| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| /* !!! FIXME: several functions in here need Doxygen comments. */ |
| |
| /** |
| * \file SDL_audio.h |
| * |
| * \brief Access to the raw audio mixing buffer for the SDL library. |
| */ |
| |
| #ifndef SDL_audio_h_ |
| #define SDL_audio_h_ |
| |
| #include <SDL3/SDL_stdinc.h> |
| #include <SDL3/SDL_error.h> |
| #include <SDL3/SDL_endian.h> |
| #include <SDL3/SDL_mutex.h> |
| #include <SDL3/SDL_thread.h> |
| #include <SDL3/SDL_rwops.h> |
| |
| #include <SDL3/SDL_begin_code.h> |
| /* Set up for C function definitions, even when using C++ */ |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| /** |
| * \brief Audio format flags. |
| * |
| * These are what the 16 bits in SDL_AudioFormat currently mean... |
| * (Unspecified bits are always zero). |
| * |
| * \verbatim |
| ++-----------------------sample is signed if set |
| || |
| || ++-----------sample is bigendian if set |
| || || |
| || || ++---sample is float if set |
| || || || |
| || || || +---sample bit size---+ |
| || || || | | |
| 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 |
| \endverbatim |
| * |
| * There are macros in SDL 2.0 and later to query these bits. |
| */ |
| typedef Uint16 SDL_AudioFormat; |
| |
| /** |
| * \name Audio flags |
| */ |
| /* @{ */ |
| |
| #define SDL_AUDIO_MASK_BITSIZE (0xFF) |
| #define SDL_AUDIO_MASK_DATATYPE (1<<8) |
| #define SDL_AUDIO_MASK_ENDIAN (1<<12) |
| #define SDL_AUDIO_MASK_SIGNED (1<<15) |
| #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE) |
| #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE) |
| #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN) |
| #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED) |
| #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) |
| #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) |
| #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) |
| |
| /** |
| * \name Audio format flags |
| * |
| * Defaults to LSB byte order. |
| */ |
| /* @{ */ |
| #define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */ |
| #define AUDIO_S8 0x8008 /**< Signed 8-bit samples */ |
| #define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */ |
| #define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */ |
| #define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */ |
| #define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */ |
| #define AUDIO_U16 AUDIO_U16LSB |
| #define AUDIO_S16 AUDIO_S16LSB |
| /* @} */ |
| |
| /** |
| * \name int32 support |
| */ |
| /* @{ */ |
| #define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */ |
| #define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */ |
| #define AUDIO_S32 AUDIO_S32LSB |
| /* @} */ |
| |
| /** |
| * \name float32 support |
| */ |
| /* @{ */ |
| #define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */ |
| #define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */ |
| #define AUDIO_F32 AUDIO_F32LSB |
| /* @} */ |
| |
| /** |
| * \name Native audio byte ordering |
| */ |
| /* @{ */ |
| #if SDL_BYTEORDER == SDL_LIL_ENDIAN |
| #define AUDIO_U16SYS AUDIO_U16LSB |
| #define AUDIO_S16SYS AUDIO_S16LSB |
| #define AUDIO_S32SYS AUDIO_S32LSB |
| #define AUDIO_F32SYS AUDIO_F32LSB |
| #else |
| #define AUDIO_U16SYS AUDIO_U16MSB |
| #define AUDIO_S16SYS AUDIO_S16MSB |
| #define AUDIO_S32SYS AUDIO_S32MSB |
| #define AUDIO_F32SYS AUDIO_F32MSB |
| #endif |
| /* @} */ |
| |
| /** |
| * \name Allow change flags |
| * |
| * Which audio format changes are allowed when opening a device. |
| */ |
| /* @{ */ |
| #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001 |
| #define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002 |
| #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004 |
| #define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008 |
| #define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE) |
| /* @} */ |
| |
| /* @} *//* Audio flags */ |
| |
| /** |
| * This function is called when the audio device needs more data. |
| * |
| * \param userdata An application-specific parameter saved in |
| * the SDL_AudioSpec structure |
| * \param stream A pointer to the audio data buffer. |
| * \param len The length of that buffer in bytes. |
| * |
| * Once the callback returns, the buffer will no longer be valid. |
| * Stereo samples are stored in a LRLRLR ordering. |
| * |
| * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if |
| * you like. Just open your audio device with a NULL callback. |
| */ |
| typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, |
| int len); |
| |
| /** |
| * The calculated values in this structure are calculated by SDL_OpenAudioDevice(). |
| * |
| * For multi-channel audio, the default SDL channel mapping is: |
| * 2: FL FR (stereo) |
| * 3: FL FR LFE (2.1 surround) |
| * 4: FL FR BL BR (quad) |
| * 5: FL FR LFE BL BR (4.1 surround) |
| * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR) |
| * 7: FL FR FC LFE BC SL SR (6.1 surround) |
| * 8: FL FR FC LFE BL BR SL SR (7.1 surround) |
| */ |
| typedef struct SDL_AudioSpec |
| { |
| int freq; /**< DSP frequency -- samples per second */ |
| SDL_AudioFormat format; /**< Audio data format */ |
| Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ |
| Uint8 silence; /**< Audio buffer silence value (calculated) */ |
| Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */ |
