| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 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. |
| */ |
| |
| /** |
| * # CategoryAudio |
| * |
| * Audio functionality for the SDL library. |
| * |
| * All audio in SDL3 revolves around SDL_AudioStream. Whether you want to play |
| * or record audio, convert it, stream it, buffer it, or mix it, you're going |
| * to be passing it through an audio stream. |
| * |
| * Audio streams are quite flexible; they can accept any amount of data at a |
| * time, in any supported format, and output it as needed in any other format, |
| * even if the data format changes on either side halfway through. |
| * |
| * An app opens an audio device and binds any number of audio streams to it, |
| * feeding more data to the streams as available. When the device needs more |
| * data, it will pull it from all bound streams and mix them together for |
| * playback. |
| * |
| * Audio streams can also use an app-provided callback to supply data |
| * on-demand, which maps pretty closely to the SDL2 audio model. |
| * |
| * SDL also provides a simple .WAV loader in SDL_LoadWAV (and SDL_LoadWAV_IO |
| * if you aren't reading from a file) as a basic means to load sound data into |
| * your program. |
| * |
| * ## Logical audio devices |
| * |
| * In SDL3, opening a physical device (like a SoundBlaster 16 Pro) gives you a |
| * logical device ID that you can bind audio streams to. In almost all cases, |
| * logical devices can be used anywhere in the API that a physical device is |
| * normally used. However, since each device opening generates a new logical |
| * device, different parts of the program (say, a VoIP library, or |
| * text-to-speech framework, or maybe some other sort of mixer on top of SDL) |
| * can have their own device opens that do not interfere with each other; each |
| * logical device will mix its separate audio down to a single buffer, fed to |
| * the physical device, behind the scenes. As many logical devices as you like |
| * can come and go; SDL will only have to open the physical device at the OS |
| * level once, and will manage all the logical devices on top of it |
| * internally. |
| * |
| * One other benefit of logical devices: if you don't open a specific physical |
| * device, instead opting for the default, SDL can automatically migrate those |
| * logical devices to different hardware as circumstances change: a user |
| * plugged in headphones? The system default changed? SDL can transparently |
| * migrate the logical devices to the correct physical device seamlessly and |
| * keep playing; the app doesn't even have to know it happened if it doesn't |
| * want to. |
| * |
| * ## Simplified audio |
| * |
| * As a simplified model for when a single source of audio is all that's |
| * needed, an app can use SDL_OpenAudioDeviceStream, which is a single |
| * function to open an audio device, create an audio stream, bind that stream |
| * to the newly-opened device, and (optionally) provide a callback for |
| * obtaining audio data. When using this function, the primary interface is |
| * the SDL_AudioStream and the device handle is mostly hidden away; destroying |
| * a stream created through this function will also close the device, stream |
| * bindings cannot be changed, etc. One other quirk of this is that the device |
| * is started in a _paused_ state and must be explicitly resumed; this is |
| * partially to offer a clean migration for SDL2 apps and partially because |
| * the app might have to do more setup before playback begins; in the |
| * non-simplified form, nothing will play until a stream is bound to a device, |
| * so they start _unpaused_. |
| * |
| * ## Channel layouts |
| * |
| * Audio data passing through SDL is uncompressed PCM data, interleaved. One |
| * can provide their own decompression through an MP3, etc, decoder, but SDL |
| * does not provide this directly. Each interleaved channel of data is meant |
| * to be in a specific order. |
| * |
| * Abbreviations: |
| * |
| * - FRONT = single mono speaker |
| * - FL = front left speaker |
| * - FR = front right speaker |
| * - FC = front center speaker |
| * - BL = back left speaker |
| * - BR = back right speaker |
| * - SR = surround right speaker |
| * - SL = surround left speaker |
| * - BC = back center speaker |
| * - LFE = low-frequency speaker |
| * |
| * These are listed in the order they are laid out in memory, so "FL, FR" |
| * means "the front left speaker is laid out in memory first, then the front |
| * right, then it repeats for the next audio frame". |
| * |
| * - 1 channel (mono) layout: FRONT |
| * - 2 channels (stereo) layout: FL, FR |
| * - 3 channels (2.1) layout: FL, FR, LFE |
| * - 4 channels (quad) layout: FL, FR, BL, BR |
| * - 5 channels (4.1) layout: FL, FR, LFE, BL, BR |
| * - 6 channels (5.1) layout: FL, FR, FC, LFE, BL, BR (last two can also be |
| * SL, SR) |
| * - 7 channels (6.1) layout: FL, FR, FC, LFE, BC, SL, SR |
| * - 8 channels (7.1) layout: FL, FR, FC, LFE, BL, BR, SL, SR |
| * |
| * This is the same order as DirectSound expects, but applied to all |
| * platforms; SDL will swizzle the channels as necessary if a platform expects |
| * something different. |
| * |
| * SDL_AudioStream can also be provided channel maps to change this ordering |
| * to whatever is necessary, in other audio processing scenarios. |
| */ |
| |
| #ifndef SDL_audio_h_ |
| #define SDL_audio_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_endian.h> |
| #include <SDL3/SDL_error.h> |
| #include <SDL3/SDL_mutex.h> |
| #include <SDL3/SDL_properties.h> |
| #include <SDL3/SDL_iostream.h> |
| |
| #include <SDL3/SDL_begin_code.h> |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * Mask of bits in an SDL_AudioFormat that contains the format bit size. |
| * |
| * Generally one should use SDL_AUDIO_BITSIZE instead of this macro directly. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_MASK_BITSIZE (0xFFu) |
| |
| /** |
| * Mask of bits in an SDL_AudioFormat that contain the floating point flag. |
| * |
| * Generally one should use SDL_AUDIO_ISFLOAT instead of this macro directly. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_MASK_FLOAT (1u<<8) |
| |
| /** |
| * Mask of bits in an SDL_AudioFormat that contain the bigendian flag. |
| * |
| * Generally one should use SDL_AUDIO_ISBIGENDIAN or SDL_AUDIO_ISLITTLEENDIAN |
| * instead of this macro directly. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_MASK_BIG_ENDIAN (1u<<12) |
| |
| /** |
| * Mask of bits in an SDL_AudioFormat that contain the signed data flag. |
| * |
| * Generally one should use SDL_AUDIO_ISSIGNED instead of this macro directly. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_MASK_SIGNED (1u<<15) |
| |
| /** |
| * Define an SDL_AudioFormat value. |
| * |
| * SDL does not support custom audio formats, so this macro is not of much use |
| * externally, but it can be illustrative as to what the various bits of an |
| * SDL_AudioFormat mean. |
| * |
| * For example, SDL_AUDIO_S32LE looks like this: |
| * |
| * ```c |
| * SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32) |
| * ``` |
| * |
| * \param signed 1 for signed data, 0 for unsigned data. |
| * \param bigendian 1 for bigendian data, 0 for littleendian data. |
| * \param flt 1 for floating point data, 0 for integer data. |
| * \param size number of bits per sample. |
| * \returns a format value in the style of SDL_AudioFormat. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_DEFINE_AUDIO_FORMAT(signed, bigendian, flt, size) \ |
| (((Uint16)(signed) << 15) | ((Uint16)(bigendian) << 12) | ((Uint16)(flt) << 8) | ((size) & SDL_AUDIO_MASK_BITSIZE)) |
| |
| /** |
| * Audio format. |
| * |
| * \since This enum is available since SDL 3.2.0. |
| * |
| * \sa SDL_AUDIO_BITSIZE |
| * \sa SDL_AUDIO_BYTESIZE |
| * \sa SDL_AUDIO_ISINT |
| * \sa SDL_AUDIO_ISFLOAT |
| * \sa SDL_AUDIO_ISBIGENDIAN |
| * \sa SDL_AUDIO_ISLITTLEENDIAN |
| * \sa SDL_AUDIO_ISSIGNED |
| * \sa SDL_AUDIO_ISUNSIGNED |
| */ |
| typedef enum SDL_AudioFormat |
| { |
| SDL_AUDIO_UNKNOWN = 0x0000u, /**< Unspecified audio format */ |
| SDL_AUDIO_U8 = 0x0008u, /**< Unsigned 8-bit samples */ |
| /* SDL_DEFINE_AUDIO_FORMAT(0, 0, 0, 8), */ |
| SDL_AUDIO_S8 = 0x8008u, /**< Signed 8-bit samples */ |
| /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 8), */ |
| SDL_AUDIO_S16LE = 0x8010u, /**< Signed 16-bit samples */ |
| /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 16), */ |
| SDL_AUDIO_S16BE = 0x9010u, /**< As above, but big-endian byte order */ |
| /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 16), */ |
| SDL_AUDIO_S32LE = 0x8020u, /**< 32-bit integer samples */ |
| /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32), */ |
| SDL_AUDIO_S32BE = 0x9020u, /**< As above, but big-endian byte order */ |
| /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 32), */ |
| SDL_AUDIO_F32LE = 0x8120u, /**< 32-bit floating point samples */ |
| /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 1, 32), */ |
| SDL_AUDIO_F32BE = 0x9120u, /**< As above, but big-endian byte order */ |
| /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 1, 32), */ |
| |
| /* These represent the current system's byteorder. */ |
| #if SDL_BYTEORDER == SDL_LIL_ENDIAN |
| SDL_AUDIO_S16 = SDL_AUDIO_S16LE, |
| SDL_AUDIO_S32 = SDL_AUDIO_S32LE, |
| SDL_AUDIO_F32 = SDL_AUDIO_F32LE |
| #else |
| SDL_AUDIO_S16 = SDL_AUDIO_S16BE, |
| SDL_AUDIO_S32 = SDL_AUDIO_S32BE, |
| SDL_AUDIO_F32 = SDL_AUDIO_F32BE |
| #endif |
| } SDL_AudioFormat; |
| |
| |
| /** |
| * Retrieve the size, in bits, from an SDL_AudioFormat. |
| * |
| * For example, `SDL_AUDIO_BITSIZE(SDL_AUDIO_S16)` returns 16. |
| * |
| * \param x an SDL_AudioFormat value. |
| * \returns data size in bits. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_BITSIZE(x) ((x) & SDL_AUDIO_MASK_BITSIZE) |
| |
| /** |
| * Retrieve the size, in bytes, from an SDL_AudioFormat. |
| * |
| * For example, `SDL_AUDIO_BYTESIZE(SDL_AUDIO_S16)` returns 2. |
| * |
| * \param x an SDL_AudioFormat value. |
| * \returns data size in bytes. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_BYTESIZE(x) (SDL_AUDIO_BITSIZE(x) / 8) |
| |
| /** |
| * Determine if an SDL_AudioFormat represents floating point data. |
| * |
| * For example, `SDL_AUDIO_ISFLOAT(SDL_AUDIO_S16)` returns 0. |
| * |
| * \param x an SDL_AudioFormat value. |
| * \returns non-zero if format is floating point, zero otherwise. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_ISFLOAT(x) ((x) & SDL_AUDIO_MASK_FLOAT) |
| |
| /** |
| * Determine if an SDL_AudioFormat represents bigendian data. |
| * |
| * For example, `SDL_AUDIO_ISBIGENDIAN(SDL_AUDIO_S16LE)` returns 0. |
| * |
| * \param x an SDL_AudioFormat value. |
