You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
859 lines
35 KiB
859 lines
35 KiB
/* |
|
Simple DirectMedia Layer |
|
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
|
|
|
This software is provided 'as-is', without any express or implied |
|
warranty. In no event will the authors be held liable for any damages |
|
arising from the use of this software. |
|
|
|
Permission is granted to anyone to use this software for any purpose, |
|
including commercial applications, and to alter it and redistribute it |
|
freely, subject to the following restrictions: |
|
|
|
1. The origin of this software must not be misrepresented; you must not |
|
claim that you wrote the original software. If you use this software |
|
in a product, an acknowledgment in the product documentation would be |
|
appreciated but is not required. |
|
2. Altered source versions must be plainly marked as such, and must not be |
|
misrepresented as being the original software. |
|
3. This notice may not be removed or altered from any source distribution. |
|
*/ |
|
|
|
/** |
|
* \file SDL_audio.h |
|
* |
|
* Access to the raw audio mixing buffer for the SDL library. |
|
*/ |
|
|
|
#ifndef SDL_audio_h_ |
|
#define SDL_audio_h_ |
|
|
|
#include "SDL_stdinc.h" |
|
#include "SDL_error.h" |
|
#include "SDL_endian.h" |
|
#include "SDL_mutex.h" |
|
#include "SDL_thread.h" |
|
#include "SDL_rwops.h" |
|
|
|
#include "begin_code.h" |
|
/* Set up for C function definitions, even when using C++ */ |
|
#ifdef __cplusplus |
|
extern "C" { |
|
#endif |
|
|
|
/** |
|
* \brief Audio format flags. |
|
* |
|
* These are what the 16 bits in SDL_AudioFormat currently mean... |
|
* (Unspecified bits are always zero). |
|
* |
|
* \verbatim |
|
++-----------------------sample is signed if set |
|
|| |
|
|| ++-----------sample is bigendian if set |
|
|| || |
|
|| || ++---sample is float if set |
|
|| || || |
|
|| || || +---sample bit size---+ |
|
|| || || | | |
|
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 |
|
\endverbatim |
|
* |
|
* There are macros in SDL 2.0 and later to query these bits. |
|
*/ |
|
typedef Uint16 SDL_AudioFormat; |
|
|
|
/** |
|
* \name Audio flags |
|
*/ |
|
/* @{ */ |
|
|
|
#define SDL_AUDIO_MASK_BITSIZE (0xFF) |
|
#define SDL_AUDIO_MASK_DATATYPE (1<<8) |
|
#define SDL_AUDIO_MASK_ENDIAN (1<<12) |
|
#define SDL_AUDIO_MASK_SIGNED (1<<15) |
|
#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE) |
|
#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE) |
|
#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN) |
|
#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED) |
|
#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) |
|
#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) |
|
#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) |
|
|
|
/** |
|
* \name Audio format flags |
|
* |
|
* Defaults to LSB byte order. |
|
*/ |
|
/* @{ */ |
|
#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */ |
|
#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */ |
|
#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */ |
|
#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */ |
|
#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */ |
|
#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */ |
|
#define AUDIO_U16 AUDIO_U16LSB |
|
#define AUDIO_S16 AUDIO_S16LSB |
|
/* @} */ |
|
|
|
/** |
|
* \name int32 support |
|
*/ |
|
/* @{ */ |
|
#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */ |
|
#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */ |
|
#define AUDIO_S32 AUDIO_S32LSB |
|
/* @} */ |
|
|
|
/** |
|
* \name float32 support |
|
*/ |
|
/* @{ */ |
|
#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */ |
|
#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */ |
|
#define AUDIO_F32 AUDIO_F32LSB |
|
/* @} */ |
|
|
|
/** |
|
* \name Native audio byte ordering |
|
*/ |
|
/* @{ */ |
|
#if SDL_BYTEORDER == SDL_LIL_ENDIAN |
|
#define AUDIO_U16SYS AUDIO_U16LSB |
|
#define AUDIO_S16SYS AUDIO_S16LSB |
|
#define AUDIO_S32SYS AUDIO_S32LSB |
|
#define AUDIO_F32SYS AUDIO_F32LSB |
|
#else |
|
#define AUDIO_U16SYS AUDIO_U16MSB |
|
#define AUDIO_S16SYS AUDIO_S16MSB |
|
#define AUDIO_S32SYS AUDIO_S32MSB |
|
#define AUDIO_F32SYS AUDIO_F32MSB |
|
#endif |
|
/* @} */ |
|
|
|
/** |
|
* \name Allow change flags |