| Uint16 padding; /**< Necessary for some compile environments */ |
| Uint32 size; /**< Audio buffer size in bytes (calculated) */ |
| SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */ |
| void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */ |
| } SDL_AudioSpec; |
| |
| |
| /* Function prototypes */ |
| |
| /** |
| * \name Driver discovery functions |
| * |
| * These functions return the list of built in audio drivers, in the |
| * order that they are normally initialized by default. |
| */ |
| /* @{ */ |
| |
| /** |
| * Use this function to get the number of built-in audio drivers. |
| * |
| * This function returns a hardcoded number. This never returns a negative |
| * value; if there are no drivers compiled into this build of SDL, this |
| * function returns zero. The presence of a driver in this list does not mean |
| * it will function, it just means SDL is capable of interacting with that |
| * interface. For example, a build of SDL might have esound support, but if |
| * there's no esound server available, SDL's esound driver would fail if used. |
| * |
| * By default, SDL tries all drivers, in its preferred order, until one is |
| * found to be usable. |
| * |
| * \returns the number of built-in audio drivers. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetAudioDriver |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); |
| |
| /** |
| * Use this function to get the name of a built in audio driver. |
| * |
| * The list of audio drivers is given in the order that they are normally |
| * initialized by default; the drivers that seem more reasonable to choose |
| * first (as far as the SDL developers believe) are earlier in the list. |
| * |
| * The names of drivers are all simple, low-ASCII identifiers, like "alsa", |
| * "coreaudio" or "xaudio2". These never have Unicode characters, and are not |
| * meant to be proper names. |
| * |
| * \param index the index of the audio driver; the value ranges from 0 to |
| * SDL_GetNumAudioDrivers() - 1 |
| * \returns the name of the audio driver at the requested index, or NULL if an |
| * invalid index was specified. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetNumAudioDrivers |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); |
| /* @} */ |
| |
| /** |
| * Get the name of the current audio driver. |
| * |
| * The returned string points to internal static memory and thus never becomes |
| * invalid, even if you quit the audio subsystem and initialize a new driver |
| * (although such a case would return a different static string from another |
| * call to this function, of course). As such, you should not modify or free |
| * the returned string. |
| * |
| * \returns the name of the current audio driver or NULL if no driver has been |
| * initialized. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); |
| |
| /** |
| * SDL Audio Device IDs. |
| */ |
| typedef Uint32 SDL_AudioDeviceID; |
| |
| /** |
| * Get the number of built-in audio devices. |
| * |
| * This function is only valid after successfully initializing the audio |
| * subsystem. |
| * |
| * Note that audio capture support is not implemented as of SDL 2.0.4, so the |
| * `iscapture` parameter is for future expansion and should always be zero for |
| * now. |
| * |
| * This function will return -1 if an explicit list of devices can't be |
| * determined. Returning -1 is not an error. For example, if SDL is set up to |
| * talk to a remote audio server, it can't list every one available on the |
| * Internet, but it will still allow a specific host to be specified in |
| * SDL_OpenAudioDevice(). |
| * |
| * In many common cases, when this function returns a value <= 0, it can still |
| * successfully open the default device (NULL for first argument of |
| * SDL_OpenAudioDevice()). |
| * |
| * This function may trigger a complete redetect of available hardware. It |
| * should not be called for each iteration of a loop, but rather once at the |
| * start of a loop: |
| * |
| * ```c |
| * // Don't do this: |
| * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++) |
| * |
| * // do this instead: |
| * const int count = SDL_GetNumAudioDevices(0); |
| * for (int i = 0; i < count; ++i) { do_something_here(); } |
| * ``` |
| * |
| * \param iscapture zero to request playback devices, non-zero to request |
| * recording devices |
| * \returns the number of available devices exposed by the current driver or |
| * -1 if an explicit list of devices can't be determined. A return |
| * value of -1 does not necessarily mean an error condition. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetAudioDeviceName |
| * \sa SDL_OpenAudioDevice |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); |
| |
| /** |
| * Get the human-readable name of a specific audio device. |
| * |
| * This function is only valid after successfully initializing the audio |
| * subsystem. The values returned by this function reflect the latest call to |
| * SDL_GetNumAudioDevices(); re-call that function to redetect available |
| * hardware. |
| * |
| * The string returned by this function is UTF-8 encoded, read-only, and |
| * managed internally. You are not to free it. If you need to keep the string |
| * for any length of time, you should make your own copy of it, as it will be |
| * invalid next time any of several other SDL functions are called. |