| * \returns non-zero if format is bigendian, zero otherwise. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_ISBIGENDIAN(x) ((x) & SDL_AUDIO_MASK_BIG_ENDIAN) |
| |
| /** |
| * Determine if an SDL_AudioFormat represents littleendian data. |
| * |
| * For example, `SDL_AUDIO_ISLITTLEENDIAN(SDL_AUDIO_S16BE)` returns 0. |
| * |
| * \param x an SDL_AudioFormat value. |
| * \returns non-zero if format is littleendian, zero otherwise. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) |
| |
| /** |
| * Determine if an SDL_AudioFormat represents signed data. |
| * |
| * For example, `SDL_AUDIO_ISSIGNED(SDL_AUDIO_U8)` returns 0. |
| * |
| * \param x an SDL_AudioFormat value. |
| * \returns non-zero if format is signed, zero otherwise. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_ISSIGNED(x) ((x) & SDL_AUDIO_MASK_SIGNED) |
| |
| /** |
| * Determine if an SDL_AudioFormat represents integer data. |
| * |
| * For example, `SDL_AUDIO_ISINT(SDL_AUDIO_F32)` returns 0. |
| * |
| * \param x an SDL_AudioFormat value. |
| * \returns non-zero if format is integer, zero otherwise. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) |
| |
| /** |
| * Determine if an SDL_AudioFormat represents unsigned data. |
| * |
| * For example, `SDL_AUDIO_ISUNSIGNED(SDL_AUDIO_S16)` returns 0. |
| * |
| * \param x an SDL_AudioFormat value. |
| * \returns non-zero if format is unsigned, zero otherwise. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) |
| |
| |
| /** |
| * SDL Audio Device instance IDs. |
| * |
| * Zero is used to signify an invalid/null device. |
| * |
| * \since This datatype is available since SDL 3.2.0. |
| */ |
| typedef Uint32 SDL_AudioDeviceID; |
| |
| /** |
| * A value used to request a default playback audio device. |
| * |
| * Several functions that require an SDL_AudioDeviceID will accept this value |
| * to signify the app just wants the system to choose a default device instead |
| * of the app providing a specific one. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK ((SDL_AudioDeviceID) 0xFFFFFFFFu) |
| |
| /** |
| * A value used to request a default recording audio device. |
| * |
| * Several functions that require an SDL_AudioDeviceID will accept this value |
| * to signify the app just wants the system to choose a default device instead |
| * of the app providing a specific one. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ((SDL_AudioDeviceID) 0xFFFFFFFEu) |
| |
| /** |
| * Format specifier for audio data. |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_AudioFormat |
| */ |
| typedef struct SDL_AudioSpec |
| { |
| SDL_AudioFormat format; /**< Audio data format */ |
| int channels; /**< Number of channels: 1 mono, 2 stereo, etc */ |
| int freq; /**< sample rate: sample frames per second */ |
| } SDL_AudioSpec; |
| |
| /** |
| * Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec. |
| * |
| * This reports on the size of an audio sample frame: stereo Sint16 data (2 |
| * channels of 2 bytes each) would be 4 bytes per frame, for example. |
| * |
| * \param x an SDL_AudioSpec to query. |
| * \returns the number of bytes used per sample frame. |
| * |
| * \threadsafety It is safe to call this macro from any thread. |
| * |
| * \since This macro is available since SDL 3.2.0. |
| */ |
| #define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels) |
| |
| /** |
| * The opaque handle that represents an audio stream. |
| * |
| * SDL_AudioStream is an audio conversion interface. |
| * |
| * - 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. |
| * - It can handle input/output format changes on the fly. |
| * - It can remap audio channels between inputs and outputs. |
| * - You push data as you have it, and pull it when you need it |
| * - It can also function as a basic audio data queue even if you just have |
| * sound that needs to pass from one place to another. |
| * - You can hook callbacks up to them when more data is added or requested, |
| * to manage data on-the-fly. |
| * |
| * Audio streams are the core of the SDL3 audio interface. You create one or |
| * more of them, bind them to an opened audio device, and feed data to them |
| * (or for recording, consume data from them). |
| * |
| * \since This struct is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateAudioStream |
| */ |
| typedef struct SDL_AudioStream SDL_AudioStream; |
| |
| |
| /* Function prototypes */ |
| |
| /** |
| * Use this function to get the number of built-in audio drivers. |
| * |
| * This function returns a hardcoded number. This never returns a negative |
| * value; if there are no drivers compiled into this build of SDL, this |
| * function returns zero. The presence of a driver in this list does not mean |
| * it will function, it just means SDL is capable of interacting with that |
| * interface. For example, a build of SDL might have esound support, but if |
| * there's no esound server available, SDL's esound driver would fail if used. |
| * |
| * By default, SDL tries all drivers, in its preferred order, until one is |
| * found to be usable. |
| * |
| * \returns the number of built-in audio drivers. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioDriver |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); |
| |
| /** |
| * Use this function to get the name of a built in audio driver. |
| * |
| * The list of audio drivers is given in the order that they are normally |
| * initialized by default; the drivers that seem more reasonable to choose |
| * first (as far as the SDL developers believe) are earlier in the list. |
| * |
| * The names of drivers are all simple, low-ASCII identifiers, like "alsa", |
| * "coreaudio" or "wasapi". These never have Unicode characters, and are not |
| * meant to be proper names. |
| * |
| * \param index the index of the audio driver; the value ranges from 0 to |
| * SDL_GetNumAudioDrivers() - 1. |
| * \returns the name of the audio driver at the requested index, or NULL if an |
| * invalid index was specified. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetNumAudioDrivers |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDriver(int index); |
| |
| /** |
| * Get the name of the current audio driver. |
| * |
| * The names of drivers are all simple, low-ASCII identifiers, like "alsa", |
| * "coreaudio" or "wasapi". These never have Unicode characters, and are not |
| * meant to be proper names. |
| * |
| * \returns the name of the current audio driver or NULL if no driver has been |
| * initialized. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentAudioDriver(void); |
| |
| /** |
| * Get a list of currently-connected audio playback devices. |
| * |
| * This returns of list of available devices that play sound, perhaps to |
| * speakers or headphones ("playback" devices). If you want devices that |
| * record audio, like a microphone ("recording" devices), use |
| * SDL_GetAudioRecordingDevices() instead. |
| * |
| * This only returns a list of physical devices; it will not have any device |
| * IDs returned by SDL_OpenAudioDevice(). |
| * |
| * If this function returns NULL, to signify an error, `*count` will be set to |
| * zero. |
| * |
| * \param count a pointer filled in with the number of devices returned, may |
| * be NULL. |
| * \returns a 0 terminated array of device instance IDs or NULL on error; call |
| * SDL_GetError() for more information. This should be freed with |
| * SDL_free() when it is no longer needed. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_OpenAudioDevice |
| * \sa SDL_GetAudioRecordingDevices |
| */ |
| extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioPlaybackDevices(int *count); |
| |
| /** |
| * Get a list of currently-connected audio recording devices. |
| * |
| * This returns of list of available devices that record audio, like a |
| * microphone ("recording" devices). If you want devices that play sound, |
| * perhaps to speakers or headphones ("playback" devices), use |
| * SDL_GetAudioPlaybackDevices() instead. |
| * |
| * This only returns a list of physical devices; it will not have any device |
| * IDs returned by SDL_OpenAudioDevice(). |
| * |
| * If this function returns NULL, to signify an error, `*count` will be set to |
| * zero. |
| * |
| * \param count a pointer filled in with the number of devices returned, may |
| * be NULL. |
| * \returns a 0 terminated array of device instance IDs, or NULL on failure; |
| * call SDL_GetError() for more information. This should be freed |
| * with SDL_free() when it is no longer needed. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_OpenAudioDevice |
| * \sa SDL_GetAudioPlaybackDevices |
| */ |
| extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioRecordingDevices(int *count); |
| |
| /** |
| * Get the human-readable name of a specific audio device. |
| * |
| * \param devid the instance ID of the device to query. |
| * \returns the name of the audio device, or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioPlaybackDevices |
| * \sa SDL_GetAudioRecordingDevices |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid); |
| |
| /** |
| * Get the current audio format of a specific audio device. |
| * |
| * For an opened device, this will report the format the device is currently |
| * using. If the device isn't yet opened, this will report the device's |
| * preferred format (or a reasonable default if this can't be determined). |
| * |
| * You may also specify SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or |
| * SDL_AUDIO_DEVICE_DEFAULT_RECORDING here, which is useful for getting a |
| * reasonable recommendation before opening the system-recommended default |
| * device. |
| * |
| * You can also use this to request the current device buffer size. This is |
| * specified in sample frames and represents the amount of data SDL will feed |
| * to the physical hardware in each chunk. This can be converted to |
| * milliseconds of audio with the following equation: |
| * |
| * `ms = (int) ((((Sint64) frames) * 1000) / spec.freq);` |
| * |
| * Buffer size is only important if you need low-level control over the audio |
| * playback timing. Most apps do not need this. |
| * |
| * \param devid the instance ID of the device to query. |
| * \param spec on return, will be filled with device details. |
| * \param sample_frames pointer to store device buffer size, in sample frames. |
| * Can be NULL. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames); |
| |
| /** |
| * Get the current channel map of an audio device. |
| * |
| * Channel maps are optional; most things do not need them, instead passing |
| * data in the [order that SDL expects](CategoryAudio#channel-layouts). |
| * |
| * Audio devices usually have no remapping applied. This is represented by |
| * returning NULL, and does not signify an error. |
| * |
| * \param devid the instance ID of the device to query. |
