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605 lines
24 KiB
605 lines
24 KiB
/* |
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Simple DirectMedia Layer |
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org> |
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This software is provided 'as-is', without any express or implied |
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warranty. In no event will the authors be held liable for any damages |
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arising from the use of this software. |
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Permission is granted to anyone to use this software for any purpose, |
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including commercial applications, and to alter it and redistribute it |
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freely, subject to the following restrictions: |
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1. The origin of this software must not be misrepresented; you must not |
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claim that you wrote the original software. If you use this software |
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in a product, an acknowledgment in the product documentation would be |
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appreciated but is not required. |
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2. Altered source versions must be plainly marked as such, and must not be |
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misrepresented as being the original software. |
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3. This notice may not be removed or altered from any source distribution. |
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*/ |
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/** |
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* \file SDL_audio.h |
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* |
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* Access to the raw audio mixing buffer for the SDL library. |
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*/ |
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#ifndef _SDL_audio_h |
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#define _SDL_audio_h |
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#include "SDL_stdinc.h" |
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#include "SDL_error.h" |
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#include "SDL_endian.h" |
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#include "SDL_mutex.h" |
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#include "SDL_thread.h" |
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#include "SDL_rwops.h" |
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#include "begin_code.h" |
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/* Set up for C function definitions, even when using C++ */ |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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/** |
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* \brief Audio format flags. |
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* |
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* These are what the 16 bits in SDL_AudioFormat currently mean... |
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* (Unspecified bits are always zero). |
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* |
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* \verbatim |
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++-----------------------sample is signed if set |
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|| |
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|| ++-----------sample is bigendian if set |
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|| || |
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|| || ++---sample is float if set |
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|| || || |
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|| || || +---sample bit size---+ |
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|| || || | | |
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15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 |
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\endverbatim |
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* |
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* There are macros in SDL 2.0 and later to query these bits. |
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*/ |
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typedef Uint16 SDL_AudioFormat; |
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/** |
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* \name Audio flags |
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*/ |
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/* @{ */ |
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#define SDL_AUDIO_MASK_BITSIZE (0xFF) |
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#define SDL_AUDIO_MASK_DATATYPE (1<<8) |
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#define SDL_AUDIO_MASK_ENDIAN (1<<12) |
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#define SDL_AUDIO_MASK_SIGNED (1<<15) |
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#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE) |
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#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE) |
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#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN) |
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#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED) |
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#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) |
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#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) |
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#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) |
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/** |
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* \name Audio format flags |
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* |
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* Defaults to LSB byte order. |
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*/ |
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/* @{ */ |
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#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */ |
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#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */ |
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#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */ |
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#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */ |
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#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */ |
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#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */ |
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#define AUDIO_U16 AUDIO_U16LSB |
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#define AUDIO_S16 AUDIO_S16LSB |
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/* @} */ |
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/** |
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* \name int32 support |
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*/ |
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/* @{ */ |
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#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */ |
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#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */ |
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#define AUDIO_S32 AUDIO_S32LSB |
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/* @} */ |
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/** |
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* \name float32 support |
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*/ |
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/* @{ */ |
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#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */ |
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#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */ |
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#define AUDIO_F32 AUDIO_F32LSB |
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/* @} */ |
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/** |
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* \name Native audio byte ordering |
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*/ |
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/* @{ */ |
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN |
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#define AUDIO_U16SYS AUDIO_U16LSB |
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#define AUDIO_S16SYS AUDIO_S16LSB |
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#define AUDIO_S32SYS AUDIO_S32LSB |
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#define AUDIO_F32SYS AUDIO_F32LSB |
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#else |
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#define AUDIO_U16SYS AUDIO_U16MSB |
