SDL_mixer.h
author Sam Lantinga <slouken@libsdl.org>
Sat, 28 Jan 2012 10:42:42 -0500
branchSDL-1.2
changeset 575 b74a3192c37f
parent 545 32e5ed415a34
child 601 05123263dab3
child 887 e49459791ae8
permissions -rw-r--r--
Updated to version 1.2.13
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/*
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  SDL_mixer:  An audio mixer library based on the SDL library
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  Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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/* $Id$ */
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#ifndef _SDL_MIXER_H
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#define _SDL_MIXER_H
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#include "SDL_types.h"
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#include "SDL_rwops.h"
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#include "SDL_audio.h"
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#include "SDL_endian.h"
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#include "SDL_version.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
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*/
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#define SDL_MIXER_MAJOR_VERSION	1
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#define SDL_MIXER_MINOR_VERSION	2
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#define SDL_MIXER_PATCHLEVEL    13
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/* This macro can be used to fill a version structure with the compile-time
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 * version of the SDL_mixer library.
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 */
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#define SDL_MIXER_VERSION(X)						\
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{									\
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	(X)->major = SDL_MIXER_MAJOR_VERSION;				\
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	(X)->minor = SDL_MIXER_MINOR_VERSION;				\
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	(X)->patch = SDL_MIXER_PATCHLEVEL;				\
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}
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/* Backwards compatibility */
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#define MIX_MAJOR_VERSION	SDL_MIXER_MAJOR_VERSION
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#define MIX_MINOR_VERSION	SDL_MIXER_MINOR_VERSION
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#define MIX_PATCHLEVEL		SDL_MIXER_PATCHLEVEL
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#define MIX_VERSION(X)		SDL_MIXER_VERSION(X)
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/* This function gets the version of the dynamically linked SDL_mixer library.
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   it should NOT be used to fill a version structure, instead you should
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   use the SDL_MIXER_VERSION() macro.
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 */
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extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void);
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typedef enum
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{
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    MIX_INIT_FLAC        = 0x00000001,
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    MIX_INIT_MOD         = 0x00000002,
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    MIX_INIT_MP3         = 0x00000004,
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    MIX_INIT_OGG         = 0x00000008,
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    MIX_INIT_FLUIDSYNTH  = 0x00000010
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} MIX_InitFlags;
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/* Loads dynamic libraries and prepares them for use.  Flags should be
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   one or more flags from MIX_InitFlags OR'd together.
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   It returns the flags successfully initialized, or 0 on failure.
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 */
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extern DECLSPEC int SDLCALL Mix_Init(int flags);
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/* Unloads libraries loaded with Mix_Init */
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extern DECLSPEC void SDLCALL Mix_Quit(void);
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/* The default mixer has 8 simultaneous mixing channels */
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#ifndef MIX_CHANNELS
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#define MIX_CHANNELS	8
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#endif
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/* Good default values for a PC soundcard */
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#define MIX_DEFAULT_FREQUENCY	22050
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define MIX_DEFAULT_FORMAT	AUDIO_S16LSB
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#else
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#define MIX_DEFAULT_FORMAT	AUDIO_S16MSB
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#endif
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#define MIX_DEFAULT_CHANNELS	2
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#define MIX_MAX_VOLUME		128	/* Volume of a chunk */
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/* The internal format for an audio chunk */
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typedef struct Mix_Chunk {
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	int allocated;
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	Uint8 *abuf;
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	Uint32 alen;
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	Uint8 volume;		/* Per-sample volume, 0-128 */
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} Mix_Chunk;
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/* The different fading types supported */
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typedef enum {
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	MIX_NO_FADING,
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	MIX_FADING_OUT,
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	MIX_FADING_IN
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} Mix_Fading;
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typedef enum {
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	MUS_NONE,
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	MUS_CMD,
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	MUS_WAV,
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	MUS_MOD,
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	MUS_MID,
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	MUS_OGG,
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	MUS_MP3,
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	MUS_MP3_MAD,
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	MUS_FLAC,
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	MUS_MODPLUG
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} Mix_MusicType;
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/* The internal format for a music chunk interpreted via mikmod */
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typedef struct _Mix_Music Mix_Music;
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/* Open the mixer with a certain audio format */
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extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels,
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							int chunksize);
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/* Dynamically change the number of channels managed by the mixer.
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   If decreasing the number of channels, the upper channels are
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   stopped.