| * \param count On output, set to number of channels in the map. Can be NULL. |
| * \returns an array of the current channel mapping, with as many elements as |
| * the current output spec's channels, or NULL if default. This |
| * should be freed with SDL_free() when it is no longer needed. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamInputChannelMap |
| */ |
| extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioDeviceChannelMap(SDL_AudioDeviceID devid, int *count); |
| |
| /** |
| * Open a specific audio device. |
| * |
| * You can open both playback and recording devices through this function. |
| * Playback devices will take data from bound audio streams, mix it, and send |
| * it to the hardware. Recording devices will feed any bound audio streams |
| * with a copy of any incoming data. |
| * |
| * An opened audio device starts out with no audio streams bound. To start |
| * audio playing, bind a stream and supply audio data to it. Unlike SDL2, |
| * there is no audio callback; you only bind audio streams and make sure they |
| * have data flowing into them (however, you can simulate SDL2's semantics |
| * fairly closely by using SDL_OpenAudioDeviceStream instead of this |
| * function). |
| * |
| * If you don't care about opening a specific device, pass a `devid` of either |
| * `SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK` or |
| * `SDL_AUDIO_DEVICE_DEFAULT_RECORDING`. In this case, SDL will try to pick |
| * the most reasonable default, and may also switch between physical devices |
| * seamlessly later, if the most reasonable default changes during the |
| * lifetime of this opened device (user changed the default in the OS's system |
| * preferences, the default got unplugged so the system jumped to a new |
| * default, the user plugged in headphones on a mobile device, etc). Unless |
| * you have a good reason to choose a specific device, this is probably what |
| * you want. |
| * |
| * You may request a specific format for the audio device, but there is no |
| * promise the device will honor that request for several reasons. As such, |
| * it's only meant to be a hint as to what data your app will provide. Audio |
| * streams will accept data in whatever format you specify and manage |
| * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you |
| * the preferred format for the device before opening and the actual format |
| * the device is using after opening. |
| * |
| * It's legal to open the same device ID more than once; each successful open |
| * will generate a new logical SDL_AudioDeviceID that is managed separately |
| * from others on the same physical device. This allows libraries to open a |
| * device separately from the main app and bind its own streams without |
| * conflicting. |
| * |
| * It is also legal to open a device ID returned by a previous call to this |
| * function; doing so just creates another logical device on the same physical |
| * device. This may be useful for making logical groupings of audio streams. |
| * |
| * This function returns the opened device ID on success. This is a new, |
| * unique SDL_AudioDeviceID that represents a logical device. |
| * |
| * Some backends might offer arbitrary devices (for example, a networked audio |
| * protocol that can connect to an arbitrary server). For these, as a change |
| * from SDL2, you should open a default device ID and use an SDL hint to |
| * specify the target if you care, or otherwise let the backend figure out a |
| * reasonable default. Most backends don't offer anything like this, and often |
| * this would be an end user setting an environment variable for their custom |
| * need, and not something an application should specifically manage. |
| * |
| * When done with an audio device, possibly at the end of the app's life, one |
| * should call SDL_CloseAudioDevice() on the returned device id. |
| * |
| * \param devid the device instance id to open, or |
| * SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or |
| * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for the most reasonable |
| * default device. |
| * \param spec the requested device configuration. Can be NULL to use |
| * reasonable defaults. |
| * \returns the device ID on success or 0 on failure; call SDL_GetError() for |
| * more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CloseAudioDevice |
| * \sa SDL_GetAudioDeviceFormat |
| */ |
| extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec); |
| |
| /** |
| * Determine if an audio device is physical (instead of logical). |
| * |
| * An SDL_AudioDeviceID that represents physical hardware is a physical |
| * device; there is one for each piece of hardware that SDL can see. Logical |
| * devices are created by calling SDL_OpenAudioDevice or |
| * SDL_OpenAudioDeviceStream, and while each is associated with a physical |
| * device, there can be any number of logical devices on one physical device. |
| * |
| * For the most part, logical and physical IDs are interchangeable--if you try |
| * to open a logical device, SDL understands to assign that effort to the |
| * underlying physical device, etc. However, it might be useful to know if an |
| * arbitrary device ID is physical or logical. This function reports which. |
| * |
| * This function may return either true or false for invalid device IDs. |
| * |
| * \param devid the device ID to query. |
| * \returns true if devid is a physical device, false if it is logical. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePhysical(SDL_AudioDeviceID devid); |
| |
| /** |
| * Determine if an audio device is a playback device (instead of recording). |
| * |
| * This function may return either true or false for invalid device IDs. |
| * |
| * \param devid the device ID to query. |
| * \returns true if devid is a playback device, false if it is recording. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID devid); |
| |
| /** |
| * Use this function to pause audio playback on a specified device. |
| * |
| * This function pauses audio processing for a given device. Any bound audio |
| * streams will not progress, and no audio will be generated. Pausing one |
| * device does not prevent other unpaused devices from running. |
| * |
| * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app |
| * has to bind a stream before any audio will flow. Pausing a paused device is |
| * a legal no-op. |
| * |
| * Pausing a device can be useful to halt all audio without unbinding all the |
| * audio streams. This might be useful while a game is paused, or a level is |
| * loading, etc. |
| * |
| * Physical devices can not be paused or unpaused, only logical devices |
| * created through SDL_OpenAudioDevice() can be. |
| * |
| * \param devid a device opened by SDL_OpenAudioDevice(). |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_ResumeAudioDevice |
| * \sa SDL_AudioDevicePaused |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID devid); |
| |
| /** |
| * Use this function to unpause audio playback on a specified device. |
| * |
| * This function unpauses audio processing for a given device that has |
| * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any |
| * bound audio streams will begin to progress again, and audio can be |
| * generated. |
| * |
| * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app |
| * has to bind a stream before any audio will flow. Unpausing an unpaused |
| * device is a legal no-op. |
| * |
| * Physical devices can not be paused or unpaused, only logical devices |
| * created through SDL_OpenAudioDevice() can be. |
| * |
| * \param devid a device opened by SDL_OpenAudioDevice(). |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_AudioDevicePaused |
| * \sa SDL_PauseAudioDevice |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid); |
| |
| /** |
| * Use this function to query if an audio device is paused. |
| * |
| * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app |
| * has to bind a stream before any audio will flow. |
| * |
| * Physical devices can not be paused or unpaused, only logical devices |
| * created through SDL_OpenAudioDevice() can be. Physical and invalid device |
| * IDs will report themselves as unpaused here. |
| * |
| * \param devid a device opened by SDL_OpenAudioDevice(). |
| * \returns true if device is valid and paused, false otherwise. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PauseAudioDevice |
| * \sa SDL_ResumeAudioDevice |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID devid); |
| |
| /** |
| * Get the gain of an audio device. |
| * |
| * The gain of a device is its volume; a larger gain means a louder output, |
| * with a gain of zero being silence. |
| * |
| * Audio devices default to a gain of 1.0f (no change in output). |
| * |
| * Physical devices may not have their gain changed, only logical devices, and |
| * this function will always return -1.0f when used on physical devices. |
| * |
| * \param devid the audio device to query. |
| * \returns the gain of the device or -1.0f on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioDeviceGain |
| */ |
| extern SDL_DECLSPEC float SDLCALL SDL_GetAudioDeviceGain(SDL_AudioDeviceID devid); |
| |
| /** |
| * Change the gain of an audio device. |
| * |
| * The gain of a device is its volume; a larger gain means a louder output, |
| * with a gain of zero being silence. |
| * |
| * Audio devices default to a gain of 1.0f (no change in output). |
| * |
| * Physical devices may not have their gain changed, only logical devices, and |
| * this function will always return false when used on physical devices. While |
| * it might seem attractive to adjust several logical devices at once in this |
| * way, it would allow an app or library to interfere with another portion of |
| * the program's otherwise-isolated devices. |
| * |
| * This is applied, along with any per-audiostream gain, during playback to |
| * the hardware, and can be continuously changed to create various effects. On |
| * recording devices, this will adjust the gain before passing the data into |
| * an audiostream; that recording audiostream can then adjust its gain further |
| * when outputting the data elsewhere, if it likes, but that second gain is |
| * not applied until the data leaves the audiostream again. |
| * |
| * \param devid the audio device on which to change gain. |
| * \param gain the gain. 1.0f is no change, 0.0f is silence. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioDeviceGain |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioDeviceGain(SDL_AudioDeviceID devid, float gain); |
| |
| /** |
| * Close a previously-opened audio device. |
| * |
| * The application should close open audio devices once they are no longer |
| * needed. |
| * |
| * This function may block briefly while pending audio data is played by the |