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#define AUDIO_S16SYS AUDIO_S16MSB |
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#define AUDIO_S32SYS AUDIO_S32MSB |
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#define AUDIO_F32SYS AUDIO_F32MSB |
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#endif |
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/* @} */ |
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/** |
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* \name Allow change flags |
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* |
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* Which audio format changes are allowed when opening a device. |
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*/ |
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/* @{ */ |
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#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001 |
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#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002 |
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#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004 |
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#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE) |
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/* @} */ |
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/* @} *//* Audio flags */ |
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/** |
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* This function is called when the audio device needs more data. |
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* |
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* \param userdata An application-specific parameter saved in |
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* the SDL_AudioSpec structure |
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* \param stream A pointer to the audio data buffer. |
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* \param len The length of that buffer in bytes. |
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* |
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* Once the callback returns, the buffer will no longer be valid. |
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* Stereo samples are stored in a LRLRLR ordering. |
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* |
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* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if |
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* you like. Just open your audio device with a NULL callback. |
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*/ |
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typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, |
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int len); |
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/** |
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* The calculated values in this structure are calculated by SDL_OpenAudio(). |
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*/ |
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typedef struct SDL_AudioSpec |
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{ |
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int freq; /**< DSP frequency -- samples per second */ |
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SDL_AudioFormat format; /**< Audio data format */ |
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Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ |
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Uint8 silence; /**< Audio buffer silence value (calculated) */ |
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Uint16 samples; /**< Audio buffer size in samples (power of 2) */ |
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Uint16 padding; /**< Necessary for some compile environments */ |
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Uint32 size; /**< Audio buffer size in bytes (calculated) */ |
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SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */ |
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void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */ |
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} SDL_AudioSpec; |
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struct SDL_AudioCVT; |
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typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, |
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SDL_AudioFormat format); |
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/** |
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* A structure to hold a set of audio conversion filters and buffers. |
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*/ |
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#ifdef __GNUC__ |
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/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't |
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pad it out to 88 bytes to guarantee ABI compatibility between compilers. |
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vvv |
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The next time we rev the ABI, make sure to size the ints and add padding. |
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*/ |
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#define SDL_AUDIOCVT_PACKED __attribute__((packed)) |
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#else |
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#define SDL_AUDIOCVT_PACKED |
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#endif |
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/* */ |
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typedef struct SDL_AudioCVT |
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{ |
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int needed; /**< Set to 1 if conversion possible */ |
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SDL_AudioFormat src_format; /**< Source audio format */ |
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SDL_AudioFormat dst_format; /**< Target audio format */ |
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double rate_incr; /**< Rate conversion increment */ |
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Uint8 *buf; /**< Buffer to hold entire audio data */ |
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int len; /**< Length of original audio buffer */ |
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int len_cvt; /**< Length of converted audio buffer */ |
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int len_mult; /**< buffer must be len*len_mult big */ |
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double len_ratio; /**< Given len, final size is len*len_ratio */ |
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SDL_AudioFilter filters[10]; /**< Filter list */ |
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int filter_index; /**< Current audio conversion function */ |
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} SDL_AUDIOCVT_PACKED SDL_AudioCVT; |
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/* Function prototypes */ |
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/** |
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* \name Driver discovery functions |
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* |
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* These functions return the list of built in audio drivers, in the |
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* order that they are normally initialized by default. |
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*/ |
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/* @{ */ |
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extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); |
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extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); |
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/* @} */ |
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/** |
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* \name Initialization and cleanup |
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* |
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* \internal These functions are used internally, and should not be used unless |
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* you have a specific need to specify the audio driver you want to |
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* use. You should normally use SDL_Init() or SDL_InitSubSystem(). |
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*/ |
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/* @{ */ |
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extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); |
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extern DECLSPEC void SDLCALL SDL_AudioQuit(void); |
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/* @} */ |
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/** |
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* This function returns the name of the current audio driver, or NULL |
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* if no driver has been initialized. |
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*/ |