| * |
| * \param index the index of the audio device; valid values range from 0 to |
| * SDL_GetNumAudioDevices() - 1 |
| * \param iscapture non-zero to query the list of recording devices, zero to |
| * query the list of output devices. |
| * \returns the name of the audio device at the requested index, or NULL on |
| * error. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetNumAudioDevices |
| * \sa SDL_GetDefaultAudioInfo |
| */ |
| extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, |
| int iscapture); |
| |
| /** |
| * Get the preferred audio format of a specific audio device. |
| * |
| * This function is only valid after a successfully initializing the audio |
| * subsystem. The values returned by this function reflect the latest call to |
| * SDL_GetNumAudioDevices(); re-call that function to redetect available |
| * hardware. |
| * |
| * `spec` will be filled with the sample rate, sample format, and channel |
| * count. |
| * |
| * \param index the index of the audio device; valid values range from 0 to |
| * SDL_GetNumAudioDevices() - 1 |
| * \param iscapture non-zero to query the list of recording devices, zero to |
| * query the list of output devices. |
| * \param spec The SDL_AudioSpec to be initialized by this function. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetNumAudioDevices |
| * \sa SDL_GetDefaultAudioInfo |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index, |
| int iscapture, |
| SDL_AudioSpec *spec); |
| |
| |
| /** |
| * Get the name and preferred format of the default audio device. |
| * |
| * Some (but not all!) platforms have an isolated mechanism to get information |
| * about the "default" device. This can actually be a completely different |
| * device that's not in the list you get from SDL_GetAudioDeviceSpec(). It can |
| * even be a network address! (This is discussed in SDL_OpenAudioDevice().) |
| * |
| * As a result, this call is not guaranteed to be performant, as it can query |
| * the sound server directly every time, unlike the other query functions. You |
| * should call this function sparingly! |
| * |
| * `spec` will be filled with the sample rate, sample format, and channel |
| * count, if a default device exists on the system. If `name` is provided, |
| * will be filled with either a dynamically-allocated UTF-8 string or NULL. |
| * |
| * \param name A pointer to be filled with the name of the default device (can |
| * be NULL). Please call SDL_free() when you are done with this |
| * pointer! |
| * \param spec The SDL_AudioSpec to be initialized by this function. |
| * \param iscapture non-zero to query the default recording device, zero to |
| * query the default output device. |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetAudioDeviceName |
| * \sa SDL_GetAudioDeviceSpec |
| * \sa SDL_OpenAudioDevice |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name, |
| SDL_AudioSpec *spec, |
| int iscapture); |
| |
| |
| /** |
| * Open a specific audio device. |
| * |
| * Passing in a `device` name of NULL requests the most reasonable default. |
| * The `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), |
| * but some drivers allow arbitrary and driver-specific strings, such as a |
| * hostname/IP address for a remote audio server, or a filename in the |
| * diskaudio driver. |
| * |
| * An opened audio device starts out paused, and should be enabled for playing |
| * by calling SDL_PlayAudioDevice(devid) when you are ready for your audio |
| * callback function to be called. Since the audio driver may modify the |
| * requested size of the audio buffer, you should allocate any local mixing |
| * buffers after you open the audio device. |
| * |
| * The audio callback runs in a separate thread in most cases; you can prevent |
| * race conditions between your callback and other threads without fully |
| * pausing playback with SDL_LockAudioDevice(). For more information about the |
| * callback, see SDL_AudioSpec. |
| * |
| * Managing the audio spec via 'desired' and 'obtained': |
| * |
| * When filling in the desired audio spec structure: |
| * |
| * - `desired->freq` should be the frequency in sample-frames-per-second (Hz). |
| * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc). |
| * - `desired->samples` is the desired size of the audio buffer, in _sample |
| * frames_ (with stereo output, two samples--left and right--would make a |
| * single sample frame). This number should be a power of two, and may be |
| * adjusted by the audio driver to a value more suitable for the hardware. |
| * Good values seem to range between 512 and 8096 inclusive, depending on |
| * the application and CPU speed. Smaller values reduce latency, but can |
| * lead to underflow if the application is doing heavy processing and cannot |
| * fill the audio buffer in time. Note that the number of sample frames is |
| * directly related to time by the following formula: `ms = |
| * (sampleframes*1000)/freq` |
| * - `desired->size` is the size in _bytes_ of the audio buffer, and is |
| * calculated by SDL_OpenAudioDevice(). You don't initialize this. |
| * - `desired->silence` is the value used to set the buffer to silence, and is |
| * calculated by SDL_OpenAudioDevice(). You don't initialize this. |
| * - `desired->callback` should be set to a function that will be called when |