|
* |
|
* Which audio format changes are allowed when opening a device. |
|
*/ |
|
/* @{ */ |
|
#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001 |
|
#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002 |
|
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004 |
|
#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008 |
|
#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE) |
|
/* @} */ |
|
|
|
/* @} *//* Audio flags */ |
|
|
|
/** |
|
* This function is called when the audio device needs more data. |
|
* |
|
* \param userdata An application-specific parameter saved in |
|
* the SDL_AudioSpec structure |
|
* \param stream A pointer to the audio data buffer. |
|
* \param len The length of that buffer in bytes. |
|
* |
|
* Once the callback returns, the buffer will no longer be valid. |
|
* Stereo samples are stored in a LRLRLR ordering. |
|
* |
|
* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if |
|
* you like. Just open your audio device with a NULL callback. |
|
*/ |
|
typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, |
|
int len); |
|
|
|
/** |
|
* The calculated values in this structure are calculated by SDL_OpenAudio(). |
|
* |
|
* For multi-channel audio, the default SDL channel mapping is: |
|
* 2: FL FR (stereo) |
|
* 3: FL FR LFE (2.1 surround) |
|
* 4: FL FR BL BR (quad) |
|
* 5: FL FR FC BL BR (quad + center) |
|
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR) |
|
* 7: FL FR FC LFE BC SL SR (6.1 surround) |
|
* 8: FL FR FC LFE BL BR SL SR (7.1 surround) |
|
*/ |
|
typedef struct SDL_AudioSpec |
|
{ |
|
int freq; /**< DSP frequency -- samples per second */ |
|
SDL_AudioFormat format; /**< Audio data format */ |
|
Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ |
|
Uint8 silence; /**< Audio buffer silence value (calculated) */ |
|
Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */ |
|
Uint16 padding; /**< Necessary for some compile environments */ |
|
Uint32 size; /**< Audio buffer size in bytes (calculated) */ |
|
SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */ |
|
void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */ |
|
} SDL_AudioSpec; |
|
|
|
|
|
struct SDL_AudioCVT; |
|
typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, |
|
SDL_AudioFormat format); |
|
|
|
/** |
|
* \brief Upper limit of filters in SDL_AudioCVT |
|
* |
|
* The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is |
|
* currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, |
|
* one of which is the terminating NULL pointer. |
|
*/ |
|
#define SDL_AUDIOCVT_MAX_FILTERS 9 |
|
|
|
/** |
|
* \struct SDL_AudioCVT |
|
* \brief A structure to hold a set of audio conversion filters and buffers. |
|
* |
|
* Note that various parts of the conversion pipeline can take advantage |
|
* of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require |
|
* you to pass it aligned data, but can possibly run much faster if you |
|
* set both its (buf) field to a pointer that is aligned to 16 bytes, and its |
|
* (len) field to something that's a multiple of 16, if possible. |
|
*/ |
|
#ifdef __GNUC__ |
|
/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't |
|
pad it out to 88 bytes to guarantee ABI compatibility between compilers. |
|
vvv |
|
The next time we rev the ABI, make sure to size the ints and add padding. |
|
*/ |
|
#define SDL_AUDIOCVT_PACKED __attribute__((packed)) |
|
#else |
|
#define SDL_AUDIOCVT_PACKED |
|
#endif |
|
/* */ |
|
typedef struct SDL_AudioCVT |
|
{ |
|
int needed; /**< Set to 1 if conversion possible */ |
|
SDL_AudioFormat src_format; /**< Source audio format */ |
|
SDL_AudioFormat dst_format; /**< Target audio format */ |
|
double rate_incr; /**< Rate conversion increment */ |
|
Uint8 *buf; /**< Buffer to hold entire audio data */ |
|
int len; /**< Length of original audio buffer */ |
|
int len_cvt; /**< Length of converted audio buffer */ |
|
int len_mult; /**< buffer must be len*len_mult big */ |
|
double len_ratio; /**< Given len, final size is len*len_ratio */ |
|
SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */ |
|
int filter_index; /**< Current audio conversion function */ |
|
} SDL_AUDIOCVT_PACKED SDL_AudioCVT; |
|
|
|
|
|
/* Function prototypes */ |
|
|
|
/** |
|
* \name Driver discovery functions |