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extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); |
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/** |
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* This function opens the audio device with the desired parameters, and |
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* returns 0 if successful, placing the actual hardware parameters in the |
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* structure pointed to by \c obtained. If \c obtained is NULL, the audio |
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* data passed to the callback function will be guaranteed to be in the |
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* requested format, and will be automatically converted to the hardware |
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* audio format if necessary. This function returns -1 if it failed |
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* to open the audio device, or couldn't set up the audio thread. |
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* |
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* When filling in the desired audio spec structure, |
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* - \c desired->freq should be the desired audio frequency in samples-per- |
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* second. |
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* - \c desired->format should be the desired audio format. |
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* - \c desired->samples is the desired size of the audio buffer, in |
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* samples. This number should be a power of two, and may be adjusted by |
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* the audio driver to a value more suitable for the hardware. Good values |
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* seem to range between 512 and 8096 inclusive, depending on the |
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* application and CPU speed. Smaller values yield faster response time, |
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* but can lead to underflow if the application is doing heavy processing |
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* and cannot fill the audio buffer in time. A stereo sample consists of |
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* both right and left channels in LR ordering. |
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* Note that the number of samples is directly related to time by the |
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* following formula: \code ms = (samples*1000)/freq \endcode |
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* - \c desired->size is the size in bytes of the audio buffer, and is |
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* calculated by SDL_OpenAudio(). |
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* - \c desired->silence is the value used to set the buffer to silence, |
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* and is calculated by SDL_OpenAudio(). |
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* - \c desired->callback should be set to a function that will be called |
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* when the audio device is ready for more data. It is passed a pointer |
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* to the audio buffer, and the length in bytes of the audio buffer. |
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* This function usually runs in a separate thread, and so you should |
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* protect data structures that it accesses by calling SDL_LockAudio() |
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* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL |
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* pointer here, and call SDL_QueueAudio() with some frequency, to queue |
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* more audio samples to be played. |
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* - \c desired->userdata is passed as the first parameter to your callback |
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* function. If you passed a NULL callback, this value is ignored. |
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* |
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* The audio device starts out playing silence when it's opened, and should |
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* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready |
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* for your audio callback function to be called. Since the audio driver |
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* may modify the requested size of the audio buffer, you should allocate |
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* any local mixing buffers after you open the audio device. |
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*/ |
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extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, |
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SDL_AudioSpec * obtained); |
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/** |
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* SDL Audio Device IDs. |
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* |
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* A successful call to SDL_OpenAudio() is always device id 1, and legacy |
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* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls |
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* always returns devices >= 2 on success. The legacy calls are good both |
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* for backwards compatibility and when you don't care about multiple, |
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* specific, or capture devices. |
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*/ |
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typedef Uint32 SDL_AudioDeviceID; |
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/** |
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* Get the number of available devices exposed by the current driver. |
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* Only valid after a successfully initializing the audio subsystem. |
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* Returns -1 if an explicit list of devices can't be determined; this is |
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* not an error. For example, if SDL is set up to talk to a remote audio |
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* server, it can't list every one available on the Internet, but it will |
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* still allow a specific host to be specified to SDL_OpenAudioDevice(). |
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* |
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* In many common cases, when this function returns a value <= 0, it can still |
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* successfully open the default device (NULL for first argument of |
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* SDL_OpenAudioDevice()). |
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*/ |
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extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); |
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/** |
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* Get the human-readable name of a specific audio device. |
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* Must be a value between 0 and (number of audio devices-1). |
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* Only valid after a successfully initializing the audio subsystem. |
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* The values returned by this function reflect the latest call to |
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* SDL_GetNumAudioDevices(); recall that function to redetect available |
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* hardware. |
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* |
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* The string returned by this function is UTF-8 encoded, read-only, and |
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* managed internally. You are not to free it. If you need to keep the |
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* string for any length of time, you should make your own copy of it, as it |
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* will be invalid next time any of several other SDL functions is called. |
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*/ |
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extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, |
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int iscapture); |
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/** |
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* Open a specific audio device. Passing in a device name of NULL requests |
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* the most reasonable default (and is equivalent to calling SDL_OpenAudio()). |
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* |
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* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but |
