include/SDL_audio.h
author Ryan C. Gordon <icculus@icculus.org>
Thu, 24 Aug 2006 12:48:16 +0000
changeset 1983 ee73925ddf14
parent 1967 01e29c3e9a29
child 1985 8055185ae4ed
permissions -rw-r--r--
Forgot to check in updated SDL_audio.h ...
slouken@0
     1
/*
slouken@0
     2
    SDL - Simple DirectMedia Layer
slouken@1312
     3
    Copyright (C) 1997-2006 Sam Lantinga
slouken@0
     4
slouken@0
     5
    This library is free software; you can redistribute it and/or
slouken@1312
     6
    modify it under the terms of the GNU Lesser General Public
slouken@0
     7
    License as published by the Free Software Foundation; either
slouken@1312
     8
    version 2.1 of the License, or (at your option) any later version.
slouken@0
     9
slouken@0
    10
    This library is distributed in the hope that it will be useful,
slouken@0
    11
    but WITHOUT ANY WARRANTY; without even the implied warranty of
slouken@0
    12
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
slouken@1312
    13
    Lesser General Public License for more details.
slouken@0
    14
slouken@1312
    15
    You should have received a copy of the GNU Lesser General Public
slouken@1312
    16
    License along with this library; if not, write to the Free Software
slouken@1312
    17
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
slouken@0
    18
slouken@0
    19
    Sam Lantinga
slouken@251
    20
    slouken@libsdl.org
slouken@0
    21
*/
slouken@0
    22
slouken@1895
    23
/**
slouken@1895
    24
 * \file SDL_audio.h
slouken@1895
    25
 *
slouken@1895
    26
 * Access to the raw audio mixing buffer for the SDL library
slouken@1895
    27
 */
slouken@0
    28
slouken@0
    29
#ifndef _SDL_audio_h
slouken@0
    30
#define _SDL_audio_h
slouken@0
    31
slouken@1353
    32
#include "SDL_stdinc.h"
slouken@0
    33
#include "SDL_error.h"
slouken@1358
    34
#include "SDL_endian.h"
slouken@1358
    35
#include "SDL_mutex.h"
slouken@1358
    36
#include "SDL_thread.h"
slouken@0
    37
#include "SDL_rwops.h"
slouken@0
    38
slouken@0
    39
#include "begin_code.h"
slouken@0
    40
/* Set up for C function definitions, even when using C++ */
slouken@0
    41
#ifdef __cplusplus
slouken@1895
    42
/* *INDENT-OFF* */
slouken@0
    43
extern "C" {
slouken@1895
    44
/* *INDENT-ON* */
slouken@0
    45
#endif
slouken@0
    46
icculus@1964
    47
typedef Uint16 SDL_AudioFormat;
icculus@1964
    48
slouken@0
    49
/* The calculated values in this structure are calculated by SDL_OpenAudio() */
slouken@1895
    50
typedef struct SDL_AudioSpec
slouken@1895
    51
{
slouken@1895
    52
    int freq;                   /* DSP frequency -- samples per second */
icculus@1964
    53
    SDL_AudioFormat format;     /* Audio data format */
slouken@1895
    54
    Uint8 channels;             /* Number of channels: 1 mono, 2 stereo */
slouken@1895
    55
    Uint8 silence;              /* Audio buffer silence value (calculated) */
slouken@1895
    56
    Uint16 samples;             /* Audio buffer size in samples (power of 2) */
slouken@1895
    57
    Uint16 padding;             /* Necessary for some compile environments */
slouken@1895
    58
    Uint32 size;                /* Audio buffer size in bytes (calculated) */
slouken@1895
    59
    /* This function is called when the audio device needs more data.
slouken@1895
    60
       'stream' is a pointer to the audio data buffer
slouken@1895
    61
       'len' is the length of that buffer in bytes.
slouken@1895
    62
       Once the callback returns, the buffer will no longer be valid.
slouken@1895
    63
       Stereo samples are stored in a LRLRLR ordering.