|
* |
|
* These functions return the list of built in audio drivers, in the |
|
* order that they are normally initialized by default. |
|
*/ |
|
/* @{ */ |
|
extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); |
|
extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); |
|
/* @} */ |
|
|
|
/** |
|
* \name Initialization and cleanup |
|
* |
|
* \internal These functions are used internally, and should not be used unless |
|
* you have a specific need to specify the audio driver you want to |
|
* use. You should normally use SDL_Init() or SDL_InitSubSystem(). |
|
*/ |
|
/* @{ */ |
|
extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); |
|
extern DECLSPEC void SDLCALL SDL_AudioQuit(void); |
|
/* @} */ |
|
|
|
/** |
|
* This function returns the name of the current audio driver, or NULL |
|
* if no driver has been initialized. |
|
*/ |
|
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); |
|
|
|
/** |
|
* This function opens the audio device with the desired parameters, and |
|
* returns 0 if successful, placing the actual hardware parameters in the |
|
* structure pointed to by \c obtained. If \c obtained is NULL, the audio |
|
* data passed to the callback function will be guaranteed to be in the |
|
* requested format, and will be automatically converted to the hardware |
|
* audio format if necessary. This function returns -1 if it failed |
|
* to open the audio device, or couldn't set up the audio thread. |
|
* |
|
* When filling in the desired audio spec structure, |
|
* - \c desired->freq should be the desired audio frequency in samples-per- |
|
* second. |
|
* - \c desired->format should be the desired audio format. |
|
* - \c desired->samples is the desired size of the audio buffer, in |
|
* samples. This number should be a power of two, and may be adjusted by |
|
* the audio driver to a value more suitable for the hardware. Good values |
|
* seem to range between 512 and 8096 inclusive, depending on the |
|
* application and CPU speed. Smaller values yield faster response time, |
|
* but can lead to underflow if the application is doing heavy processing |
|
* and cannot fill the audio buffer in time. A stereo sample consists of |
|
* both right and left channels in LR ordering. |
|
* Note that the number of samples is directly related to time by the |
|
* following formula: \code ms = (samples*1000)/freq \endcode |
|
* - \c desired->size is the size in bytes of the audio buffer, and is |
|
* calculated by SDL_OpenAudio(). |
|
* - \c desired->silence is the value used to set the buffer to silence, |
|
* and is calculated by SDL_OpenAudio(). |
|
* - \c desired->callback should be set to a function that will be called |
|
* when the audio device is ready for more data. It is passed a pointer |
|
* to the audio buffer, and the length in bytes of the audio buffer. |
|
* This function usually runs in a separate thread, and so you should |
|
* protect data structures that it accesses by calling SDL_LockAudio() |
|
* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL |
|
* pointer here, and call SDL_QueueAudio() with some frequency, to queue |
|
* more audio samples to be played (or for capture devices, call |
|
* SDL_DequeueAudio() with some frequency, to obtain audio samples). |
|
* - \c desired->userdata is passed as the first parameter to your callback |
|
* function. If you passed a NULL callback, this value is ignored. |
|
* |
|
* The audio device starts out playing silence when it's opened, and should |
|
* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready |
|
* for your audio callback function to be called. Since the audio driver |
|
* may modify the requested size of the audio buffer, you should allocate |
|
* any local mixing buffers after you open the audio device. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, |
|
SDL_AudioSpec * obtained); |
|
|
|
/** |
|
* SDL Audio Device IDs. |
|
* |
|
* A successful call to SDL_OpenAudio() is always device id 1, and legacy |
|
* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls |
|
* always returns devices >= 2 on success. The legacy calls are good both |
|
* for backwards compatibility and when you don't care about multiple, |
|
* specific, or capture devices. |
|
*/ |
|
typedef Uint32 SDL_AudioDeviceID; |