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   This function returns the new number of allocated channels.
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 */
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extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans);
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/* Find out what the actual audio device parameters are.
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   This function returns 1 if the audio has been opened, 0 otherwise.
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 */
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extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency,Uint16 *format,int *channels);
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/* Load a wave file or a music (.mod .s3m .it .xm) file */
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extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc);
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#define Mix_LoadWAV(file)	Mix_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1)
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extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file);
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/* Load a music file from an SDL_RWop object (Ogg and MikMod specific currently)
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   Matt Campbell (matt@campbellhome.dhs.org) April 2000 */
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extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *rw);
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/* Load a music file from an SDL_RWop object assuming a specific format */
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extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *rw, Mix_MusicType type, int freesrc);
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/* Load a wave file of the mixer format from a memory buffer */
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extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem);
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/* Load raw audio data of the mixer format from a memory buffer */
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extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len);
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/* Free an audio chunk previously loaded */
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extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk);
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extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music);
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/* Get a list of chunk/music decoders that this build of SDL_mixer provides.
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   This list can change between builds AND runs of the program, if external
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   libraries that add functionality become available.
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   You must successfully call Mix_OpenAudio() before calling these functions.
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   This API is only available in SDL_mixer 1.2.9 and later.
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   // usage...
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   int i;
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   const int total = Mix_GetNumChunkDecoders();
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   for (i = 0; i < total; i++)
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       printf("Supported chunk decoder: [%s]\n", Mix_GetChunkDecoder(i));
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   Appearing in this list doesn't promise your specific audio file will
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   decode...but it's handy to know if you have, say, a functioning Timidity
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   install.
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   These return values are static, read-only data; do not modify or free it.
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   The pointers remain valid until you call Mix_CloseAudio().
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*/
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extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void);
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extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index);
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extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void);
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extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index);
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/* Find out the music format of a mixer music, or the currently playing
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   music, if 'music' is NULL.
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*/
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extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music);
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/* Set a function that is called after all mixing is performed.
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   This can be used to provide real-time visual display of the audio stream
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   or add a custom mixer filter for the stream data.
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*/
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extern DECLSPEC void SDLCALL Mix_SetPostMix(void (*mix_func)
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                             (void *udata, Uint8 *stream, int len), void *arg);
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/* Add your own music player or additional mixer function.
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   If 'mix_func' is NULL, the default music player is re-enabled.
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 */
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extern DECLSPEC void SDLCALL Mix_HookMusic(void (*mix_func)
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                          (void *udata, Uint8 *stream, int len), void *arg);
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/* Add your own callback when the music has finished playing.
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   This callback is only called if the music finishes naturally.
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 */
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extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (*music_finished)(void));
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/* Get a pointer to the user data for the current music hook */
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extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void);
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/*
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 * Add your own callback when a channel has finished playing. NULL
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 *  to disable callback. The callback may be called from the mixer's audio 
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 *  callback or it could be called as a result of Mix_HaltChannel(), etc.
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 *  do not call SDL_LockAudio() from this callback; you will either be 
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 *  inside the audio callback, or SDL_mixer will explicitly lock the audio
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 *  before calling your callback.
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 */
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extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (*channel_finished)(int channel));
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/* Special Effects API by ryan c. gordon. (icculus@icculus.org) */
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#define MIX_CHANNEL_POST  -2
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/* This is the format of a special effect callback:
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 *
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 *   myeffect(int chan, void *stream, int len, void *udata);
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 *
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 * (chan) is the channel number that your effect is affecting. (stream) is
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 *  the buffer of data to work upon. (len) is the size of (stream), and
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 *  (udata) is a user-defined bit of data, which you pass as the last arg of
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 *  Mix_RegisterEffect(), and is passed back unmolested to your callback.
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 *  Your effect changes the contents of (stream) based on whatever parameters
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 *  are significant, or just leaves it be, if you prefer. You can do whatever
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 *  you like to the buffer, though, and it will continue in its changed state
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 *  down the mixing pipeline, through any other effect functions, then finally
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 *  to be mixed with the rest of the channels and music for the final output
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 *  stream.
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 *
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 * DO NOT EVER call SDL_LockAudio() from your callback function!