| * hardware, so that applications don't drop the last buffer of data they |
| * supplied if terminating immediately afterwards. |
| * |
| * \param devid an audio device id previously returned by |
| * SDL_OpenAudioDevice(). |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_OpenAudioDevice |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid); |
| |
| /** |
| * Bind a list of audio streams to an audio device. |
| * |
| * Audio data will flow through any bound streams. For a playback device, data |
| * for all bound streams will be mixed together and fed to the device. For a |
| * recording device, a copy of recorded data will be provided to each bound |
| * stream. |
| * |
| * Audio streams can only be bound to an open device. This operation is |
| * atomic--all streams bound in the same call will start processing at the |
| * same time, so they can stay in sync. Also: either all streams will be bound |
| * or none of them will be. |
| * |
| * It is an error to bind an already-bound stream; it must be explicitly |
| * unbound first. |
| * |
| * Binding a stream to a device will set its output format for playback |
| * devices, and its input format for recording devices, so they match the |
| * device's settings. The caller is welcome to change the other end of the |
| * stream's format at any time with SDL_SetAudioStreamFormat(). If the other |
| * end of the stream's format has never been set (the audio stream was created |
| * with a NULL audio spec), this function will set it to match the device |
| * end's format. |
| * |
| * \param devid an audio device to bind a stream to. |
| * \param streams an array of audio streams to bind. |
| * \param num_streams number streams listed in the `streams` array. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_BindAudioStreams |
| * \sa SDL_UnbindAudioStream |
| * \sa SDL_GetAudioStreamDevice |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream * const *streams, int num_streams); |
| |
| /** |
| * Bind a single audio stream to an audio device. |
| * |
| * This is a convenience function, equivalent to calling |
| * `SDL_BindAudioStreams(devid, &stream, 1)`. |
| * |
| * \param devid an audio device to bind a stream to. |
| * \param stream an audio stream to bind to a device. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_BindAudioStreams |
| * \sa SDL_UnbindAudioStream |
| * \sa SDL_GetAudioStreamDevice |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream); |
| |
| /** |
| * Unbind a list of audio streams from their audio devices. |
| * |
| * The streams being unbound do not all have to be on the same device. All |
| * streams on the same device will be unbound atomically (data will stop |
| * flowing through all unbound streams on the same device at the same time). |
| * |
| * Unbinding a stream that isn't bound to a device is a legal no-op. |
| * |
| * \param streams an array of audio streams to unbind. Can be NULL or contain |
| * NULL. |
| * \param num_streams number streams listed in the `streams` array. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_BindAudioStreams |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream * const *streams, int num_streams); |
| |
| /** |
| * Unbind a single audio stream from its audio device. |
| * |
| * This is a convenience function, equivalent to calling |
| * `SDL_UnbindAudioStreams(&stream, 1)`. |
| * |
| * \param stream an audio stream to unbind from a device. Can be NULL. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_BindAudioStream |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream); |
| |
| /** |
| * Query an audio stream for its currently-bound device. |
| * |
| * This reports the logical audio device that an audio stream is currently |
| * bound to. |
| * |
| * If not bound, or invalid, this returns zero, which is not a valid device |
| * ID. |
| * |
| * \param stream the audio stream to query. |
| * \returns the bound audio device, or 0 if not bound or invalid. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_BindAudioStream |
| * \sa SDL_BindAudioStreams |
| */ |
| extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream); |
| |
| /** |
| * Create a new audio stream. |
| * |
| * \param src_spec the format details of the input audio. |
| * \param dst_spec the format details of the output audio. |
| * \returns a new audio stream on success or NULL on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PutAudioStreamData |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_SetAudioStreamFormat |
| * \sa SDL_DestroyAudioStream |
| */ |
| extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec); |
| |
| /** |
| * Get the properties associated with an audio stream. |
| * |
| * The application can hang any data it wants here, but the following |
| * properties are understood by SDL: |
| * |
| * - `SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN`: if true (the default), the |
| * stream be automatically cleaned up when the audio subsystem quits. If set |
| * to false, the streams will persist beyond that. This property is ignored |
| * for streams created through SDL_OpenAudioDeviceStream(), and will always |
| * be cleaned up. Streams that are not cleaned up will still be unbound from |
| * devices when the audio subsystem quits. This property was added in SDL |
| * 3.4.0. |
| * |
| * \param stream the SDL_AudioStream to query. |
| * \returns a valid property ID on success or 0 on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetAudioStreamProperties(SDL_AudioStream *stream); |
| |
| #define SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN "SDL.audiostream.auto_cleanup" |
| |
| |
| /** |
| * Query the current format of an audio stream. |
| * |
| * \param stream the SDL_AudioStream to query. |
| * \param src_spec where to store the input audio format; ignored if NULL. |
| * \param dst_spec where to store the output audio format; ignored if NULL. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamFormat |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream, SDL_AudioSpec *src_spec, SDL_AudioSpec *dst_spec); |
| |
| /** |
| * Change the input and output formats of an audio stream. |
| * |
| * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData |
| * will reflect the new format, and future calls to SDL_PutAudioStreamData |
| * must provide data in the new input formats. |
| * |
| * Data that was previously queued in the stream will still be operated on in |
| * the format that was current when it was added, which is to say you can put |
| * the end of a sound file in one format to a stream, change formats for the |
| * next sound file, and start putting that new data while the previous sound |
| * file is still queued, and everything will still play back correctly. |
| * |
| * If a stream is bound to a device, then the format of the side of the stream |
| * bound to a device cannot be changed (src_spec for recording devices, |
| * dst_spec for playback devices). Attempts to make a change to this side will |
| * be ignored, but this will not report an error. The other side's format can |
| * be changed. |
| * |
| * \param stream the stream the format is being changed. |
| * \param src_spec the new format of the audio input; if NULL, it is not |
| * changed. |
| * \param dst_spec the new format of the audio output; if NULL, it is not |
| * changed. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioStreamFormat |
| * \sa SDL_SetAudioStreamFrequencyRatio |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec); |
| |
| /** |
| * Get the frequency ratio of an audio stream. |
| * |
| * \param stream the SDL_AudioStream to query. |
| * \returns the frequency ratio of the stream or 0.0 on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamFrequencyRatio |
| */ |
| extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream); |
| |
| /** |
| * Change the frequency ratio of an audio stream. |
| * |
| * The frequency ratio is used to adjust the rate at which input data is |
| * consumed. Changing this effectively modifies the speed and pitch of the |
| * audio. A value greater than 1.0f will play the audio faster, and at a |
| * higher pitch. A value less than 1.0f will play the audio slower, and at a |
| * lower pitch. 1.0f means play at normal speed. |
| * |
| * This is applied during SDL_GetAudioStreamData, and can be continuously |
| * changed to create various effects. |
| * |
| * \param stream the stream on which the frequency ratio is being changed. |
| * \param ratio the frequency ratio. 1.0 is normal speed. Must be between 0.01 |
| * and 100. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioStreamFrequencyRatio |
| * \sa SDL_SetAudioStreamFormat |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio); |
| |
| /** |
| * Get the gain of an audio stream. |
| * |
| * The gain of a stream is its volume; a larger gain means a louder output, |
| * with a gain of zero being silence. |
| * |
| * Audio streams default to a gain of 1.0f (no change in output). |
| * |
| * \param stream the SDL_AudioStream to query. |
| * \returns the gain of the stream or -1.0f on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamGain |
| */ |
| extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamGain(SDL_AudioStream *stream); |
| |
| /** |
| * Change the gain of an audio stream. |
| * |
| * The gain of a stream is its volume; a larger gain means a louder output, |
| * with a gain of zero being silence. |
| * |
| * Audio streams default to a gain of 1.0f (no change in output). |
| * |
| * This is applied during SDL_GetAudioStreamData, and can be continuously |
| * changed to create various effects. |
| * |
| * \param stream the stream on which the gain is being changed. |
| * \param gain the gain. 1.0f is no change, 0.0f is silence. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioStreamGain |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGain(SDL_AudioStream *stream, float gain); |
| |
| /** |
| * Get the current input channel map of an audio stream. |
| * |
| * Channel maps are optional; most things do not need them, instead passing |
| * data in the [order that SDL expects](CategoryAudio#channel-layouts). |
| * |
| * Audio streams default to no remapping applied. This is represented by |
| * returning NULL, and does not signify an error. |
| * |
| * \param stream the SDL_AudioStream to query. |
| * \param count On output, set to number of channels in the map. Can be NULL. |
| * \returns an array of the current channel mapping, with as many elements as |
| * the current output spec's channels, or NULL if default. This |
| * should be freed with SDL_free() when it is no longer needed. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamInputChannelMap |
| */ |
| extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamInputChannelMap(SDL_AudioStream *stream, int *count); |