|
|
|
/** |
|
* Get the number of available devices exposed by the current driver. |
|
* Only valid after a successfully initializing the audio subsystem. |
|
* Returns -1 if an explicit list of devices can't be determined; this is |
|
* not an error. For example, if SDL is set up to talk to a remote audio |
|
* server, it can't list every one available on the Internet, but it will |
|
* still allow a specific host to be specified to SDL_OpenAudioDevice(). |
|
* |
|
* In many common cases, when this function returns a value <= 0, it can still |
|
* successfully open the default device (NULL for first argument of |
|
* SDL_OpenAudioDevice()). |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); |
|
|
|
/** |
|
* Get the human-readable name of a specific audio device. |
|
* Must be a value between 0 and (number of audio devices-1). |
|
* Only valid after a successfully initializing the audio subsystem. |
|
* The values returned by this function reflect the latest call to |
|
* SDL_GetNumAudioDevices(); recall that function to redetect available |
|
* hardware. |
|
* |
|
* The string returned by this function is UTF-8 encoded, read-only, and |
|
* managed internally. You are not to free it. If you need to keep the |
|
* string for any length of time, you should make your own copy of it, as it |
|
* will be invalid next time any of several other SDL functions is called. |
|
*/ |
|
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, |
|
int iscapture); |
|
|
|
|
|
/** |
|
* Open a specific audio device. Passing in a device name of NULL requests |
|
* the most reasonable default (and is equivalent to calling SDL_OpenAudio()). |
|
* |
|
* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but |
|
* some drivers allow arbitrary and driver-specific strings, such as a |
|
* hostname/IP address for a remote audio server, or a filename in the |
|
* diskaudio driver. |
|
* |
|
* \return 0 on error, a valid device ID that is >= 2 on success. |
|
* |
|
* SDL_OpenAudio(), unlike this function, always acts on device ID 1. |
|
*/ |
|
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char |
|
*device, |
|
int iscapture, |
|
const |
|
SDL_AudioSpec * |
|
desired, |
|
SDL_AudioSpec * |
|
obtained, |
|
int |
|
allowed_changes); |
|
|
|
|
|
|
|
/** |
|
* \name Audio state |
|
* |
|
* Get the current audio state. |
|
*/ |
|
/* @{ */ |
|
typedef enum |
|
{ |
|
SDL_AUDIO_STOPPED = 0, |
|
SDL_AUDIO_PLAYING, |
|
SDL_AUDIO_PAUSED |
|
} SDL_AudioStatus; |
|
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); |
|
|
|
extern DECLSPEC SDL_AudioStatus SDLCALL |
|
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); |
|
/* @} *//* Audio State */ |
|
|
|
/** |
|
* \name Pause audio functions |
|
* |
|
* These functions pause and unpause the audio callback processing. |
|
* They should be called with a parameter of 0 after opening the audio |
|
* device to start playing sound. This is so you can safely initialize |
|
* data for your callback function after opening the audio device. |
|
* Silence will be written to the audio device during the pause. |
|
*/ |
|
/* @{ */ |
|
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); |
|
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, |
|
int pause_on); |
|
/* @} *//* Pause audio functions */ |
|
|
|
/** |
|
* \brief Load the audio data of a WAVE file into memory |
|
* |
|
* Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len |
|
* to be valid pointers. The entire data portion of the file is then loaded |
|
* into memory and decoded if necessary. |
|
* |
|
* If \c freesrc is non-zero, the data source gets automatically closed and |
|
* freed before the function returns. |
|
* |
|
* Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits), |
|
* IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and |
|
* µ-law (8 bits). Other formats are currently unsupported and cause an error. |
|
* |
|
* If this function succeeds, the pointer returned by it is equal to \c spec |
|
* and the pointer to the audio data allocated by the function is written to |
|
* \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec |
|
* members \c freq, \c channels, and \c format are set to the values of the |
|
* audio data in the buffer. The \c samples member is set to a sane default and |