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 */
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typedef void (*Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata);
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/*
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 * This is a callback that signifies that a channel has finished all its
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 *  loops and has completed playback. This gets called if the buffer
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 *  plays out normally, or if you call Mix_HaltChannel(), implicitly stop
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 *  a channel via Mix_AllocateChannels(), or unregister a callback while
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 *  it's still playing.
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 *
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 * DO NOT EVER call SDL_LockAudio() from your callback function!
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 */
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typedef void (*Mix_EffectDone_t)(int chan, void *udata);
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/* Register a special effect function. At mixing time, the channel data is
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 *  copied into a buffer and passed through each registered effect function.
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 *  After it passes through all the functions, it is mixed into the final
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 *  output stream. The copy to buffer is performed once, then each effect
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 *  function performs on the output of the previous effect. Understand that
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 *  this extra copy to a buffer is not performed if there are no effects
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 *  registered for a given chunk, which saves CPU cycles, and any given
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 *  effect will be extra cycles, too, so it is crucial that your code run
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 *  fast. Also note that the data that your function is given is in the
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 *  format of the sound device, and not the format you gave to Mix_OpenAudio(),
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 *  although they may in reality be the same. This is an unfortunate but
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 *  necessary speed concern. Use Mix_QuerySpec() to determine if you can
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 *  handle the data before you register your effect, and take appropriate
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 *  actions.
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 * You may also specify a callback (Mix_EffectDone_t) that is called when
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 *  the channel finishes playing. This gives you a more fine-grained control
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 *  than Mix_ChannelFinished(), in case you need to free effect-specific
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 *  resources, etc. If you don't need this, you can specify NULL.
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 * You may set the callbacks before or after calling Mix_PlayChannel().
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 * Things like Mix_SetPanning() are just internal special effect functions,
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 *  so if you are using that, you've already incurred the overhead of a copy
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 *  to a separate buffer, and that these effects will be in the queue with
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 *  any functions you've registered. The list of registered effects for a
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 *  channel is reset when a chunk finishes playing, so you need to explicitly
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 *  set them with each call to Mix_PlayChannel*().
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 * You may also register a special effect function that is to be run after
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 *  final mixing occurs. The rules for these callbacks are identical to those
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 *  in Mix_RegisterEffect, but they are run after all the channels and the
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 *  music have been mixed into a single stream, whereas channel-specific
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 *  effects run on a given channel before any other mixing occurs. These
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 *  global effect callbacks are call "posteffects". Posteffects only have
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 *  their Mix_EffectDone_t function called when they are unregistered (since
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 *  the main output stream is never "done" in the same sense as a channel).
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 *  You must unregister them manually when you've had enough. Your callback
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 *  will be told that the channel being mixed is (MIX_CHANNEL_POST) if the
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 *  processing is considered a posteffect.
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 *
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 * After all these effects have finished processing, the callback registered
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 *  through Mix_SetPostMix() runs, and then the stream goes to the audio
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 *  device. 
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 *
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 * DO NOT EVER call SDL_LockAudio() from your callback function!
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 *
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 * returns zero if error (no such channel), nonzero if added.
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 *  Error messages can be retrieved from Mix_GetError().
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 */
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extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f,
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					Mix_EffectDone_t d, void *arg);
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/* You may not need to call this explicitly, unless you need to stop an
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 *  effect from processing in the middle of a chunk's playback.
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 * Posteffects are never implicitly unregistered as they are for channels,
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 *  but they may be explicitly unregistered through this function by
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 *  specifying MIX_CHANNEL_POST for a channel.
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 * returns zero if error (no such channel or effect), nonzero if removed.
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 *  Error messages can be retrieved from Mix_GetError().
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 */
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extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f);
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/* You may not need to call this explicitly, unless you need to stop all
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 *  effects from processing in the middle of a chunk's playback. Note that
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 *  this will also shut off some internal effect processing, since
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 *  Mix_SetPanning() and others may use this API under the hood. This is
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 *  called internally when a channel completes playback.
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 * Posteffects are never implicitly unregistered as they are for channels,
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 *  but they may be explicitly unregistered through this function by
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 *  specifying MIX_CHANNEL_POST for a channel.
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 * returns zero if error (no such channel), nonzero if all effects removed.
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 *  Error messages can be retrieved from Mix_GetError().