| |
| /** |
| * Get the current output channel map of an audio stream. |
| * |
| * Channel maps are optional; most things do not need them, instead passing |
| * data in the [order that SDL expects](CategoryAudio#channel-layouts). |
| * |
| * Audio streams default to no remapping applied. This is represented by |
| * returning NULL, and does not signify an error. |
| * |
| * \param stream the SDL_AudioStream to query. |
| * \param count On output, set to number of channels in the map. Can be NULL. |
| * \returns an array of the current channel mapping, with as many elements as |
| * the current output spec's channels, or NULL if default. This |
| * should be freed with SDL_free() when it is no longer needed. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamInputChannelMap |
| */ |
| extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamOutputChannelMap(SDL_AudioStream *stream, int *count); |
| |
| /** |
| * Set the current input channel map of an audio stream. |
| * |
| * Channel maps are optional; most things do not need them, instead passing |
| * data in the [order that SDL expects](CategoryAudio#channel-layouts). |
| * |
| * The input channel map reorders data that is added to a stream via |
| * SDL_PutAudioStreamData. Future calls to SDL_PutAudioStreamData must provide |
| * data in the new channel order. |
| * |
| * Each item in the array represents an input channel, and its value is the |
| * channel that it should be remapped to. To reverse a stereo signal's left |
| * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap |
| * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the |
| * right channel to both channels of a stereo signal. An element in the |
| * channel map set to -1 instead of a valid channel will mute that channel, |
| * setting it to a silence value. |
| * |
| * You cannot change the number of channels through a channel map, just |
| * reorder/mute them. |
| * |
| * Data that was previously queued in the stream will still be operated on in |
| * the order that was current when it was added, which is to say you can put |
| * the end of a sound file in one order to a stream, change orders for the |
| * next sound file, and start putting that new data while the previous sound |
| * file is still queued, and everything will still play back correctly. |
| * |
| * Audio streams default to no remapping applied. Passing a NULL channel map |
| * is legal, and turns off remapping. |
| * |
| * SDL will copy the channel map; the caller does not have to save this array |
| * after this call. |
| * |
| * If `count` is not equal to the current number of channels in the audio |
| * stream's format, this will fail. This is a safety measure to make sure a |
| * race condition hasn't changed the format while this call is setting the |
| * channel map. |
| * |
| * Unlike attempting to change the stream's format, the input channel map on a |
| * stream bound to a recording device is permitted to change at any time; any |
| * data added to the stream from the device after this call will have the new |
| * mapping, but previously-added data will still have the prior mapping. |
| * |
| * \param stream the SDL_AudioStream to change. |
| * \param chmap the new channel map, NULL to reset to default. |
| * \param count The number of channels in the map. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. Don't change the |
| * stream's format to have a different number of channels from a |
| * different thread at the same time, though! |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamInputChannelMap |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamInputChannelMap(SDL_AudioStream *stream, const int *chmap, int count); |
| |
| /** |
| * Set the current output channel map of an audio stream. |
| * |
| * Channel maps are optional; most things do not need them, instead passing |
| * data in the [order that SDL expects](CategoryAudio#channel-layouts). |
| * |
| * The output channel map reorders data that is leaving a stream via |
| * SDL_GetAudioStreamData. |
| * |
| * Each item in the array represents an input channel, and its value is the |
| * channel that it should be remapped to. To reverse a stereo signal's left |
| * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap |
| * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the |
| * right channel to both channels of a stereo signal. An element in the |
| * channel map set to -1 instead of a valid channel will mute that channel, |
| * setting it to a silence value. |
| * |
| * You cannot change the number of channels through a channel map, just |
| * reorder/mute them. |
| * |
| * The output channel map can be changed at any time, as output remapping is |
| * applied during SDL_GetAudioStreamData. |
| * |
| * Audio streams default to no remapping applied. Passing a NULL channel map |
| * is legal, and turns off remapping. |
| * |
| * SDL will copy the channel map; the caller does not have to save this array |
| * after this call. |
| * |
| * If `count` is not equal to the current number of channels in the audio |
| * stream's format, this will fail. This is a safety measure to make sure a |
| * race condition hasn't changed the format while this call is setting the |
| * channel map. |
| * |
| * Unlike attempting to change the stream's format, the output channel map on |
| * a stream bound to a recording device is permitted to change at any time; |
| * any data added to the stream after this call will have the new mapping, but |
| * previously-added data will still have the prior mapping. When the channel |
| * map doesn't match the hardware's channel layout, SDL will convert the data |
| * before feeding it to the device for playback. |
| * |
| * \param stream the SDL_AudioStream to change. |
| * \param chmap the new channel map, NULL to reset to default. |
| * \param count The number of channels in the map. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, as it holds |
| * a stream-specific mutex while running. Don't change the |
| * stream's format to have a different number of channels from a |
| * a different thread at the same time, though! |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamInputChannelMap |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamOutputChannelMap(SDL_AudioStream *stream, const int *chmap, int count); |
| |
| /** |
| * Add data to the stream. |
| * |
| * This data must match the format/channels/samplerate specified in the latest |
| * call to SDL_SetAudioStreamFormat, or the format specified when creating the |
| * stream if it hasn't been changed. |
| * |
| * Note that this call simply copies the unconverted data for later. This is |
| * different than SDL2, where data was converted during the Put call and the |
| * Get call would just dequeue the previously-converted data. |
| * |
| * \param stream the stream the audio data is being added to. |
| * \param buf a pointer to the audio data to add. |
| * \param len the number of bytes to write to the stream. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, but if the |
| * stream has a callback set, the caller might need to manage |
| * extra locking. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamQueued |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len); |
| |
| /** |
| * A callback that fires for completed SDL_PutAudioStreamDataNoCopy() data. |
| * |
| * When using SDL_PutAudioStreamDataNoCopy() to provide data to an |
| * SDL_AudioStream, it's not safe to dispose of the data until the stream has |
| * completely consumed it. Often times it's difficult to know exactly when |
| * this has happened. |
| * |
| * This callback fires once when the stream no longer needs the buffer, |
| * allowing the app to easily free or reuse it. |
| * |
| * \param userdata an opaque pointer provided by the app for their personal |
| * use. |
| * \param buf the pointer provided to SDL_PutAudioStreamDataNoCopy(). |
| * \param buflen the size of buffer, in bytes, provided to |
| * SDL_PutAudioStreamDataNoCopy(). |
| * |
| * \threadsafety This callbacks may run from any thread, so if you need to |
| * protect shared data, you should use SDL_LockAudioStream to |
| * serialize access; this lock will be held before your callback |
| * is called, so your callback does not need to manage the lock |
| * explicitly. |
| * |
| * \since This datatype is available since SDL 3.4.0. |
| * |
| * \sa SDL_SetAudioStreamGetCallback |
| * \sa SDL_SetAudioStreamPutCallback |
| */ |
| typedef void (SDLCALL *SDL_AudioStreamDataCompleteCallback)(void *userdata, const void *buf, int buflen); |
| |
| /** |
| * Add external data to an audio stream without copying it. |
| * |
| * Unlike SDL_PutAudioStreamData(), this function does not make a copy of the |
| * provided data, instead storing the provided pointer. This means that the |
| * put operation does not need to allocate and copy the data, but the original |
| * data must remain available until the stream is done with it, either by |
| * being read from the stream in its entirety, or a call to |
| * SDL_ClearAudioStream() or SDL_DestroyAudioStream(). |
| * |
| * The data must match the format/channels/samplerate specified in the latest |
| * call to SDL_SetAudioStreamFormat, or the format specified when creating the |
| * stream if it hasn't been changed. |
| * |
| * An optional callback may be provided, which is called when the stream no |
| * longer needs the data. Once this callback fires, the stream will not access |
| * the data again. This callback will fire for any reason the data is no |
| * longer needed, including clearing or destroying the stream. |
| * |
| * Note that there is still an allocation to store tracking information, so |
| * this function is more efficient for larger blocks of data. If you're |
| * planning to put a few samples at a time, it will be more efficient to use |
| * SDL_PutAudioStreamData(), which allocates and buffers in blocks. |
| * |
| * \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 add to the stream. |
| * \param callback the callback function to call when the data is no longer |
| * needed by the stream. May be NULL. |
| * \param userdata an opaque pointer provided to the callback for its own |
| * personal use. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, but if the |
| * stream has a callback set, the caller might need to manage |
| * extra locking. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamQueued |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamDataNoCopy(SDL_AudioStream *stream, const void *buf, int len, SDL_AudioStreamDataCompleteCallback callback, void *userdata); |
| |
| /** |
| * Add data to the stream with each channel in a separate array. |
| * |
| * This data must match the format/channels/samplerate specified in the latest |