| * the audio device is ready for more data. It is passed a pointer to the |
| * audio buffer, and the length in bytes of the audio buffer. This function |
| * usually runs in a separate thread, and so you should protect data |
| * structures that it accesses by calling SDL_LockAudioDevice() and |
| * SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL |
| * pointer here, and call SDL_QueueAudio() with some frequency, to queue |
| * more audio samples to be played (or for capture devices, call |
| * SDL_DequeueAudio() with some frequency, to obtain audio samples). |
| * - `desired->userdata` is passed as the first parameter to your callback |
| * function. If you passed a NULL callback, this value is ignored. |
| * |
| * `allowed_changes` can have the following flags OR'd together: |
| * |
| * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE` |
| * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE` |
| * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE` |
| * - `SDL_AUDIO_ALLOW_SAMPLES_CHANGE` |
| * - `SDL_AUDIO_ALLOW_ANY_CHANGE` |
| * |
| * These flags specify how SDL should behave when a device cannot offer a |
| * specific feature. If the application requests a feature that the hardware |
| * doesn't offer, SDL will always try to get the closest equivalent. |
| * |
| * For example, if you ask for float32 audio format, but the sound card only |
| * supports int16, SDL will set the hardware to int16. If you had set |
| * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained` |
| * structure. If that flag was *not* set, SDL will prepare to convert your |
| * callback's float32 audio to int16 before feeding it to the hardware and |
| * will keep the originally requested format in the `obtained` structure. |
| * |
| * The resulting audio specs, varying depending on hardware and on what |
| * changes were allowed, will then be written back to `obtained`. |
| * |
| * If your application can only handle one specific data format, pass a zero |
| * for `allowed_changes` and let SDL transparently handle any differences. |
| * |
| * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a |
| * driver-specific name as appropriate. NULL requests the most |
| * reasonable default device. |
| * \param iscapture non-zero to specify a device should be opened for |
| * recording, not playback |
| * \param desired an SDL_AudioSpec structure representing the desired output |
| * format |
| * \param obtained an SDL_AudioSpec structure filled in with the actual output |
| * format |
| * \param allowed_changes 0, or one or more flags OR'd together |
| * \returns a valid device ID that is > 0 on success or 0 on failure; call |
| * SDL_GetError() for more information. |
| * |
| * For compatibility with SDL 1.2, this will never return 1, since |
| * SDL reserves that ID for the legacy SDL_OpenAudio() function. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CloseAudioDevice |
| * \sa SDL_GetAudioDeviceName |
| * \sa SDL_LockAudioDevice |
| * \sa SDL_PlayAudioDevice |
| * \sa SDL_PauseAudioDevice |
| * \sa SDL_UnlockAudioDevice |
| */ |
| extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice( |
| const char *device, |
| int iscapture, |
| const SDL_AudioSpec *desired, |
| SDL_AudioSpec *obtained, |
| int allowed_changes); |
| |
| |
| |
| /** |
| * \name Audio state |
| * |
| * Get the current audio state. |
| */ |
| /* @{ */ |
| typedef enum |
| { |
| SDL_AUDIO_STOPPED = 0, |
| SDL_AUDIO_PLAYING, |
| SDL_AUDIO_PAUSED |
| } SDL_AudioStatus; |
| |
| /** |
| * Use this function to get the current audio state of an audio device. |
| * |
| * \param dev the ID of an audio device previously opened with |
| * SDL_OpenAudioDevice() |
| * \returns the SDL_AudioStatus of the specified audio device. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_PlayAudioDevice |
| * \sa SDL_PauseAudioDevice |
| */ |
| extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); |
| /* @} *//* Audio State */ |
| |
| /** |
| * Use this function to play audio on a specified device. |
| * |
| * Newly-opened audio devices start in the paused state, so you must call this |
| * function after opening the specified audio device to start playing sound. |
| * This allows you to safely initialize data for your callback function after |
| * opening the audio device. Silence will be written to the audio device while |
| * paused, and the audio callback is guaranteed to not be called. Pausing one |
| * device does not prevent other unpaused devices from running their |
| * callbacks. |
| * |
| * \param dev a device opened by SDL_OpenAudioDevice() |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_LockAudioDevice |
| * \sa SDL_PauseAudioDevice |
| */ |
| extern DECLSPEC int SDLCALL SDL_PlayAudioDevice(SDL_AudioDeviceID dev); |
| |
| |
| |
| /** |
| * Use this function to pause audio playback on a specified device. |
| * |
| * This function pauses the audio callback processing for a given device. |
| * Silence will be written to the audio device while paused, and the audio |
| * callback is guaranteed to not be called. Pausing one device does not |
| * prevent other unpaused devices from running their callbacks. |
| * |
| * If you just need to protect a few variables from race conditions vs your |
| * callback, you shouldn't pause the audio device, as it will lead to dropouts |
| * in the audio playback. Instead, you should use SDL_LockAudioDevice(). |
