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SDL_sysaudio.h

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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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.
*/
#include "../SDL_internal.h"
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#ifndef SDL_sysaudio_h_
#define SDL_sysaudio_h_
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#include "SDL_mutex.h"
#include "SDL_thread.h"
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#include "../SDL_dataqueue.h"
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/* !!! FIXME: These are wordy and unlocalized... */
#define DEFAULT_OUTPUT_DEVNAME "System audio output device"
#define DEFAULT_INPUT_DEVNAME "System audio capture device"
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/* The SDL audio driver */
typedef struct SDL_AudioDevice SDL_AudioDevice;
#define _THIS SDL_AudioDevice *_this
/* Audio targets should call this as devices are added to the system (such as
a USB headset being plugged in), and should also be called for
for every device found during DetectDevices(). */
extern void SDL_AddAudioDevice(const int iscapture, const char *name, void *handle);
/* Audio targets should call this as devices are removed, so SDL can update
its list of available devices. */
extern void SDL_RemoveAudioDevice(const int iscapture, void *handle);
/* Audio targets should call this if an opened audio device is lost while
being used. This can happen due to i/o errors, or a device being unplugged,
etc. If the device is totally gone, please also call SDL_RemoveAudioDevice()
as appropriate so SDL's list of devices is accurate. */
extern void SDL_OpenedAudioDeviceDisconnected(SDL_AudioDevice *device);
/* This is the size of a packet when using SDL_QueueAudio(). We allocate
these as necessary and pool them, under the assumption that we'll
eventually end up with a handful that keep recycling, meeting whatever
the app needs. We keep packing data tightly as more arrives to avoid
wasting space, and if we get a giant block of data, we'll split them
into multiple packets behind the scenes. My expectation is that most
apps will have 2-3 of these in the pool. 8k should cover most needs, but
if this is crippling for some embedded system, we can #ifdef this.
The system preallocates enough packets for 2 callbacks' worth of data. */
#define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
typedef struct SDL_AudioDriverImpl
{
void (*DetectDevices) (void);
int (*OpenDevice) (_THIS, void *handle, const char *devname, int iscapture);
void (*ThreadInit) (_THIS); /* Called by audio thread at start */
void (*WaitDevice) (_THIS);
void (*PlayDevice) (_THIS);
int (*GetPendingBytes) (_THIS);
Uint8 *(*GetDeviceBuf) (_THIS);
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int (*CaptureFromDevice) (_THIS, void *buffer, int buflen);
void (*FlushCapture) (_THIS);
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void (*PrepareToClose) (_THIS); /**< Called between run and draining wait for playback devices */
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void (*CloseDevice) (_THIS);
void (*LockDevice) (_THIS);
void (*UnlockDevice) (_THIS);
void (*FreeDeviceHandle) (void *handle); /**< SDL is done with handle from SDL_AddAudioDevice() */
void (*Deinitialize) (void);
/* !!! FIXME: add pause(), so we can optimize instead of mixing silence. */
/* Some flags to push duplicate code into the core and reduce #ifdefs. */
/* !!! FIXME: these should be SDL_bool */
int ProvidesOwnCallbackThread;
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int SkipMixerLock;
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int HasCaptureSupport;
int OnlyHasDefaultOutputDevice;
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int OnlyHasDefaultCaptureDevice;
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int AllowsArbitraryDeviceNames;
} SDL_AudioDriverImpl;
typedef struct SDL_AudioDeviceItem
{
void *handle;
struct SDL_AudioDeviceItem *next;
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char name[SDL_VARIABLE_LENGTH_ARRAY];
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} SDL_AudioDeviceItem;
typedef struct SDL_AudioDriver
{
/* * * */
/* The name of this audio driver */
const char *name;
/* * * */
/* The description of this audio driver */
const char *desc;
SDL_AudioDriverImpl impl;
/* A mutex for device detection */
SDL_mutex *detectionLock;
SDL_bool captureDevicesRemoved;
SDL_bool outputDevicesRemoved;
int outputDeviceCount;
int inputDeviceCount;
SDL_AudioDeviceItem *outputDevices;
SDL_AudioDeviceItem *inputDevices;
} SDL_AudioDriver;
/* Streamer */
typedef struct
{
Uint8 *buffer;
int max_len; /* the maximum length in bytes */
int read_pos, write_pos; /* the position of the write and read heads in bytes */
} SDL_AudioStreamer;
/* Define the SDL audio driver structure */
struct SDL_AudioDevice
{
/* * * */
/* Data common to all devices */
SDL_AudioDeviceID id;
/* The current audio specification (shared with audio thread) */
SDL_AudioSpec spec;
/* An audio conversion block for audio format emulation */
SDL_AudioCVT convert;
/* The streamer, if sample rate conversion necessitates it */
int use_streamer;
SDL_AudioStreamer streamer;
/* Current state flags */
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SDL_atomic_t shutdown; /* true if we are signaling the play thread to end. */
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SDL_atomic_t enabled; /* true if device is functioning and connected. */
SDL_atomic_t paused;
SDL_bool iscapture;
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/* Fake audio buffer for when the audio hardware is busy */
Uint8 *fake_stream;
/* A mutex for locking the mixing buffers */
SDL_mutex *mixer_lock;
/* A thread to feed the audio device */
SDL_Thread *thread;
SDL_threadID threadid;
/* Queued buffers (if app not using callback). */
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SDL_DataQueue *buffer_queue;
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/* * * */
/* Data private to this driver */
struct SDL_PrivateAudioData *hidden;
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void *handle;
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};
#undef _THIS
typedef struct AudioBootStrap
{
const char *name;
const char *desc;
int (*init) (SDL_AudioDriverImpl * impl);
int demand_only; /* 1==request explicitly, or it won't be available. */
} AudioBootStrap;
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#if SDL_AUDIO_DRIVER_PULSEAUDIO
extern AudioBootStrap PULSEAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_ALSA
extern AudioBootStrap ALSA_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_SNDIO
extern AudioBootStrap SNDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_BSD
extern AudioBootStrap BSD_AUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_OSS
extern AudioBootStrap DSP_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_QSA
extern AudioBootStrap QSAAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_SUNAUDIO
extern AudioBootStrap SUNAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_ARTS
extern AudioBootStrap ARTS_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_ESD
extern AudioBootStrap ESD_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_NACL
extern AudioBootStrap NACLAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_NAS
extern AudioBootStrap NAS_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_XAUDIO2
extern AudioBootStrap XAUDIO2_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_DSOUND
extern AudioBootStrap DSOUND_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_WINMM
extern AudioBootStrap WINMM_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_PAUDIO
extern AudioBootStrap PAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_HAIKU
extern AudioBootStrap HAIKUAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_COREAUDIO
extern AudioBootStrap COREAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_DISK
extern AudioBootStrap DISKAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_DUMMY
extern AudioBootStrap DUMMYAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_FUSIONSOUND
extern AudioBootStrap FUSIONSOUND_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_ANDROID
extern AudioBootStrap ANDROIDAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_PSP
extern AudioBootStrap PSPAUDIO_bootstrap;
#endif
#if SDL_AUDIO_DRIVER_EMSCRIPTEN
extern AudioBootStrap EMSCRIPTENAUDIO_bootstrap;
#endif
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#endif /* SDL_sysaudio_h_ */
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/* vi: set ts=4 sw=4 expandtab: */