|  | /* | 
|  | 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: */ |