| * |
| * \param dev a device opened by SDL_OpenAudioDevice() |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_LockAudioDevice |
| * \sa SDL_PlayAudioDevice |
| */ |
| extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev); |
| |
| |
| /** |
| * Load the audio data of a WAVE file into memory. |
| * |
| * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to |
| * be valid pointers. The entire data portion of the file is then loaded into |
| * memory and decoded if necessary. |
| * |
| * If `freesrc` is non-zero, the data source gets automatically closed and |
| * freed before the function returns. |
| * |
| * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and |
| * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and |
| * A-law and mu-law (8 bits). Other formats are currently unsupported and |
| * cause an error. |
| * |
| * If this function succeeds, the pointer returned by it is equal to `spec` |
| * and the pointer to the audio data allocated by the function is written to |
| * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec |
| * members `freq`, `channels`, and `format` are set to the values of the audio |
| * data in the buffer. The `samples` member is set to a sane default and all |
| * others are set to zero. |
| * |
| * It's necessary to use SDL_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_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len); |
| * ``` |
| * |
| * Note that the SDL_LoadWAV macro does this same thing for you, but in a less |
| * messy way: |
| * |
| * ```c |
| * SDL_LoadWAV("sample.wav", &spec, &buf, &len); |
| * ``` |
| * |
| * \param src The data source for the WAVE data |
| * \param freesrc If non-zero, SDL will _always_ free the data source |
| * \param spec An SDL_AudioSpec that will be filled in with the wave file's |
| * format details |
| * \param audio_buf A pointer filled with the audio data, allocated by the |
| * function. |
| * \param audio_len A pointer filled with the length of the audio data buffer |
| * in bytes |
| * \returns This function, if successfully called, returns `spec`, which will |
| * be filled with the audio data format of the wave source data. |
| * `audio_buf` will be filled with a pointer to an allocated buffer |
| * containing the audio data, and `audio_len` is filled with the |
| * length of that audio buffer in bytes. |
| * |
| * This function returns NULL if the .WAV file cannot be opened, uses |
| * an unknown data format, or is corrupt; call SDL_GetError() for |
| * more information. |
| * |
| * When the application is done with the data returned in |
| * `audio_buf`, it should call SDL_free() to dispose of it. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_free |
| * \sa SDL_LoadWAV |
| */ |
| extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, |
| int freesrc, |
| SDL_AudioSpec * spec, |
| Uint8 ** audio_buf, |
| Uint32 * audio_len); |
| |
| /** |
| * Loads a WAV from a file. |
| * Compatibility convenience function. |
| */ |
| #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ |
| SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) |
| |
| |
| /* SDL_AudioStream is a new audio conversion interface. |
| The benefits vs SDL_AudioCVT: |
| - it can handle resampling data in chunks without generating |
| artifacts, when it doesn't have the complete buffer available. |
| - it can handle incoming data in any variable size. |
| - You push data as you have it, and pull it when you need it |
| */ |
| /* this is opaque to the outside world. */ |
| struct SDL_AudioStream; |
| typedef struct SDL_AudioStream SDL_AudioStream; |
| |
| /** |
| * Create a new audio stream. |
| * |
| * \param src_format The format of the source audio |
| * \param src_channels The number of channels of the source audio |
| * \param src_rate The sampling rate of the source audio |
| * \param dst_format The format of the desired audio output |
| * \param dst_channels The number of channels of the desired audio output |
| * \param dst_rate The sampling rate of the desired audio output |
| * \returns 0 on success, or -1 on error. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_PutAudioStreamData |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_DestroyAudioStream |
| */ |
| extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAudioStream(SDL_AudioFormat src_format, |
| Uint8 src_channels, |
| int src_rate, |
| SDL_AudioFormat dst_format, |
| Uint8 dst_channels, |
| int dst_rate); |
| |
| /** |
| * Add data to be converted/resampled to the stream. |
| * |
| * \param stream The stream the audio data is being added to |
| * \param buf A pointer to the audio data to add |
| * \param len The number of bytes to write to the stream |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateAudioStream |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_DestroyAudioStream |
| */ |
| extern DECLSPEC int SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len); |
| |
| /** |
| * Get converted/resampled data from the stream |
| * |
| * \param stream The stream the audio is being requested from |
| * \param buf A buffer to fill with audio data |
| * \param len The maximum number of bytes to fill |
| * \returns the number of bytes read from the stream, or -1 on error |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateAudioStream |