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* some drivers allow arbitrary and driver-specific strings, such as a |
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* hostname/IP address for a remote audio server, or a filename in the |
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* diskaudio driver. |
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* |
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* \return 0 on error, a valid device ID that is >= 2 on success. |
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* |
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* SDL_OpenAudio(), unlike this function, always acts on device ID 1. |
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*/ |
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extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char |
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*device, |
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int iscapture, |
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const |
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SDL_AudioSpec * |
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desired, |
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SDL_AudioSpec * |
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obtained, |
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int |
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allowed_changes); |
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/** |
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* \name Audio state |
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* |
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* Get the current audio state. |
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*/ |
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/* @{ */ |
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typedef enum |
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{ |
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SDL_AUDIO_STOPPED = 0, |
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SDL_AUDIO_PLAYING, |
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SDL_AUDIO_PAUSED |
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} SDL_AudioStatus; |
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extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); |
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extern DECLSPEC SDL_AudioStatus SDLCALL |
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SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); |
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/* @} *//* Audio State */ |
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/** |
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* \name Pause audio functions |
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* |
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* These functions pause and unpause the audio callback processing. |
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* They should be called with a parameter of 0 after opening the audio |
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* device to start playing sound. This is so you can safely initialize |
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* data for your callback function after opening the audio device. |
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* Silence will be written to the audio device during the pause. |
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*/ |
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/* @{ */ |
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extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); |
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extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, |
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int pause_on); |
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/* @} *//* Pause audio functions */ |
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/** |
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* This function loads a WAVE from the data source, automatically freeing |
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* that source if \c freesrc is non-zero. For example, to load a WAVE file, |
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* you could do: |
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* \code |
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* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); |
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* \endcode |
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* |
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* If this function succeeds, it returns the given SDL_AudioSpec, |
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* filled with the audio data format of the wave data, and sets |
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* \c *audio_buf to a malloc()'d buffer containing the audio data, |
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* and sets \c *audio_len to the length of that audio buffer, in bytes. |
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* You need to free the audio buffer with SDL_FreeWAV() when you are |
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* done with it. |
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* |
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* This function returns NULL and sets the SDL error message if the |
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* wave file cannot be opened, uses an unknown data format, or is |
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* corrupt. Currently raw and MS-ADPCM WAVE files are supported. |
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*/ |
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extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, |
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int freesrc, |
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SDL_AudioSpec * spec, |
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Uint8 ** audio_buf, |
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Uint32 * audio_len); |
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/** |
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* Loads a WAV from a file. |
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* Compatibility convenience function. |
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*/ |
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#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ |
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SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) |
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/** |
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* This function frees data previously allocated with SDL_LoadWAV_RW() |
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*/ |
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extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); |
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/** |
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* This function takes a source format and rate and a destination format |
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* and rate, and initializes the \c cvt structure with information needed |
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* by SDL_ConvertAudio() to convert a buffer of audio data from one format |
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* to the other. |
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* |
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* \return -1 if the format conversion is not supported, 0 if there's |
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* no conversion needed, or 1 if the audio filter is set up. |
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*/ |
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extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, |
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SDL_AudioFormat src_format, |
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Uint8 src_channels, |
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int src_rate, |
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SDL_AudioFormat dst_format, |
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Uint8 dst_channels, |
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int dst_rate); |
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/** |
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* Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), |
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* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of |
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* audio data in the source format, this function will convert it in-place |
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* to the desired format. |
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* |
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* The data conversion may expand the size of the audio data, so the buffer |
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* \c cvt->buf should be allocated after the \c cvt structure is initialized by |
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* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. |
