 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 
-  * \returns 0 on success, or -1 on error. 
-  * 
-  * \since This function is available since SDL 2.0.7. 
-  * 
-  * \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 
-  * \returns 0 on success, or -1 on error. 
-  * 
-  * \since This function is available since SDL 2.0.7. 
-  * 
-  * \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 
-  * \returns the number of bytes read from the stream, or -1 on error 
-  * 
-  * \since This function is available since SDL 2.0.7. 
-  * 
-  * \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. 
-  * 
-  * \since This function is available since SDL 2.0.7. 
-  * 
-  * \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. 
-  * 
-  * \since This function is available since SDL 2.0.7. 
-  * 
-  * \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 
-  * 
-  * \since This function is available since SDL 2.0.7. 
-  * 
-  * \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 
-  * 
-  * \since This function is available since SDL 2.0.7. 
-  * 
-  * \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 function is a legacy means of mixing audio. 
-  * 
-  * This function is equivalent to calling... 
-  * 
-  * ```c 
-  * SDL_MixAudioFormat(dst, src, format, len, volume); 
-  * ``` 
-  * 
-  * ...where `format` is the obtained format of the audio device from the 
-  * legacy SDL_OpenAudio() function. 
-  * 
-  * \param dst the destination for the mixed audio 
-  * \param src the source audio buffer to be mixed 
-  * \param len the length of the audio buffer in bytes 
-  * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME 
-  *               for full audio volume 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_MixAudioFormat 
-  */ 
- extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, 
-                                           Uint32 len, int volume); 
-   
- /** 
-  * Mix audio data in a specified format. 
-  * 
-  * This takes an audio buffer `src` of `len` bytes of `format` data and mixes 
-  * it into `dst`, performing addition, volume adjustment, and overflow 
-  * clipping. The buffer pointed to by `dst` must also be `len` bytes of 
-  * `format` data. 
-  * 
-  * This is provided for convenience -- you can mix your own audio data. 
-  * 
-  * Do not use this function for mixing together more than two streams of 
-  * sample data. The output from repeated application of this function may be 
-  * distorted by clipping, because there is no accumulator with greater range 
-  * than the input (not to mention this being an inefficient way of doing it). 
-  * 
-  * It is a common misconception that this function is required to write audio 
-  * data to an output stream in an audio callback. While you can do that, 
-  * SDL_MixAudioFormat() is really only needed when you're mixing a single 
-  * audio stream with a volume adjustment. 
-  * 
-  * \param dst the destination for the mixed audio 
-  * \param src the source audio buffer to be mixed 
-  * \param format the SDL_AudioFormat structure representing the desired audio 
-  *               format 
-  * \param len the length of the audio buffer in bytes 
-  * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME 
-  *               for full audio volume 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  */ 
- 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. SDL_QueueAudio() 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. 
-  * 
-  * Note that SDL2 does not support planar audio. You will need to resample 
-  * from planar audio formats into a non-planar one (see SDL_AudioFormat) 
-  * before queuing audio. 
-  * 
-  * \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 
-  * \returns 0 on success or a negative error code on failure; call 
-  *          SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.4. 
-  * 
-  * \sa SDL_ClearQueuedAudio 
-  * \sa SDL_GetQueuedAudioSize 
-  */ 
- 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. SDL_DequeueAudio() 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 dequeue 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 dequeueing; 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 
-  * \returns the number of bytes dequeued, which could be less than requested; 
-  *          call SDL_GetError() for more information. 
-  * 
-  * \since This function is available since SDL 2.0.5. 
-  * 
-  * \sa SDL_ClearQueuedAudio 
-  * \sa SDL_GetQueuedAudioSize 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); 
-   
- /** 
-  * Get the number of bytes of still-queued audio. 
-  * 
-  * For playback devices: this is the number of bytes that have been queued for 
-  * playback with SDL_QueueAudio(), but have not yet been sent to the hardware. 
-  * 
-  * 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 or dequeue audio on a device that is using an 
-  * application-supplied callback; calling this function on such a device 
-  * always returns 0. You have to use the audio callback or queue audio, 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 
-  * \returns the number of bytes (not samples!) of queued audio. 
-  * 
-  * \since This function is available since SDL 2.0.4. 
-  * 
-  * \sa SDL_ClearQueuedAudio 
-  * \sa SDL_QueueAudio 
-  * \sa SDL_DequeueAudio 
-  */ 
- extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); 
-   
- /** 
-  * Drop any queued audio data waiting to be sent to the hardware. 
-  * 
-  * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For 
-  * output devices, the hardware will start playing silence if more audio isn't 
-  * queued. For capture devices, the hardware will start filling the empty 
-  * queue with new data if the capture device isn't paused. 
-  * 
-  * 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 or any unprocessed microphone input 
-  * during a level change in your game. 