| * \sa SDL_PutAudioStreamData |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_DestroyAudioStream |
| */ |
| extern 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. |
| * |
| * \param stream The audio stream to query |
| * \returns the number of converted/resampled bytes available. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateAudioStream |
| * \sa SDL_PutAudioStreamData |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_DestroyAudioStream |
| */ |
| extern DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream); |
| |
| /** |
| * Tell the stream that you're done sending data, and anything being buffered |
| * should be converted/resampled and made available immediately. |
| * |
| * It is legal to add more data to a stream after flushing, but there will be |
| * audio gaps in the output. Generally this is intended to signal the end of |
| * input, so the complete output becomes available. |
| * |
| * \param stream The audio stream to flush |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateAudioStream |
| * \sa SDL_PutAudioStreamData |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_ClearAudioStream |
| * \sa SDL_DestroyAudioStream |
| */ |
| extern DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream); |
| |
| /** |
| * Clear any pending data in the stream without converting it |
| * |
| * \param stream The audio stream to clear |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateAudioStream |
| * \sa SDL_PutAudioStreamData |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_DestroyAudioStream |
| */ |
| extern DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream); |
| |
| /** |
| * Free an audio stream |
| * |
| * \param stream The audio stream to free |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateAudioStream |
| * \sa SDL_PutAudioStreamData |
| * \sa SDL_GetAudioStreamData |
| * \sa SDL_GetAudioStreamAvailable |
| * \sa SDL_FlushAudioStream |
| * \sa SDL_ClearAudioStream |
| */ |
| extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream); |
| |
| #define SDL_MIX_MAXVOLUME 128 |
| |
| /** |
| * Mix audio data in a specified format. |
| * |
| * This takes an audio buffer `src` of `len` bytes of `format` data and mixes |
| * it into `dst`, performing addition, volume adjustment, and overflow |
| * clipping. The buffer pointed to by `dst` must also be `len` bytes of |
| * `format` data. |
| * |
| * This is provided for convenience -- you can mix your own audio data. |
| * |
| * Do not use this function for mixing together more than two streams of |
| * sample data. The output from repeated application of this function may be |
| * distorted by clipping, because there is no accumulator with greater range |
| * than the input (not to mention this being an inefficient way of doing it). |
| * |
| * It is a common misconception that this function is required to write audio |
| * data to an output stream in an audio callback. While you can do that, |
| * SDL_MixAudioFormat() is really only needed when you're mixing a single |
| * audio stream with a volume adjustment. |
| * |
| * \param dst the destination for the mixed audio |
| * \param src the source audio buffer to be mixed |
| * \param format the SDL_AudioFormat structure representing the desired audio |
| * format |
| * \param len the length of the audio buffer in bytes |
| * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME |
| * for full audio volume |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| */ |
| extern DECLSPEC int SDLCALL SDL_MixAudioFormat(Uint8 * dst, |
| const Uint8 * src, |
| SDL_AudioFormat format, |
| Uint32 len, int volume); |
| |
| /** |
| * Queue more audio on non-callback devices. |
| * |
| * If you are looking to retrieve queued audio from a non-callback capture |
| * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return |
| * -1 to signify an error if you use it with capture devices. |
| * |
| * SDL offers two ways to feed audio to the device: you can either supply a |
| * callback that SDL triggers with some frequency to obtain more audio (pull |
| * method), or you can supply no callback, and then SDL will expect you to |
| * supply data at regular intervals (push method) with this function. |
| * |
| * There are no limits on the amount of data you can queue, short of |
| * exhaustion of address space. Queued data will drain to the device as |
| * necessary without further intervention from you. If the device needs audio |
| * but there is not enough queued, it will play silence to make up the |
| * difference. This means you will have skips in your audio playback if you |
| * aren't routinely queueing sufficient data. |
| * |
| * This function copies the supplied data, so you are safe to free it when the |
| * function returns. This function is thread-safe, but queueing to the same |
| * device from two threads at once does not promise which buffer will be |
| * queued first. |
| * |
| * You may not queue audio on a device that is using an application-supplied |
| * callback; doing so returns an error. You have to use the audio callback or |
| * queue audio with this function, but not both. |
| * |
| * You should not call SDL_LockAudio() on the device before queueing; SDL |
| * handles locking internally for this function. |
| * |
| * Note that SDL does not support planar audio. You will need to resample from |