|
* all others are set to zero. |
|
* |
|
* It's necessary to use SDL_FreeWAV() to free the audio data returned in |
|
* \c audio_buf when it is no longer used. |
|
* |
|
* Because of the underspecification of the Waveform format, there are many |
|
* problematic files in the wild that cause issues with strict decoders. To |
|
* provide compatibility with these files, this decoder is lenient in regards |
|
* to the truncation of the file, the fact chunk, and the size of the RIFF |
|
* chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION, |
|
* and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the |
|
* loading process. |
|
* |
|
* Any file that is invalid (due to truncation, corruption, or wrong values in |
|
* the headers), too big, or unsupported causes an error. Additionally, any |
|
* critical I/O error from the data source will terminate the loading process |
|
* with an error. The function returns NULL on error and in all cases (with the |
|
* exception of \c src being NULL), an appropriate error message will be set. |
|
* |
|
* It is required that the data source supports seeking. |
|
* |
|
* Example: |
|
* \code |
|
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); |
|
* \endcode |
|
* |
|
* \param src The data source with the WAVE data |
|
* \param freesrc A integer value that makes the function close the data source if non-zero |
|
* \param spec A pointer filled with the audio format of the audio data |
|
* \param audio_buf A pointer filled with the audio data allocated by the function |
|
* \param audio_len A pointer filled with the length of the audio data buffer in bytes |
|
* \return NULL on error, or non-NULL on success. |
|
*/ |
|
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, |
|
int freesrc, |
|
SDL_AudioSpec * spec, |
|
Uint8 ** audio_buf, |
|
Uint32 * audio_len); |
|
|
|
/** |
|
* Loads a WAV from a file. |
|
* Compatibility convenience function. |
|
*/ |
|
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ |
|
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) |
|
|
|
/** |
|
* This function frees data previously allocated with SDL_LoadWAV_RW() |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); |
|
|
|
/** |
|
* This function takes a source format and rate and a destination format |
|
* and rate, and initializes the \c cvt structure with information needed |
|
* by SDL_ConvertAudio() to convert a buffer of audio data from one format |
|
* to the other. An unsupported format causes an error and -1 will be returned. |
|
* |
|
* \return 0 if no conversion is needed, 1 if the audio filter is set up, |
|
* or -1 on error. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, |
|
SDL_AudioFormat src_format, |
|
Uint8 src_channels, |
|
int src_rate, |
|
SDL_AudioFormat dst_format, |
|
Uint8 dst_channels, |
|
int dst_rate); |
|
|
|
/** |
|
* Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), |
|
* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of |
|
* audio data in the source format, this function will convert it in-place |
|
* to the desired format. |
|
* |
|
* The data conversion may expand the size of the audio data, so the buffer |
|
* \c cvt->buf should be allocated after the \c cvt structure is initialized by |
|
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. |
|
* |
|
* \return 0 on success or -1 if \c cvt->buf is NULL. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); |
|
|
|
/* SDL_AudioStream is a new audio conversion interface. |
|
The benefits vs SDL_AudioCVT: |
|
- it can handle resampling data in chunks without generating |
|
artifacts, when it doesn't have the complete buffer available. |
|
- it can handle incoming data in any variable size. |
|
- You push data as you have it, and pull it when you need it |
|
*/ |
|
/* this is opaque to the outside world. */ |
|
struct _SDL_AudioStream; |
|
typedef struct _SDL_AudioStream SDL_AudioStream; |
|
|
|
/** |
|
* Create a new audio stream |
|
* |
|
* \param src_format The format of the source audio |
|
* \param src_channels The number of channels of the source audio |
|
* \param src_rate The sampling rate of the source audio |
|
* \param dst_format The format of the desired audio output |
|
* \param dst_channels The number of channels of the desired audio output |