| * call to SDL_SetAudioStreamFormat, or the format specified when creating the |
| * stream if it hasn't been changed. |
| * |
| * The data will be interleaved and queued. Note that SDL_AudioStream only |
| * operates on interleaved data, so this is simply a convenience function for |
| * easily queueing data from sources that provide separate arrays. There is no |
| * equivalent function to retrieve planar data. |
| * |
| * The arrays in `channel_buffers` are ordered as they are to be interleaved; |
| * the first array will be the first sample in the interleaved data. Any |
| * individual array may be NULL; in this case, silence will be interleaved for |
| * that channel. |
| * |
| * `num_channels` specifies how many arrays are in `channel_buffers`. This can |
| * be used as a safety to prevent overflow, in case the stream format has |
| * changed elsewhere. If more channels are specified than the current input |
| * spec, they are ignored. If less channels are specified, the missing arrays |
| * are treated as if they are NULL (silence is written to those channels). If |
| * the count is -1, SDL will assume the array count matches the current input |
| * spec. |
| * |
| * Note that `num_samples` is the number of _samples per array_. This can also |
| * be thought of as the number of _sample frames_ to be queued. A value of 1 |
| * with stereo arrays will queue two samples to the stream. This is different |
| * than SDL_PutAudioStreamData, which wants the size of a single array in |
| * bytes. |
| * |
| * \param stream the stream the audio data is being added to. |
| * \param channel_buffers a pointer to an array of arrays, one array per |
| * channel. |
| * \param num_channels the number of arrays in `channel_buffers` or -1. |
| * \param num_samples the number of _samples_ per array to write to the |
| * stream. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread, but if the |
| * stream has a callback set, the caller might need to manage |
| * extra locking. |
| * |
| * \since This function is available since SDL 3.4.0. |
| * |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamQueued |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *channel_buffers, int num_channels, int num_samples); |
| |
| /** |
| * Get converted/resampled data from the stream. |
| * |
| * The input/output data format/channels/samplerate is specified when creating |
| * the stream, and can be changed after creation by calling |
| * SDL_SetAudioStreamFormat. |
| * |
| * Note that any conversion and resampling necessary is done during this call, |
| * and SDL_PutAudioStreamData simply queues unconverted data for later. This |
| * is different than SDL2, where that work was done while inputting new data |
| * to the stream and requesting the output just copied the converted data. |
| * |
| * \param stream the stream the audio is being requested from. |
| * \param buf a buffer to fill with audio data. |
| * \param len the maximum number of bytes to fill. |
| * \returns the number of bytes read from the stream or -1 on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread, but if the |
| * stream has a callback set, the caller might need to manage |
| * extra locking. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_PutAudioStreamData |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamData(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. |
| * |
| * If the stream has so much data that it would overflow an int, the return |
| * value is clamped to a maximum value, but no queued data is lost; if there |
| * are gigabytes of data queued, the app might need to read some of it with |
| * SDL_GetAudioStreamData before this function's return value is no longer |
| * clamped. |
| * |
| * \param stream the audio stream to query. |
| * \returns the number of converted/resampled bytes available or -1 on |
| * failure; call SDL_GetError() for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_PutAudioStreamData |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream); |
| |
| |
| /** |
| * Get the number of bytes currently queued. |
| * |
| * This is the number of bytes put into a stream as input, not the number that |
| * can be retrieved as output. Because of several details, it's not possible |
| * to calculate one number directly from the other. If you need to know how |
| * much usable data can be retrieved right now, you should use |
| * SDL_GetAudioStreamAvailable() and not this function. |
| * |
| * Note that audio streams can change their input format at any time, even if |
| * there is still data queued in a different format, so the returned byte |
| * count will not necessarily match the number of _sample frames_ available. |
| * Users of this API should be aware of format changes they make when feeding |
| * a stream and plan accordingly. |
| * |
| * Queued data is not converted until it is consumed by |
| * SDL_GetAudioStreamData, so this value should be representative of the exact |
| * data that was put into the stream. |
| * |
| * If the stream has so much data that it would overflow an int, the return |
| * value is clamped to a maximum value, but no queued data is lost; if there |
| * are gigabytes of data queued, the app might need to read some of it with |
| * SDL_GetAudioStreamData before this function's return value is no longer |
| * clamped. |
| * |
| * \param stream the audio stream to query. |
| * \returns the number of bytes queued or -1 on failure; call SDL_GetError() |
| * for more information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PutAudioStreamData |
| * \sa SDL_ClearAudioStream |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(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 may be |
| * audio gaps in the output. Generally this is intended to signal the end of |
| * input, so the complete output becomes available. |
| * |
| * \param stream the audio stream to flush. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PutAudioStreamData |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream); |
| |
| /** |
| * Clear any pending data in the stream. |
| * |
| * This drops any queued data, so there will be nothing to read from the |
| * stream until more is added. |
| * |
| * \param stream the audio stream to clear. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamQueued |
| * \sa SDL_PutAudioStreamData |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream); |
| |
| /** |
| * Use this function to pause audio playback on the audio device associated |
| * with an audio stream. |
| * |
| * This function pauses audio processing for a given device. Any bound audio |
| * streams will not progress, and no audio will be generated. Pausing one |
| * device does not prevent other unpaused devices from running. |
| * |
| * Pausing a device can be useful to halt all audio without unbinding all the |
| * audio streams. This might be useful while a game is paused, or a level is |
| * loading, etc. |
| * |
| * \param stream the audio stream associated with the audio device to pause. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_ResumeAudioStreamDevice |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream); |
| |
| /** |
| * Use this function to unpause audio playback on the audio device associated |
| * with an audio stream. |
| * |
| * This function unpauses audio processing for a given device that has |
| * previously been paused. Once unpaused, any bound audio streams will begin |
| * to progress again, and audio can be generated. |
| * |
| * SDL_OpenAudioDeviceStream opens audio devices in a paused state, so this |
| * function call is required for audio playback to begin on such devices. |
| * |
| * \param stream the audio stream associated with the audio device to resume. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PauseAudioStreamDevice |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream); |
| |
| /** |
| * Use this function to query if an audio device associated with a stream is |
| * paused. |
| * |
| * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app |
| * has to bind a stream before any audio will flow. |
| * |
| * \param stream the audio stream associated with the audio device to query. |
| * \returns true if device is valid and paused, false otherwise. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_PauseAudioStreamDevice |
| * \sa SDL_ResumeAudioStreamDevice |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_AudioStreamDevicePaused(SDL_AudioStream *stream); |
| |
| |
| /** |
| * Lock an audio stream for serialized access. |
| * |
| * Each SDL_AudioStream has an internal mutex it uses to protect its data |
| * structures from threading conflicts. This function allows an app to lock |
| * that mutex, which could be useful if registering callbacks on this stream. |
| * |
| * One does not need to lock a stream to use in it most cases, as the stream |
| * manages this lock internally. However, this lock is held during callbacks, |
| * which may run from arbitrary threads at any time, so if an app needs to |
| * protect shared data during those callbacks, locking the stream guarantees |
| * that the callback is not running while the lock is held. |
| * |
| * As this is just a wrapper over SDL_LockMutex for an internal lock; it has |
| * all the same attributes (recursive locks are allowed, etc). |
| * |
| * \param stream the audio stream to lock. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_UnlockAudioStream |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream); |
| |
| |
| /** |
| * Unlock an audio stream for serialized access. |
| * |
| * This unlocks an audio stream after a call to SDL_LockAudioStream. |
| * |
| * \param stream the audio stream to unlock. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety You should only call this from the same thread that |
| * previously called SDL_LockAudioStream. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_LockAudioStream |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream); |
| |
| /** |
| * A callback that fires when data passes through an SDL_AudioStream. |
| * |
| * Apps can (optionally) register a callback with an audio stream that is |
| * called when data is added with SDL_PutAudioStreamData, or requested with |
| * SDL_GetAudioStreamData. |
| * |
| * Two values are offered here: one is the amount of additional data needed to |
| * satisfy the immediate request (which might be zero if the stream already |
| * has enough data queued) and the other is the total amount being requested. |
| * In a Get call triggering a Put callback, these values can be different. In |
| * a Put call triggering a Get callback, these values are always the same. |
| * |
| * Byte counts might be slightly overestimated due to buffering or resampling, |