slouken@1895
    64
     */
slouken@1895
    65
    void (SDLCALL * callback) (void *userdata, Uint8 * stream, int len);
slouken@1895
    66
    void *userdata;
slouken@0
    67
} SDL_AudioSpec;
slouken@0
    68
icculus@1964
    69
icculus@1964
    70
/*
icculus@1964
    71
 These are what the 16 bits in SDL_AudioFormat currently mean...
icculus@1964
    72
 (Unspecified bits are always zero.)
icculus@1964
    73
icculus@1964
    74
 ++-----------------------sample is signed if set
icculus@1964
    75
 ||
icculus@1964
    76
 ||       ++-----------sample is bigendian if set
icculus@1964
    77
 ||       ||
icculus@1964
    78
 ||       ||          ++---sample is float if set
icculus@1964
    79
 ||       ||          ||
icculus@1964
    80
 ||       ||          || +---sample bit size---+
icculus@1964
    81
 ||       ||          || |                     |
icculus@1964
    82
 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
icculus@1964
    83
icculus@1964
    84
 There are macros in SDL 1.3 and later to query these bits.
icculus@1964
    85
*/
icculus@1964
    86
icculus@1964
    87
#define SDL_AUDIO_MASK_BITSIZE       (0xFF)
icculus@1964
    88
#define SDL_AUDIO_MASK_DATATYPE      (1<<8)
icculus@1964
    89
#define SDL_AUDIO_MASK_ENDIAN        (1<<12)
icculus@1964
    90
#define SDL_AUDIO_MASK_SIGNED        (1<<15)
icculus@1964
    91
#define SDL_AUDIO_BITSIZE(x)         (x & SDL_AUDIO_MASK_BITSIZE)
icculus@1964
    92
#define SDL_AUDIO_ISFLOAT(x)         (x & SDL_AUDIO_MASK_DATATYPE)
icculus@1964
    93
#define SDL_AUDIO_ISBIGENDIAN(x)     (x & SDL_AUDIO_MASK_ENDIAN)
icculus@1964
    94
#define SDL_AUDIO_ISSIGNED(x)        (x & SDL_AUDIO_MASK_SIGNED)
icculus@1964
    95
#define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x))
icculus@1964
    96
#define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x))
icculus@1964
    97
#define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))
icculus@1964
    98
slouken@0
    99
/* Audio format flags (defaults to LSB byte order) */
slouken@1895
   100
#define AUDIO_U8	0x0008  /* Unsigned 8-bit samples */
slouken@1895
   101
#define AUDIO_S8	0x8008  /* Signed 8-bit samples */
slouken@1895
   102
#define AUDIO_U16LSB	0x0010  /* Unsigned 16-bit samples */
slouken@1895
   103
#define AUDIO_S16LSB	0x8010  /* Signed 16-bit samples */
slouken@1895
   104
#define AUDIO_U16MSB	0x1010  /* As above, but big-endian byte order */
slouken@1895
   105
#define AUDIO_S16MSB	0x9010  /* As above, but big-endian byte order */
slouken@0
   106
#define AUDIO_U16	AUDIO_U16LSB
slouken@0
   107
#define AUDIO_S16	AUDIO_S16LSB
slouken@0
   108
icculus@1964
   109
/* int32 support new to SDL 1.3 */
icculus@1964
   110
#define AUDIO_S32LSB	0x8020  /* 32-bit integer samples */
icculus@1964
   111
#define AUDIO_S32MSB	0x9020  /* As above, but big-endian byte order */
icculus@1964
   112
#define AUDIO_S32	AUDIO_S32LSB
icculus@1964
   113
icculus@1964
   114
/* float32 support new to SDL 1.3 */
icculus@1964
   115
#define AUDIO_F32LSB	0x8120  /* 32-bit floating point samples */
icculus@1964
   116
#define AUDIO_F32MSB	0x9120  /* As above, but big-endian byte order */
icculus@1964
   117
#define AUDIO_F32	AUDIO_F32LSB
icculus@1964
   118
slouken@0
   119
/* Native audio byte ordering */
slouken@0
   120
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
slouken@0
   121
#define AUDIO_U16SYS	AUDIO_U16LSB
slouken@0
   122
#define AUDIO_S16SYS	AUDIO_S16LSB
icculus@1964
   123
#define AUDIO_S32SYS	AUDIO_S32LSB
icculus@1964
   124