| * planar audio formats into a non-planar one (see SDL_AudioFormat) before |
| * queuing audio. |
| * |
| * \param dev the device ID to which we will queue audio |
| * \param data the data to queue to the device for later playback |
| * \param len the number of bytes (not samples!) to which `data` points |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_ClearQueuedAudio |
| * \sa SDL_GetQueuedAudioSize |
| */ |
| extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); |
| |
| /** |
| * Dequeue more audio on non-callback devices. |
| * |
| * If you are looking to queue audio for output on a non-callback playback |
| * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always |
| * return 0 if you use it with playback devices. |
| * |
| * SDL offers two ways to retrieve audio from a capture device: you can either |
| * supply a callback that SDL triggers with some frequency as the device |
| * records more audio data, (push method), or you can supply no callback, and |
| * then SDL will expect you to retrieve data at regular intervals (pull |
| * method) with this function. |
| * |
| * There are no limits on the amount of data you can queue, short of |
| * exhaustion of address space. Data from the device will keep queuing as |
| * necessary without further intervention from you. This means you will |
| * eventually run out of memory if you aren't routinely dequeueing data. |
| * |
| * Capture devices will not queue data when paused; if you are expecting to |
| * not need captured audio for some length of time, use SDL_PauseAudioDevice() |
| * to stop the capture device from queueing more data. This can be useful |
| * during, say, level loading times. When unpaused, capture devices will start |
| * queueing data from that point, having flushed any capturable data available |
| * while paused. |
| * |
| * This function is thread-safe, but dequeueing from the same device from two |
| * threads at once does not promise which thread will dequeue data first. |
| * |
| * You may not dequeue audio from a device that is using an |
| * application-supplied callback; doing so returns an error. You have to use |
| * the audio callback, or dequeue audio with this function, but not both. |
| * |
| * You should not call SDL_LockAudio() on the device before dequeueing; SDL |
| * handles locking internally for this function. |
| * |
| * \param dev the device ID from which we will dequeue audio |
| * \param data a pointer into where audio data should be copied |
| * \param len the number of bytes (not samples!) to which (data) points |
| * \returns the number of bytes dequeued, which could be less than requested; |
| * call SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_ClearQueuedAudio |
| * \sa SDL_GetQueuedAudioSize |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); |
| |
| /** |
| * Get the number of bytes of still-queued audio. |
| * |
| * For playback devices: this is the number of bytes that have been queued for |
| * playback with SDL_QueueAudio(), but have not yet been sent to the hardware. |
| * |
| * Once we've sent it to the hardware, this function can not decide the exact |
| * byte boundary of what has been played. It's possible that we just gave the |
| * hardware several kilobytes right before you called this function, but it |
| * hasn't played any of it yet, or maybe half of it, etc. |
| * |
| * For capture devices, this is the number of bytes that have been captured by |
| * the device and are waiting for you to dequeue. This number may grow at any |
| * time, so this only informs of the lower-bound of available data. |
| * |
| * You may not queue or dequeue audio on a device that is using an |
| * application-supplied callback; calling this function on such a device |
| * always returns 0. You have to use the audio callback or queue audio, but |
| * not both. |
| * |
| * You should not call SDL_LockAudio() on the device before querying; SDL |
| * handles locking internally for this function. |
| * |
| * \param dev the device ID of which we will query queued audio size |
| * \returns the number of bytes (not samples!) of queued audio. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_ClearQueuedAudio |
| * \sa SDL_QueueAudio |
| * \sa SDL_DequeueAudio |
| */ |
| extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); |
| |
| /** |
| * Drop any queued audio data waiting to be sent to the hardware. |
| * |
| * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For |
| * output devices, the hardware will start playing silence if more audio isn't |
| * queued. For capture devices, the hardware will start filling the empty |
| * queue with new data if the capture device isn't paused. |
| * |
| * This will not prevent playback of queued audio that's already been sent to |
| * the hardware, as we can not undo that, so expect there to be some fraction |
| * of a second of audio that might still be heard. This can be useful if you |
| * want to, say, drop any pending music or any unprocessed microphone input |
| * during a level change in your game. |
| * |
| * You may not queue or dequeue audio on a device that is using an |
| * application-supplied callback; calling this function on such a device |
| * always returns 0. You have to use the audio callback or queue audio, but |
| * not both. |
| * |