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*/ |
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extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); |
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#define SDL_MIX_MAXVOLUME 128 |
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/** |
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* This takes two audio buffers of the playing audio format and mixes |
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* them, performing addition, volume adjustment, and overflow clipping. |
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* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME |
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* for full audio volume. Note this does not change hardware volume. |
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* This is provided for convenience -- you can mix your own audio data. |
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*/ |
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extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, |
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Uint32 len, int volume); |
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/** |
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* This works like SDL_MixAudio(), but you specify the audio format instead of |
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* using the format of audio device 1. Thus it can be used when no audio |
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* device is open at all. |
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*/ |
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extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, |
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const Uint8 * src, |
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SDL_AudioFormat format, |
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Uint32 len, int volume); |
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/** |
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* Queue more audio on non-callback devices. |
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* |
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* SDL offers two ways to feed audio to the device: you can either supply a |
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* callback that SDL triggers with some frequency to obtain more audio |
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* (pull method), or you can supply no callback, and then SDL will expect |
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* you to supply data at regular intervals (push method) with this function. |
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* |
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* There are no limits on the amount of data you can queue, short of |
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* exhaustion of address space. Queued data will drain to the device as |
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* necessary without further intervention from you. If the device needs |
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* audio but there is not enough queued, it will play silence to make up |
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* the difference. This means you will have skips in your audio playback |
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* if you aren't routinely queueing sufficient data. |
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* |
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* This function copies the supplied data, so you are safe to free it when |
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* the function returns. This function is thread-safe, but queueing to the |
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* same device from two threads at once does not promise which buffer will |
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* be queued first. |
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* |
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* You may not queue audio on a device that is using an application-supplied |
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* callback; doing so returns an error. You have to use the audio callback |
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* or queue audio with this function, but not both. |
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* |
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* You should not call SDL_LockAudio() on the device before queueing; SDL |
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* handles locking internally for this function. |
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* |
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* \param dev The device ID to which we will queue audio. |
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* \param data The data to queue to the device for later playback. |
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* \param len The number of bytes (not samples!) to which (data) points. |
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* \return zero on success, -1 on error. |
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* |
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* \sa SDL_GetQueuedAudioSize |
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* \sa SDL_ClearQueuedAudio |
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*/ |
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extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); |
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/** |
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* Get the number of bytes of still-queued audio. |
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* |
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* This is the number of bytes that have been queued for playback with |
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* SDL_QueueAudio(), but have not yet been sent to the hardware. |
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* |
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* Once we've sent it to the hardware, this function can not decide the exact |
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* byte boundary of what has been played. It's possible that we just gave the |
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* hardware several kilobytes right before you called this function, but it |
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* hasn't played any of it yet, or maybe half of it, etc. |
|
* |
|
* You may not queue audio on a device that is using an application-supplied |
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* callback; calling this function on such a device always returns 0. |
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* You have to use the audio callback or queue audio with SDL_QueueAudio(), |
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* but not both. |
|
* |
|
* You should not call SDL_LockAudio() on the device before querying; SDL |
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* handles locking internally for this function. |
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* |
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* \param dev The device ID of which we will query queued audio size. |
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* \return Number of bytes (not samples!) of queued audio. |
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* |
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* \sa SDL_QueueAudio |
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* \sa SDL_ClearQueuedAudio |
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*/ |
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extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); |
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|
|
/** |
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* Drop any queued audio data waiting to be sent to the hardware. |
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* |
|
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and |
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* the hardware will start playing silence if more audio isn't queued. |
|
* |
|
* 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 use the audio callback or queue audio with SDL_QueueAudio(), |
|
* 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); |
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|
|
|
|
/** |
|
* \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); |
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extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); |
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extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); |
|
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); |
|
/* @} *//* Audio lock functions */ |
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|
|
/** |
|
* 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); |
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|
|
/* Ends C function definitions when using C++ */ |
|
#ifdef __cplusplus |
|
} |
|
#endif |
|
#include "close_code.h" |
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|
|
#endif /* _SDL_audio_h */ |
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/* vi: set ts=4 sw=4 expandtab: */
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