#define AUDIO_F32SYS	AUDIO_F32LSB
slouken@0
   125
#else
slouken@0
   126
#define AUDIO_U16SYS	AUDIO_U16MSB
slouken@0
   127
#define AUDIO_S16SYS	AUDIO_S16MSB
icculus@1964
   128
#define AUDIO_S32SYS	AUDIO_S32MSB
icculus@1964
   129
#define AUDIO_F32SYS	AUDIO_F32MSB
slouken@0
   130
#endif
slouken@0
   131
slouken@0
   132
slouken@0
   133
/* A structure to hold a set of audio conversion filters and buffers */
icculus@1983
   134
struct SDL_AudioCVT;
icculus@1983
   135
typedef void (SDLCALL * SDL_AudioFilter)(struct SDL_AudioCVT *cvt,
icculus@1983
   136
                                         SDL_AudioFormat format);
icculus@1983
   137
slouken@1895
   138
typedef struct SDL_AudioCVT
slouken@1895
   139
{
icculus@1983
   140
    int needed;                  /* Set to 1 if conversion possible */
icculus@1983
   141
    SDL_AudioFormat src_format;  /* Source audio format */
icculus@1983
   142
    SDL_AudioFormat dst_format;  /* Target audio format */
icculus@1983
   143
    double rate_incr;            /* Rate conversion increment */
icculus@1983
   144
    Uint8 *buf;                  /* Buffer to hold entire audio data */
icculus@1983
   145
    int len;                     /* Length of original audio buffer */
icculus@1983
   146
    int len_cvt;                 /* Length of converted audio buffer */
icculus@1983
   147
    int len_mult;                /* buffer must be len*len_mult big */
icculus@1983
   148
    double len_ratio;            /* Given len, final size is len*len_ratio */
icculus@1983
   149
    SDL_AudioFilter filters[10]; /* Filter list */
icculus@1983
   150
    int filter_index;            /* Current audio conversion function */
slouken@0
   151
} SDL_AudioCVT;
slouken@0
   152
slouken@0
   153
slouken@0
   154
/* Function prototypes */
slouken@0
   155
slouken@1895
   156
/* These functions return the list of built in video drivers, in the 
slouken@1895
   157
 * order that they are normally initialized by default.
slouken@1895
   158
 */
slouken@1895
   159
extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
slouken@1895
   160
extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
slouken@1895
   161
slouken@0
   162
/* These functions are used internally, and should not be used unless you
slouken@0
   163
 * have a specific need to specify the audio driver you want to use.
slouken@0
   164
 * You should normally use SDL_Init() or SDL_InitSubSystem().
slouken@0
   165
 */
slouken@337
   166
extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
slouken@337
   167
extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
slouken@0
   168
slouken@1895
   169
/* This function returns the name of the current audio driver, or NULL
slouken@1895
   170
 * if no driver has been initialized.
slouken@0
   171
 */
slouken@1895
   172
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
slouken@0
   173
slouken@0
   174
/*
slouken@0
   175
 * This function opens the audio device with the desired parameters, and
slouken@0
   176
 * returns 0 if successful, placing the actual hardware parameters in the
slouken@0
   177
 * structure pointed to by 'obtained'.  If 'obtained' is NULL, the audio
slouken@0
   178
 * data passed to the callback function will be guaranteed to be in the
slouken@0
   179
 * requested format, and will be automatically converted to the hardware
slouken@0
   180
 * audio format if necessary.  This function returns -1 if it failed 
slouken@0
   181
 * to open the audio device, or couldn't set up the audio thread.