|
* \param dst_rate The sampling rate of the desired audio output |
|
* \return 0 on success, or -1 on error. |
|
* |
|
* \sa SDL_AudioStreamPut |
|
* \sa SDL_AudioStreamGet |
|
* \sa SDL_AudioStreamAvailable |
|
* \sa SDL_AudioStreamFlush |
|
* \sa SDL_AudioStreamClear |
|
* \sa SDL_FreeAudioStream |
|
*/ |
|
extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, |
|
const Uint8 src_channels, |
|
const int src_rate, |
|
const SDL_AudioFormat dst_format, |
|
const Uint8 dst_channels, |
|
const int dst_rate); |
|
|
|
/** |
|
* Add data to be converted/resampled to the stream |
|
* |
|
* \param stream The stream the audio data is being added to |
|
* \param buf A pointer to the audio data to add |
|
* \param len The number of bytes to write to the stream |
|
* \return 0 on success, or -1 on error. |
|
* |
|
* \sa SDL_NewAudioStream |
|
* \sa SDL_AudioStreamGet |
|
* \sa SDL_AudioStreamAvailable |
|
* \sa SDL_AudioStreamFlush |
|
* \sa SDL_AudioStreamClear |
|
* \sa SDL_FreeAudioStream |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); |
|
|
|
/** |
|
* Get converted/resampled data from the stream |
|
* |
|
* \param stream The stream the audio is being requested from |
|
* \param buf A buffer to fill with audio data |
|
* \param len The maximum number of bytes to fill |
|
* \return The number of bytes read from the stream, or -1 on error |
|
* |
|
* \sa SDL_NewAudioStream |
|
* \sa SDL_AudioStreamPut |
|
* \sa SDL_AudioStreamAvailable |
|
* \sa SDL_AudioStreamFlush |
|
* \sa SDL_AudioStreamClear |
|
* \sa SDL_FreeAudioStream |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); |
|
|
|
/** |
|
* Get the number of converted/resampled bytes available. The stream may be |
|
* buffering data behind the scenes until it has enough to resample |
|
* correctly, so this number might be lower than what you expect, or even |
|
* be zero. Add more data or flush the stream if you need the data now. |
|
* |
|
* \sa SDL_NewAudioStream |
|
* \sa SDL_AudioStreamPut |
|
* \sa SDL_AudioStreamGet |
|
* \sa SDL_AudioStreamFlush |
|
* \sa SDL_AudioStreamClear |
|
* \sa SDL_FreeAudioStream |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); |
|
|
|
/** |
|
* Tell the stream that you're done sending data, and anything being buffered |
|
* should be converted/resampled and made available immediately. |
|
* |
|
* It is legal to add more data to a stream after flushing, but there will |
|
* be audio gaps in the output. Generally this is intended to signal the |
|
* end of input, so the complete output becomes available. |
|
* |
|
* \sa SDL_NewAudioStream |
|
* \sa SDL_AudioStreamPut |
|
* \sa SDL_AudioStreamGet |
|
* \sa SDL_AudioStreamAvailable |
|
* \sa SDL_AudioStreamClear |
|
* \sa SDL_FreeAudioStream |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); |
|
|
|
/** |
|
* Clear any pending data in the stream without converting it |
|
* |
|
* \sa SDL_NewAudioStream |
|
* \sa SDL_AudioStreamPut |
|
* \sa SDL_AudioStreamGet |
|
* \sa SDL_AudioStreamAvailable |
|
* \sa SDL_AudioStreamFlush |
|
* \sa SDL_FreeAudioStream |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); |
|
|
|
/** |
|
* Free an audio stream |
|
* |
|
* \sa SDL_NewAudioStream |
|
* \sa SDL_AudioStreamPut |
|
* \sa SDL_AudioStreamGet |
|
* \sa SDL_AudioStreamAvailable |
|
* \sa SDL_AudioStreamFlush |
|
* \sa SDL_AudioStreamClear |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); |
|
|
|
#define SDL_MIX_MAXVOLUME 128 |
|
/** |
|
* This takes two audio buffers of the playing audio format and mixes |
|
* them, performing addition, volume adjustment, and overflow clipping. |
|
* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME |
|
* for full audio volume. Note this does not change hardware volume. |
|
* This is provided for convenience -- you can mix your own audio data. |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, |
|
Uint32 len, int volume); |
|
|
|
/** |
|
* This works like SDL_MixAudio(), but you specify the audio format instead of |
|
* using the format of audio device 1. Thus it can be used when no audio |
|
* device is open at all. |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, |
|
const Uint8 * src, |
|
SDL_AudioFormat format, |
|
Uint32 len, int volume); |
|
|
|
/** |
|
* Queue more audio on non-callback devices. |