-  * 
-  * You may not queue or dequeue audio on a device that is using an 
-  * application-supplied callback; calling this function on such a device 
-  * always returns 0. You have to use the audio callback or queue audio, 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 
-  * 
-  * \since This function is available since SDL 2.0.4. 
-  * 
-  * \sa SDL_GetQueuedAudioSize 
-  * \sa SDL_QueueAudio 
-  * \sa SDL_DequeueAudio 
-  */ 
- 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. 
-  */ 
- /* @{ */ 
-   
- /** 
-  * This function is a legacy means of locking the audio device. 
-  * 
-  * New programs might want to use SDL_LockAudioDevice() instead. This function 
-  * is equivalent to calling... 
-  * 
-  * ```c 
-  * SDL_LockAudioDevice(1); 
-  * ``` 
-  * 
-  * ...and is only useful if you used the legacy SDL_OpenAudio() function. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_LockAudioDevice 
-  * \sa SDL_UnlockAudio 
-  * \sa SDL_UnlockAudioDevice 
-  */ 
- extern DECLSPEC void SDLCALL SDL_LockAudio(void); 
-   
- /** 
-  * Use this function to lock out the audio callback function for a specified 
-  * device. 
-  * 
-  * The lock manipulated by these functions protects the audio callback 
-  * function specified in SDL_OpenAudioDevice(). During a 
-  * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed 
-  * that the callback function for that device is not running, even if the 
-  * device is not paused. While a device is locked, any other unpaused, 
-  * unlocked devices may still run their callbacks. 
-  * 
-  * Calling this function from inside your audio callback is unnecessary. SDL 
-  * obtains this lock before calling your function, and releases it when the 
-  * function returns. 
-  * 
-  * You should not hold the lock longer than absolutely necessary. If you hold 
-  * it too long, you'll experience dropouts in your audio playback. Ideally, 
-  * your application locks the device, sets a few variables and unlocks again. 
-  * Do not do heavy work while holding the lock for a device. 
-  * 
-  * It is safe to lock the audio device multiple times, as long as you unlock 
-  * it an equivalent number of times. The callback will not run until the 
-  * device has been unlocked completely in this way. If your application fails 
-  * to unlock the device appropriately, your callback will never run, you might 
-  * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably 
-  * deadlock. 
-  * 
-  * Internally, the audio device lock is a mutex; if you lock from two threads 
-  * at once, not only will you block the audio callback, you'll block the other 
-  * thread. 
-  * 
-  * \param dev the ID of the device to be locked 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_UnlockAudioDevice 
-  */ 
- extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); 
-   
- /** 
-  * This function is a legacy means of unlocking the audio device. 
-  * 
-  * New programs might want to use SDL_UnlockAudioDevice() instead. This 
-  * function is equivalent to calling... 
-  * 
-  * ```c 
-  * SDL_UnlockAudioDevice(1); 
-  * ``` 
-  * 
-  * ...and is only useful if you used the legacy SDL_OpenAudio() function. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_LockAudio 
-  * \sa SDL_UnlockAudioDevice 
-  */ 
- extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); 
-   
- /** 
-  * Use this function to unlock the audio callback function for a specified 
-  * device. 
-  * 
-  * This function should be paired with a previous SDL_LockAudioDevice() call. 
-  * 
-  * \param dev the ID of the device to be unlocked 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_LockAudioDevice 
-  */ 
- extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); 
- /* @} *//* Audio lock functions */ 
-   
- /** 
-  * This function is a legacy means of closing the audio device. 
-  * 
-  * This function is equivalent to calling... 
-  * 
-  * ```c 
-  * SDL_CloseAudioDevice(1); 
-  * ``` 
-  * 
-  * ...and is only useful if you used the legacy SDL_OpenAudio() function. 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_OpenAudio 
-  */ 
- extern DECLSPEC void SDLCALL SDL_CloseAudio(void); 
-   
- /** 
-  * Use this function to shut down audio processing and close the audio device. 
-  * 
-  * The application should close open audio devices once they are no longer 
-  * needed. Calling this function will wait until the device's audio callback 
-  * is not running, release the audio hardware and then clean up internal 
-  * state. No further audio will play from this device once this function 
-  * returns. 
-  * 
-  * This function may block briefly while pending audio data is played by the 
-  * hardware, so that applications don't drop the last buffer of data they 
-  * supplied. 
-  * 
-  * The device ID is invalid as soon as the device is closed, and is eligible 
-  * for reuse in a new SDL_OpenAudioDevice() call immediately. 
-  * 
-  * \param dev an audio device previously opened with SDL_OpenAudioDevice() 
-  * 
-  * \since This function is available since SDL 2.0.0. 
-  * 
-  * \sa SDL_OpenAudioDevice 
-  */ 
- 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: */ 
-