slouken@0
   182
 *
slouken@0
   183
 * When filling in the desired audio spec structure,
slouken@0
   184
 *  'desired->freq' should be the desired audio frequency in samples-per-second.
slouken@0
   185
 *  'desired->format' should be the desired audio format.
slouken@0
   186
 *  'desired->samples' is the desired size of the audio buffer, in samples.
slouken@0
   187
 *     This number should be a power of two, and may be adjusted by the audio
slouken@0
   188
 *     driver to a value more suitable for the hardware.  Good values seem to
slouken@0
   189
 *     range between 512 and 8096 inclusive, depending on the application and
slouken@0
   190
 *     CPU speed.  Smaller values yield faster response time, but can lead
slouken@0
   191
 *     to underflow if the application is doing heavy processing and cannot
slouken@0
   192
 *     fill the audio buffer in time.  A stereo sample consists of both right
slouken@0
   193
 *     and left channels in LR ordering.
slouken@0
   194
 *     Note that the number of samples is directly related to time by the
slouken@0
   195
 *     following formula:  ms = (samples*1000)/freq
slouken@0
   196
 *  'desired->size' is the size in bytes of the audio buffer, and is
slouken@0
   197
 *     calculated by SDL_OpenAudio().
slouken@0
   198
 *  'desired->silence' is the value used to set the buffer to silence,
slouken@0
   199
 *     and is calculated by SDL_OpenAudio().
slouken@0
   200
 *  'desired->callback' should be set to a function that will be called
slouken@0
   201
 *     when the audio device is ready for more data.  It is passed a pointer
slouken@0
   202
 *     to the audio buffer, and the length in bytes of the audio buffer.
slouken@0
   203
 *     This function usually runs in a separate thread, and so you should
slouken@0
   204
 *     protect data structures that it accesses by calling SDL_LockAudio()
slouken@0
   205
 *     and SDL_UnlockAudio() in your code.
slouken@0
   206
 *  'desired->userdata' is passed as the first parameter to your callback
slouken@0
   207
 *     function.
slouken@0
   208
 *
slouken@0
   209
 * The audio device starts out playing silence when it's opened, and should
slouken@0
   210
 * be enabled for playing by calling SDL_PauseAudio(0) when you are ready
slouken@0
   211
 * for your audio callback function to be called.  Since the audio driver
slouken@0
   212
 * may modify the requested size of the audio buffer, you should allocate
slouken@0
   213
 * any local mixing buffers after you open the audio device.
slouken@0
   214
 */
slouken@1895
   215
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
slouken@1895
   216
                                          SDL_AudioSpec * obtained);
slouken@0
   217
slouken@0
   218
/*
icculus@1964
   219
 * SDL Audio Device IDs.
icculus@1964
   220
 * A successful call to SDL_OpenAudio() is always device id 1, and legacy
icculus@1964
   221
 *  SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
icculus@1964
   222
 *  always returns devices >= 2 on success. The legacy calls are good both
icculus@1964
   223
 *  for backwards compatibility and when you don't care about multiple,
icculus@1964
   224
 *  specific, or capture devices.
icculus@1964
   225
 */
icculus@1964
   226
typedef Uint32 SDL_AudioDeviceID;
icculus@1964
   227
icculus@1964
   228
/*
icculus@1964
   229
 * Get the number of available devices exposed by the current driver.
icculus@1964
   230
 *  Only valid after a successfully initializing the audio subsystem.
icculus@1964
   231
 */
icculus@1964
   232
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
icculus@1964
   233
icculus@1964
   234
/*
icculus@1964
   235
 * Get the human-readable name of a specific audio device.
icculus@1964
   236
 *  Must be a value between 0 and (number of audio devices-1).
icculus@1964
   237
 *  Only valid after a successfully initializing the audio subsystem.