| * and may change from call to call. |
| * |
| * This callback is not required to do anything. Generally this is useful for |
| * adding/reading data on demand, and the app will often put/get data as |
| * appropriate, but the system goes on with the data currently available to it |
| * if this callback does nothing. |
| * |
| * \param stream the SDL audio stream associated with this callback. |
| * \param additional_amount the amount of data, in bytes, that is needed right |
| * now. |
| * \param total_amount the total amount of data requested, in bytes, that is |
| * requested or available. |
| * \param userdata an opaque pointer provided by the app for their personal |
| * use. |
| * |
| * \threadsafety This callbacks may run from any thread, so if you need to |
| * protect shared data, you should use SDL_LockAudioStream to |
| * serialize access; this lock will be held before your callback |
| * is called, so your callback does not need to manage the lock |
| * explicitly. |
| * |
| * \since This datatype is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamGetCallback |
| * \sa SDL_SetAudioStreamPutCallback |
| */ |
| typedef void (SDLCALL *SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount); |
| |
| /** |
| * Set a callback that runs when data is requested from an audio stream. |
| * |
| * This callback is called _before_ data is obtained from the stream, giving |
| * the callback the chance to add more on-demand. |
| * |
| * The callback can (optionally) call SDL_PutAudioStreamData() to add more |
| * audio to the stream during this call; if needed, the request that triggered |
| * this callback will obtain the new data immediately. |
| * |
| * The callback's `additional_amount` argument is roughly how many bytes of |
| * _unconverted_ data (in the stream's input format) is needed by the caller, |
| * although this may overestimate a little for safety. This takes into account |
| * how much is already in the stream and only asks for any extra necessary to |
| * resolve the request, which means the callback may be asked for zero bytes, |
| * and a different amount on each call. |
| * |
| * The callback is not required to supply exact amounts; it is allowed to |
| * supply too much or too little or none at all. The caller will get what's |
| * available, up to the amount they requested, regardless of this callback's |
| * outcome. |
| * |
| * Clearing or flushing an audio stream does not call this callback. |
| * |
| * This function obtains the stream's lock, which means any existing callback |
| * (get or put) in progress will finish running before setting the new |
| * callback. |
| * |
| * Setting a NULL function turns off the callback. |
| * |
| * \param stream the audio stream to set the new callback on. |
| * \param callback the new callback function to call when data is requested |
| * from the stream. |
| * \param userdata an opaque pointer provided to the callback for its own |
| * personal use. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. This only fails if `stream` is NULL. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamPutCallback |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata); |
| |
| /** |
| * Set a callback that runs when data is added to an audio stream. |
| * |
| * This callback is called _after_ the data is added to the stream, giving the |
| * callback the chance to obtain it immediately. |
| * |
| * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio |
| * from the stream during this call. |
| * |
| * The callback's `additional_amount` argument is how many bytes of |
| * _converted_ data (in the stream's output format) was provided by the |
| * caller, although this may underestimate a little for safety. This value |
| * might be less than what is currently available in the stream, if data was |
| * already there, and might be less than the caller provided if the stream |
| * needs to keep a buffer to aid in resampling. Which means the callback may |
| * be provided with zero bytes, and a different amount on each call. |
| * |
| * The callback may call SDL_GetAudioStreamAvailable to see the total amount |
| * currently available to read from the stream, instead of the total provided |
| * by the current call. |
| * |
| * The callback is not required to obtain all data. It is allowed to read less |
| * or none at all. Anything not read now simply remains in the stream for |
| * later access. |
| * |
| * Clearing or flushing an audio stream does not call this callback. |
| * |
| * This function obtains the stream's lock, which means any existing callback |
| * (get or put) in progress will finish running before setting the new |
| * callback. |
| * |
| * Setting a NULL function turns off the callback. |
| * |
| * \param stream the audio stream to set the new callback on. |
| * \param callback the new callback function to call when data is added to the |
| * stream. |
| * \param userdata an opaque pointer provided to the callback for its own |
| * personal use. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. This only fails if `stream` is NULL. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioStreamGetCallback |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata); |
| |
| |
| /** |
| * Free an audio stream. |
| * |
| * This will release all allocated data, including any audio that is still |
| * queued. You do not need to manually clear the stream first. |
| * |
| * If this stream was bound to an audio device, it is unbound during this |
| * call. If this stream was created with SDL_OpenAudioDeviceStream, the audio |
| * device that was opened alongside this stream's creation will be closed, |
| * too. |
| * |
| * \param stream the audio stream to destroy. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_CreateAudioStream |
| */ |
| extern SDL_DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream); |
| |
| |
| /** |
| * Convenience function for straightforward audio init for the common case. |
| * |
| * If all your app intends to do is provide a single source of PCM audio, this |
| * function allows you to do all your audio setup in a single call. |
| * |
| * This is also intended to be a clean means to migrate apps from SDL2. |
| * |
| * This function will open an audio device, create a stream and bind it. |
| * Unlike other methods of setup, the audio device will be closed when this |
| * stream is destroyed, so the app can treat the returned SDL_AudioStream as |
| * the only object needed to manage audio playback. |
| * |
| * Also unlike other functions, the audio device begins paused. This is to map |
| * more closely to SDL2-style behavior, since there is no extra step here to |
| * bind a stream to begin audio flowing. The audio device should be resumed |
| * with SDL_ResumeAudioStreamDevice(). |
| * |
| * This function works with both playback and recording devices. |
| * |
| * The `spec` parameter represents the app's side of the audio stream. That |
| * is, for recording audio, this will be the output format, and for playing |
| * audio, this will be the input format. If spec is NULL, the system will |
| * choose the format, and the app can use SDL_GetAudioStreamFormat() to obtain |
| * this information later. |
| * |
| * If you don't care about opening a specific audio device, you can (and |
| * probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and |
| * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for recording. |
| * |
| * One can optionally provide a callback function; if NULL, the app is |
| * expected to queue audio data for playback (or unqueue audio data if |
| * capturing). Otherwise, the callback will begin to fire once the device is |
| * unpaused. |
| * |
| * Destroying the returned stream with SDL_DestroyAudioStream will also close |
| * the audio device associated with this stream. |
| * |
| * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK |
| * or SDL_AUDIO_DEVICE_DEFAULT_RECORDING. |
| * \param spec the audio stream's data format. Can be NULL. |
| * \param callback a callback where the app will provide new data for |
| * playback, or receive new data for recording. Can be NULL, |
| * in which case the app will need to call |
| * SDL_PutAudioStreamData or SDL_GetAudioStreamData as |
| * necessary. |
| * \param userdata app-controlled pointer passed to callback. Can be NULL. |
| * Ignored if callback is NULL. |
| * \returns an audio stream on success, ready to use, or NULL on failure; call |
| * SDL_GetError() for more information. When done with this stream, |
| * call SDL_DestroyAudioStream to free resources and close the |
| * device. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_GetAudioStreamDevice |
| * \sa SDL_ResumeAudioStreamDevice |
| */ |
| extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata); |
| |
| /** |
| * A callback that fires when data is about to be fed to an audio device. |
| * |
| * This is useful for accessing the final mix, perhaps for writing a |
| * visualizer or applying a final effect to the audio data before playback. |
| * |
| * This callback should run as quickly as possible and not block for any |
| * significant time, as this callback delays submission of data to the audio |
| * device, which can cause audio playback problems. |
| * |
| * The postmix callback _must_ be able to handle any audio data format |
| * specified in `spec`, which can change between callbacks if the audio device |
| * changed. However, this only covers frequency and channel count; data is |
| * always provided here in SDL_AUDIO_F32 format. |
| * |
| * The postmix callback runs _after_ logical device gain and audiostream gain |
| * have been applied, which is to say you can make the output data louder at |
| * this point than the gain settings would suggest. |
| * |
| * \param userdata a pointer provided by the app through |
| * SDL_SetAudioPostmixCallback, for its own use. |
| * \param spec the current format of audio that is to be submitted to the |
| * audio device. |
| * \param buffer the buffer of audio samples to be submitted. The callback can |
| * inspect and/or modify this data. |
| * \param buflen the size of `buffer` in bytes. |
| * |
| * \threadsafety This will run from a background thread owned by SDL. The |
| * application is responsible for locking resources the callback |
| * touches that need to be protected. |
| * |
| * \since This datatype is available since SDL 3.2.0. |
| * |
| * \sa SDL_SetAudioPostmixCallback |
| */ |
| typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen); |
| |
| /** |
| * Set a callback that fires when data is about to be fed to an audio device. |
| * |
| * This is useful for accessing the final mix, perhaps for writing a |
| * visualizer or applying a final effect to the audio data before playback. |
| * |