|
* |
|
* (If you are looking to retrieve queued audio from a non-callback capture |
|
* device, you want SDL_DequeueAudio() instead. This will return -1 to |
|
* signify an error if you use it with capture devices.) |
|
* |
|
* SDL offers two ways to feed audio to the device: you can either supply a |
|
* callback that SDL triggers with some frequency to obtain more audio |
|
* (pull method), or you can supply no callback, and then SDL will expect |
|
* you to supply data at regular intervals (push method) with this function. |
|
* |
|
* There are no limits on the amount of data you can queue, short of |
|
* exhaustion of address space. Queued data will drain to the device as |
|
* necessary without further intervention from you. If the device needs |
|
* audio but there is not enough queued, it will play silence to make up |
|
* the difference. This means you will have skips in your audio playback |
|
* if you aren't routinely queueing sufficient data. |
|
* |
|
* This function copies the supplied data, so you are safe to free it when |
|
* the function returns. This function is thread-safe, but queueing to the |
|
* same device from two threads at once does not promise which buffer will |
|
* be queued first. |
|
* |
|
* You may not queue audio on a device that is using an application-supplied |
|
* callback; doing so returns an error. You have to use the audio callback |
|
* or queue audio with this function, but not both. |
|
* |
|
* You should not call SDL_LockAudio() on the device before queueing; SDL |
|
* handles locking internally for this function. |
|
* |
|
* \param dev The device ID to which we will queue audio. |
|
* \param data The data to queue to the device for later playback. |
|
* \param len The number of bytes (not samples!) to which (data) points. |
|
* \return 0 on success, or -1 on error. |
|
* |
|
* \sa SDL_GetQueuedAudioSize |
|
* \sa SDL_ClearQueuedAudio |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); |
|
|
|
/** |
|
* Dequeue more audio on non-callback devices. |
|
* |
|
* (If you are looking to queue audio for output on a non-callback playback |
|
* device, you want SDL_QueueAudio() instead. This will always return 0 |
|
* if you use it with playback devices.) |
|
* |
|
* SDL offers two ways to retrieve audio from a capture device: you can |
|
* either supply a callback that SDL triggers with some frequency as the |
|
* device records more audio data, (push method), or you can supply no |
|
* callback, and then SDL will expect you to retrieve data at regular |
|
* intervals (pull method) with this function. |
|
* |
|
* There are no limits on the amount of data you can queue, short of |
|
* exhaustion of address space. Data from the device will keep queuing as |
|
* necessary without further intervention from you. This means you will |
|
* eventually run out of memory if you aren't routinely dequeueing data. |
|
* |
|
* Capture devices will not queue data when paused; if you are expecting |
|
* to not need captured audio for some length of time, use |
|
* SDL_PauseAudioDevice() to stop the capture device from queueing more |
|
* data. This can be useful during, say, level loading times. When |
|
* unpaused, capture devices will start queueing data from that point, |
|
* having flushed any capturable data available while paused. |
|
* |
|
* This function is thread-safe, but dequeueing from the same device from |
|
* two threads at once does not promise which thread will dequeued data |
|
* first. |
|
* |
|
* You may not dequeue audio from a device that is using an |
|
* application-supplied callback; doing so returns an error. You have to use |
|
* the audio callback, or dequeue audio with this function, but not both. |
|
* |
|
* You should not call SDL_LockAudio() on the device before queueing; SDL |
|
* handles locking internally for this function. |
|
* |
|
* \param dev The device ID from which we will dequeue audio. |
|
* \param data A pointer into where audio data should be copied. |
|
* \param len The number of bytes (not samples!) to which (data) points. |
|
* \return number of bytes dequeued, which could be less than requested. |
|
* |
|
* \sa SDL_GetQueuedAudioSize |
|
* \sa SDL_ClearQueuedAudio |
|
*/ |
|
extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); |