icculus@1964
   238
 */
slouken@1967
   239
extern DECLSPEC const char *SDLCALL SDL_GetAudioDevice(int index,
slouken@1967
   240
                                                       int iscapture);
icculus@1964
   241
icculus@1964
   242
icculus@1964
   243
/*
icculus@1964
   244
 * Open a specific audio device. Passing in a device name of NULL is
icculus@1964
   245
 *  equivalent to SDL_OpenAudio(). Returns 0 on error, a valid device ID
icculus@1964
   246
 *  on success.
icculus@1964
   247
 */
slouken@1967
   248
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
slouken@1967
   249
                                                              *device,
slouken@1967
   250
                                                              int iscapture,
slouken@1967
   251
                                                              const
slouken@1967
   252
                                                              SDL_AudioSpec *
slouken@1967
   253
                                                              desired,
slouken@1967
   254
                                                              SDL_AudioSpec *
slouken@1967
   255
                                                              obtained);
icculus@1964
   256
icculus@1964
   257
icculus@1964
   258
icculus@1964
   259
/*
slouken@0
   260
 * Get the current audio state:
slouken@0
   261
 */
slouken@1895
   262
typedef enum
slouken@1895
   263
{
slouken@1895
   264
    SDL_AUDIO_STOPPED = 0,
slouken@1895
   265
    SDL_AUDIO_PLAYING,
slouken@1895
   266
    SDL_AUDIO_PAUSED
slouken@0
   267
} SDL_audiostatus;
slouken@337
   268
extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void);
slouken@0
   269
slouken@1967
   270
extern DECLSPEC SDL_audiostatus SDLCALL
slouken@1967
   271
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
icculus@1964
   272
slouken@0
   273
/*
slouken@0
   274
 * This function pauses and unpauses the audio callback processing.
slouken@0
   275
 * It should be called with a parameter of 0 after opening the audio
slouken@0
   276
 * device to start playing sound.  This is so you can safely initialize
slouken@0
   277
 * data for your callback function after opening the audio device.
slouken@0
   278
 * Silence will be written to the audio device during the pause.
slouken@0
   279
 */
slouken@337
   280
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
icculus@1964
   281
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
icculus@1964
   282
                                                  int pause_on);
slouken@0
   283
slouken@0
   284
/*
slouken@0
   285
 * This function loads a WAVE from the data source, automatically freeing
slouken@0
   286
 * that source if 'freesrc' is non-zero.  For example, to load a WAVE file,
slouken@0
   287
 * you could do:
slouken@0
   288
 *	SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
slouken@0
   289
 *
slouken@0
   290
 * If this function succeeds, it returns the given SDL_AudioSpec,
slouken@0
   291
 * filled with the audio data format of the wave data, and sets
slouken@0
   292
 * 'audio_buf' to a malloc()'d buffer containing the audio data,
slouken@0
   293
 * and sets 'audio_len' to the length of that audio buffer, in bytes.
slouken@0
   294
 * You need to free the audio buffer with SDL_FreeWAV() when you are 
slouken@0
   295
 * done with it.
slouken@0
   296
 *
slouken@0
   297
 * This function returns NULL and sets the SDL error message if the 
slouken@0
   298
 * wave file cannot be opened, uses an unknown data format, or is 
slouken@0
   299
 * corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
slouken@0
   300
 */
slouken@1895
   301
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
slouken@1895
   302
                                                      int freesrc,
slouken@1895
   303
                                                      SDL_AudioSpec * spec,
slouken@1895
   304
                                                      Uint8 ** audio_buf,
slouken@1895
   305
                                                      Uint32 * audio_len);
slouken@0
   306
slouken@0
   307
/* Compatibility convenience function -- loads a WAV from a file */
slouken@0
   308
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
slouken@0
   309
	SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
slouken@0
   310
slouken@0
   311
/*
slouken@0
   312
 * This function frees data previously allocated with SDL_LoadWAV_RW()
slouken@0
   313
 */
slouken@1895
   314
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
slouken@0
   315
slouken@0
   316
/*
slouken@0
   317
 * This function takes a source format and rate and a destination format
slouken@0
   318
 * and rate, and initializes the 'cvt' structure with information needed
slouken@0
   319
 * by SDL_ConvertAudio() to convert a buffer of audio data from one format
slouken@0
   320
 * to the other.