| * The buffer is the final mix of all bound audio streams on an opened device; |
| * this callback will fire regularly for any device that is both opened and |
| * unpaused. If there is no new data to mix, either because no streams are |
| * bound to the device or all the streams are empty, this callback will still |
| * fire with the entire buffer set to silence. |
| * |
| * This callback is allowed to make changes to the data; the contents of the |
| * buffer after this call is what is ultimately passed along to the hardware. |
| * |
| * The callback is always provided the data in float format (values from -1.0f |
| * to 1.0f), but the number of channels or sample rate may be different than |
| * the format the app requested when opening the device; SDL might have had to |
| * manage a conversion behind the scenes, or the playback might have jumped to |
| * new physical hardware when a system default changed, etc. These details may |
| * change between calls. Accordingly, the size of the buffer might change |
| * between calls as well. |
| * |
| * This callback can run at any time, and from any thread; if you need to |
| * serialize access to your app's data, you should provide and use a mutex or |
| * other synchronization device. |
| * |
| * All of this to say: there are specific needs this callback can fulfill, but |
| * it is not the simplest interface. Apps should generally provide audio in |
| * their preferred format through an SDL_AudioStream and let SDL handle the |
| * difference. |
| * |
| * This function is extremely time-sensitive; the callback should do the least |
| * amount of work possible and return as quickly as it can. The longer the |
| * callback runs, the higher the risk of audio dropouts or other problems. |
| * |
| * This function will block until the audio device is in between iterations, |
| * so any existing callback that might be running will finish before this |
| * function sets the new callback and returns. |
| * |
| * Setting a NULL callback function disables any previously-set callback. |
| * |
| * \param devid the ID of an opened audio device. |
| * \param callback a callback function to be called. Can be NULL. |
| * \param userdata app-controlled pointer passed to callback. Can be NULL. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata); |
| |
| |
| /** |
| * Load the audio data of a WAVE file into memory. |
| * |
| * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to |
| * be valid pointers. The entire data portion of the file is then loaded into |
| * memory and decoded if necessary. |
| * |
| * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and |
| * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and |
| * A-law and mu-law (8 bits). Other formats are currently unsupported and |
| * cause an error. |
| * |
| * If this function succeeds, the return value is zero and the pointer to the |
| * audio data allocated by the function is written to `audio_buf` and its |
| * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`, |
| * `channels`, and `format` are set to the values of the audio data in the |
| * buffer. |
| * |
| * It's necessary to use SDL_free() to free the audio data returned in |
| * `audio_buf` when it is no longer used. |
| * |
| * Because of the underspecification of the .WAV format, there are many |
| * problematic files in the wild that cause issues with strict decoders. To |
| * provide compatibility with these files, this decoder is lenient in regards |
| * to the truncation of the file, the fact chunk, and the size of the RIFF |
| * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, |
| * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to |
| * tune the behavior of the loading process. |
| * |
| * Any file that is invalid (due to truncation, corruption, or wrong values in |
| * the headers), too big, or unsupported causes an error. Additionally, any |
| * critical I/O error from the data source will terminate the loading process |
| * with an error. The function returns NULL on error and in all cases (with |
| * the exception of `src` being NULL), an appropriate error message will be |
| * set. |
| * |
| * It is required that the data source supports seeking. |
| * |
| * Example: |
| * |
| * ```c |
| * SDL_LoadWAV_IO(SDL_IOFromFile("sample.wav", "rb"), true, &spec, &buf, &len); |
| * ``` |
| * |
| * Note that the SDL_LoadWAV function does this same thing for you, but in a |
| * less messy way: |
| * |
| * ```c |
| * SDL_LoadWAV("sample.wav", &spec, &buf, &len); |
| * ``` |
| * |
| * \param src the data source for the WAVE data. |
| * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even |
| * in the case of an error. |
| * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE |
| * data's format details on successful return. |
| * \param audio_buf a pointer filled with the audio data, allocated by the |
| * function. |
| * \param audio_len a pointer filled with the length of the audio data buffer |
| * in bytes. |
| * \returns true on success. `audio_buf` will be filled with a pointer to an |
| * allocated buffer containing the audio data, and `audio_len` is |
| * filled with the length of that audio buffer in bytes. |
| * |
| * This function returns false if the .WAV file cannot be opened, |
| * uses an unknown data format, or is corrupt; call SDL_GetError() |
| * for more information. |
| * |
| * When the application is done with the data returned in |
| * `audio_buf`, it should call SDL_free() to dispose of it. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_free |
| * \sa SDL_LoadWAV |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV_IO(SDL_IOStream *src, bool closeio, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len); |
| |
| /** |
| * Loads a WAV from a file path. |
| * |
| * This is a convenience function that is effectively the same as: |
| * |
| * ```c |
| * SDL_LoadWAV_IO(SDL_IOFromFile(path, "rb"), true, spec, audio_buf, audio_len); |
| * ``` |
| * |
| * \param path the file path of the WAV file to open. |
| * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE |
| * data's format details on successful return. |
| * \param audio_buf a pointer filled with the audio data, allocated by the |
| * function. |
| * \param audio_len a pointer filled with the length of the audio data buffer |
| * in bytes. |
| * \returns true on success. `audio_buf` will be filled with a pointer to an |
| * allocated buffer containing the audio data, and `audio_len` is |
| * filled with the length of that audio buffer in bytes. |
| * |
| * This function returns false if the .WAV file cannot be opened, |
| * uses an unknown data format, or is corrupt; call SDL_GetError() |
| * for more information. |
| * |
| * When the application is done with the data returned in |
| * `audio_buf`, it should call SDL_free() to dispose of it. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| * |
| * \sa SDL_free |
| * \sa SDL_LoadWAV_IO |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len); |
| |
| /** |
| * Mix audio data in a specified format. |
| * |
| * This takes an audio buffer `src` of `len` bytes of `format` data and mixes |
| * it into `dst`, performing addition, volume adjustment, and overflow |
| * clipping. The buffer pointed to by `dst` must also be `len` bytes of |
| * `format` data. |
| * |
| * This is provided for convenience -- you can mix your own audio data. |
| * |
| * Do not use this function for mixing together more than two streams of |
| * sample data. The output from repeated application of this function may be |
| * distorted by clipping, because there is no accumulator with greater range |
| * than the input (not to mention this being an inefficient way of doing it). |
| * |
| * It is a common misconception that this function is required to write audio |
| * data to an output stream in an audio callback. While you can do that, |
| * SDL_MixAudio() is really only needed when you're mixing a single audio |
| * stream with a volume adjustment. |
| * |
| * \param dst the destination for the mixed audio. |
| * \param src the source audio buffer to be mixed. |
| * \param format the SDL_AudioFormat structure representing the desired audio |
| * format. |
| * \param len the length of the audio buffer in bytes. |
| * \param volume ranges from 0.0 - 1.0, and should be set to 1.0 for full |
| * audio volume. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, float volume); |
| |
| /** |
| * Convert some audio data of one format to another format. |
| * |
| * Please note that this function is for convenience, but should not be used |
| * to resample audio in blocks, as it will introduce audio artifacts on the |
| * boundaries. You should only use this function if you are converting audio |
| * data in its entirety in one call. If you want to convert audio in smaller |
| * chunks, use an SDL_AudioStream, which is designed for this situation. |
| * |
| * Internally, this function creates and destroys an SDL_AudioStream on each |
| * use, so it's also less efficient than using one directly, if you need to |
| * convert multiple times. |
| * |
| * \param src_spec the format details of the input audio. |
| * \param src_data the audio data to be converted. |
| * \param src_len the len of src_data. |
| * \param dst_spec the format details of the output audio. |
| * \param dst_data will be filled with a pointer to converted audio data, |
| * which should be freed with SDL_free(). On error, it will be |
| * NULL. |
| * \param dst_len will be filled with the len of dst_data. |
| * \returns true on success or false on failure; call SDL_GetError() for more |
| * information. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC bool SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec, const Uint8 *src_data, int src_len, const SDL_AudioSpec *dst_spec, Uint8 **dst_data, int *dst_len); |
| |
| /** |
| * Get the human readable name of an audio format. |
| * |
| * \param format the audio format to query. |
| * \returns the human readable name of the specified audio format or |
| * "SDL_AUDIO_UNKNOWN" if the format isn't recognized. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioFormatName(SDL_AudioFormat format); |
| |
| /** |
| * Get the appropriate memset value for silencing an audio format. |
| * |
| * The value returned by this function can be used as the second argument to |
| * memset (or SDL_memset) to set an audio buffer in a specific format to |
| * silence. |
| * |
| * \param format the audio data format to query. |
| * \returns a byte value that can be passed to memset. |
| * |
| * \threadsafety It is safe to call this function from any thread. |
| * |
| * \since This function is available since SDL 3.2.0. |
| */ |
| extern SDL_DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format); |
| |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_audio_h_ */ |