| * You should not call SDL_LockAudio() on the device before clearing the |
| * queue; SDL handles locking internally for this function. |
| * |
| * This function always succeeds and thus returns void. |
| * |
| * \param dev the device ID of which to clear the audio queue |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_GetQueuedAudioSize |
| * \sa SDL_QueueAudio |
| * \sa SDL_DequeueAudio |
| */ |
| extern DECLSPEC int SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); |
| |
| |
| /** |
| * \name Audio lock functions |
| * |
| * The lock manipulated by these functions protects the callback function. |
| * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that |
| * the callback function is not running. Do not call these from the callback |
| * function or you will cause deadlock. |
| */ |
| /* @{ */ |
| |
| /** |
| * Use this function to lock out the audio callback function for a specified |
| * device. |
| * |
| * The lock manipulated by these functions protects the audio callback |
| * function specified in SDL_OpenAudioDevice(). During a |
| * SDL_LockAudioDevice()/SDL_UnlockAudioDevice() pair, you can be guaranteed |
| * that the callback function for that device is not running, even if the |
| * device is not paused. While a device is locked, any other unpaused, |
| * unlocked devices may still run their callbacks. |
| * |
| * Calling this function from inside your audio callback is unnecessary. SDL |
| * obtains this lock before calling your function, and releases it when the |
| * function returns. |
| * |
| * You should not hold the lock longer than absolutely necessary. If you hold |
| * it too long, you'll experience dropouts in your audio playback. Ideally, |
| * your application locks the device, sets a few variables and unlocks again. |
| * Do not do heavy work while holding the lock for a device. |
| * |
| * It is safe to lock the audio device multiple times, as long as you unlock |
| * it an equivalent number of times. The callback will not run until the |
| * device has been unlocked completely in this way. If your application fails |
| * to unlock the device appropriately, your callback will never run, you might |
| * hear repeating bursts of audio, and SDL_CloseAudioDevice() will probably |
| * deadlock. |
| * |
| * Internally, the audio device lock is a mutex; if you lock from two threads |
| * at once, not only will you block the audio callback, you'll block the other |
| * thread. |
| * |
| * \param dev the ID of the device to be locked |
| * \returns 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_UnlockAudioDevice |
| */ |
| extern DECLSPEC int SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); |
| |
| /** |
| * Use this function to unlock the audio callback function for a specified |
| * device. |
| * |
| * This function should be paired with a previous SDL_LockAudioDevice() call. |
| * |
| * \param dev the ID of the device to be unlocked |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_LockAudioDevice |
| */ |
| extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); |
| /* @} *//* Audio lock functions */ |
| |
| /** |
| * Use this function to shut down audio processing and close the audio device. |
| * |
| * The application should close open audio devices once they are no longer |
| * needed. Calling this function will wait until the device's audio callback |
| * is not running, release the audio hardware and then clean up internal |
| * state. No further audio will play from this device once this function |
| * returns. |
| * |
| * This function may block briefly while pending audio data is played by the |
| * hardware, so that applications don't drop the last buffer of data they |
| * supplied. |
| * |
| * The device ID is invalid as soon as the device is closed, and is eligible |
| * for reuse in a new SDL_OpenAudioDevice() call immediately. |
| * |
| * \param dev an audio device previously opened with SDL_OpenAudioDevice() |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_OpenAudioDevice |
| */ |
| extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); |
| |
| /** |
| * Convert some audio data of one format to another format. |
| * |
| * \param src_format The format of the source audio |
| * \param src_channels The number of channels of the source audio |
| * \param src_rate The sampling rate of the source audio |
| * \param src_data The audio data to be converted |
| * \param src_len The len of src_data |
| * \param dst_format The format of the desired audio output |
| * \param dst_channels The number of channels of the desired audio output |
| * \param dst_rate The sampling rate of the desired audio output |
| * \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 0 on success or a negative error code on failure; call |
| * SDL_GetError() for more information. |
| * |
| * \since This function is available since SDL 3.0.0. |
| * |
| * \sa SDL_CreateAudioStream |
| */ |
| extern DECLSPEC int SDLCALL SDL_ConvertAudioSamples(SDL_AudioFormat src_format, |
| Uint8 src_channels, |
| int src_rate, |
| const Uint8 *src_data, |
| int src_len, |
| SDL_AudioFormat dst_format, |
| Uint8 dst_channels, |
| int dst_rate, |
| Uint8 **dst_data, |
| int *dst_len); |
| |
| /* Ends C function definitions when using C++ */ |
| #ifdef __cplusplus |
| } |
| #endif |
| #include <SDL3/SDL_close_code.h> |
| |
| #endif /* SDL_audio_h_ */ |