icculus@1964
   321
 * Returns -1 if the format conversion is not supported, 0 if there's
icculus@1964
   322
 *  no conversion needed, or 1 if the audio filter is set up.
slouken@0
   323
 */
slouken@1895
   324
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
icculus@1983
   325
                                              SDL_AudioFormat src_format,
slouken@1895
   326
                                              Uint8 src_channels,
slouken@1895
   327
                                              int src_rate,
icculus@1983
   328
                                              SDL_AudioFormat dst_format,
slouken@1895
   329
                                              Uint8 dst_channels,
slouken@1895
   330
                                              int dst_rate);
slouken@0
   331
slouken@0
   332
/* Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
slouken@0
   333
 * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
slouken@0
   334
 * audio data in the source format, this function will convert it in-place
slouken@0
   335
 * to the desired format.
slouken@0
   336
 * The data conversion may expand the size of the audio data, so the buffer
slouken@0
   337
 * cvt->buf should be allocated after the cvt structure is initialized by
slouken@0
   338
 * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
slouken@0
   339
 */
slouken@1895
   340
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
slouken@0
   341
slouken@0
   342
/*
slouken@0
   343
 * This takes two audio buffers of the playing audio format and mixes
slouken@0
   344
 * them, performing addition, volume adjustment, and overflow clipping.
slouken@0
   345
 * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
slouken@0
   346
 * for full audio volume.  Note this does not change hardware volume.
slouken@0
   347
 * This is provided for convenience -- you can mix your own audio data.
slouken@0
   348
 */
slouken@0
   349
#define SDL_MIX_MAXVOLUME 128
slouken@1895
   350
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
slouken@1895
   351
                                          Uint32 len, int volume);
slouken@0
   352
slouken@0
   353
/*
icculus@1964
   354
 * This works like SDL_MixAudio, but you specify the audio format instead of
icculus@1964
   355
 *  using the format of audio device 1. Thus it can be used when no audio
icculus@1964
   356
 *  device is open at all.
icculus@1964
   357
 */
slouken@1967
   358
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
slouken@1967
   359
                                                const Uint8 * src,
icculus@1964
   360
                                                SDL_AudioFormat format,
icculus@1964
   361
                                                Uint32 len, int volume);
icculus@1964
   362
icculus@1964
   363
/*
slouken@0
   364
 * The lock manipulated by these functions protects the callback function.
slouken@0
   365
 * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
slouken@0
   366
 * callback function is not running.  Do not call these from the callback
slouken@0
   367
 * function or you will cause deadlock.
slouken@0
   368
 */
slouken@337
   369
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
icculus@1964
   370
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
slouken@337
   371
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
icculus@1964
   372
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
slouken@0
   373
slouken@0
   374
/*
slouken@0
   375
 * This function shuts down audio processing and closes the audio device.
slouken@0
   376
 */
slouken@337
   377
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
icculus@1964
   378
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
icculus@1964
   379
icculus@1964
   380
/*
icculus@1964
   381
 * Returns 1 if audio device is still functioning, zero if not, -1 on error.
icculus@1964
   382
 */
icculus@1964
   383
extern DECLSPEC int SDLCALL SDL_AudioDeviceConnected(SDL_AudioDeviceID dev);
slouken@0
   384
slouken@0
   385
slouken@0
   386
/* Ends C function definitions when using C++ */
slouken@0
   387
#ifdef __cplusplus
slouken@1895
   388
/* *INDENT-OFF* */
slouken@0
   389
}
slouken@1895
   390
/* *INDENT-ON* */
slouken@0
   391
#endif
slouken@0
   392
#include "close_code.h"
slouken@0
   393
slouken@0
   394
#endif /* _SDL_audio_h */
slouken@1895
   395
slouken@1895
   396
/* vi: set ts=4 sw=4 expandtab: */