|
|
|
/** |
|
* Get the number of bytes of still-queued audio. |
|
* |
|
* For playback device: |
|
* |
|
* This is the number of bytes that have been queued for playback with |
|
* SDL_QueueAudio(), but have not yet been sent to the hardware. This |
|
* number may shrink at any time, so this only informs of pending data. |
|
* |
|
* Once we've sent it to the hardware, this function can not decide the |
|
* exact byte boundary of what has been played. It's possible that we just |
|
* gave the hardware several kilobytes right before you called this |
|
* function, but it hasn't played any of it yet, or maybe half of it, etc. |
|
* |
|
* For capture devices: |
|
* |
|
* This is the number of bytes that have been captured by the device and |
|
* are waiting for you to dequeue. This number may grow at any time, so |
|
* this only informs of the lower-bound of available data. |
|
* |
|
* You may not queue audio on a device that is using an application-supplied |
|
* callback; calling this function on such a device always returns 0. |
|
* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use |
|
* the audio callback, but not both. |
|
* |
|
* You should not call SDL_LockAudio() on the device before querying; SDL |
|
* handles locking internally for this function. |
|
* |
|
* \param dev The device ID of which we will query queued audio size. |
|
* \return Number of bytes (not samples!) of queued audio. |
|
* |
|
* \sa SDL_QueueAudio |
|
* \sa SDL_ClearQueuedAudio |
|
*/ |
|
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); |
|
|
|
/** |
|
* Drop any queued audio data. For playback devices, this is any queued data |
|
* still waiting to be submitted to the hardware. For capture devices, this |
|
* is any data that was queued by the device that hasn't yet been dequeued by |
|
* the application. |
|
* |
|
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For |
|
* playback devices, the hardware will start playing silence if more audio |
|
* isn't queued. Unpaused capture devices will start filling the queue again |
|
* as soon as they have more data available (which, depending on the state |
|
* of the hardware and the thread, could be before this function call |
|
* returns!). |
|
* |
|
* This will not prevent playback of queued audio that's already been sent |
|
* to the hardware, as we can not undo that, so expect there to be some |
|
* fraction of a second of audio that might still be heard. This can be |
|
* useful if you want to, say, drop any pending music during a level change |
|
* in your game. |
|
* |
|
* You may not queue audio on a device that is using an application-supplied |
|
* callback; calling this function on such a device is always a no-op. |
|
* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use |
|
* the audio callback, but not both. |
|
* |
|
* You should not call SDL_LockAudio() on the device before clearing the |
|
* queue; SDL handles locking internally for this function. |
|
* |
|
* This function always succeeds and thus returns void. |
|
* |
|
* \param dev The device ID of which to clear the audio queue. |
|
* |
|
* \sa SDL_QueueAudio |
|
* \sa SDL_GetQueuedAudioSize |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); |
|
|
|
|
|
/** |
|
* \name Audio lock functions |
|
* |
|
* The lock manipulated by these functions protects the callback function. |
|
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that |
|
* the callback function is not running. Do not call these from the callback |
|
* function or you will cause deadlock. |
|
*/ |
|
/* @{ */ |
|
extern DECLSPEC void SDLCALL SDL_LockAudio(void); |
|
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); |
|
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); |
|
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); |
|
/* @} *//* Audio lock functions */ |
|
|
|
/** |
|
* This function shuts down audio processing and closes the audio device. |
|
*/ |
|
extern DECLSPEC void SDLCALL SDL_CloseAudio(void); |
|
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); |
|
|
|
/* Ends C function definitions when using C++ */ |
|
#ifdef __cplusplus |
|
} |
|
#endif |
|
#include "close_code.h" |
|
|
|
#endif /* SDL_audio_h_ */ |
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|
|
|