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 */
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extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel);
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#define MIX_EFFECTSMAXSPEED  "MIX_EFFECTSMAXSPEED"
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/*
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 * These are the internally-defined mixing effects. They use the same API that
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 *  effects defined in the application use, but are provided here as a
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 *  convenience. Some effects can reduce their quality or use more memory in
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   347
 *  the name of speed; to enable this, make sure the environment variable
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   348
 *  MIX_EFFECTSMAXSPEED (see above) is defined before you call
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   349
 *  Mix_OpenAudio().
slouken@113
   350
 */
slouken@113
   351
slouken@113
   352
slouken@113
   353
/* Set the panning of a channel. The left and right channels are specified
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   354
 *  as integers between 0 and 255, quietest to loudest, respectively.
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   355
 *
slouken@113
   356
 * Technically, this is just individual volume control for a sample with
slouken@113
   357
 *  two (stereo) channels, so it can be used for more than just panning.
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   358
 *  If you want real panning, call it like this:
slouken@113
   359
 *
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   360
 *   Mix_SetPanning(channel, left, 255 - left);
slouken@113
   361
 *
slouken@113
   362
 * ...which isn't so hard.
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   363
 *
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   364
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
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   365
 *  the panning will be done to the final mixed stream before passing it on
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   366
 *  to the audio device.
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   367
 *
slouken@113
   368
 * This uses the Mix_RegisterEffect() API internally, and returns without
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   369
 *  registering the effect function if the audio device is not configured
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   370
 *  for stereo output. Setting both (left) and (right) to 255 causes this
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   371
 *  effect to be unregistered, since that is the data's normal state.
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   372
 *
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   373
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
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   374
 *  nonzero if panning effect enabled. Note that an audio device in mono
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   375
 *  mode is a no-op, but this call will return successful in that case.
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   376
 *  Error messages can be retrieved from Mix_GetError().
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   377
 */
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   378
extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right);
slouken@113
   379
slouken@113
   380
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   381
/* Set the position of a channel. (angle) is an integer from 0 to 360, that
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   382
 *  specifies the location of the sound in relation to the listener. (angle)
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   383
 *  will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260).
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   384
 *  Angle 0 is due north, and rotates clockwise as the value increases.
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   385
 *  For efficiency, the precision of this effect may be limited (angles 1
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   386
 *  through 7 might all produce the same effect, 8 through 15 are equal, etc).
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   387
 *  (distance) is an integer between 0 and 255 that specifies the space
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   388
 *  between the sound and the listener. The larger the number, the further
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   389
 *  away the sound is. Using 255 does not guarantee that the channel will be
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   390
 *  culled from the mixing process or be completely silent. For efficiency,
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   391
 *  the precision of this effect may be limited (distance 0 through 5 might
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   392
 *  all produce the same effect, 6 through 10 are equal, etc). Setting (angle)
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   393
 *  and (distance) to 0 unregisters this effect, since the data would be
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   394
 *  unchanged.
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   395
 *
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   396
 * If you need more precise positional audio, consider using OpenAL for
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   397
 *  spatialized effects instead of SDL_mixer. This is only meant to be a
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   398
 *  basic effect for simple "3D" games.
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   399
 *
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   400
 * If the audio device is configured for mono output, then you won't get
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   401
 *  any effectiveness from the angle; however, distance attenuation on the
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   402
 *  channel will still occur. While this effect will function with stereo
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   403
 *  voices, it makes more sense to use voices with only one channel of sound,
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   404
 *  so when they are mixed through this effect, the positioning will sound
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   405
 *  correct. You can convert them to mono through SDL before giving them to
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   406
 *  the mixer in the first place if you like.
slouken@113
   407
 *
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   408
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
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   409
 *  the positioning will be done to the final mixed stream before passing it
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   410
 *  on to the audio device.
slouken@113
   411
 *
slouken@113
   412
 * This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning().
slouken@113
   413
 *
slouken@113
   414
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
slouken@113
   415
 *  nonzero if position effect is enabled.
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   416
 *  Error messages can be retrieved from Mix_GetError().
slouken@113
   417
 */
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   418
extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance);
slouken@113
   419
slouken@113
   420
slouken@113
   421
/* Set the "distance" of a channel. (distance) is an integer from 0 to 255
slouken@113
   422
 *  that specifies the location of the sound in relation to the listener.
slouken@113
   423
 *  Distance 0 is overlapping the listener, and 255 is as far away as possible
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   424
 *  A distance of 255 does not guarantee silence; in such a case, you might
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   425
 *  want to try changing the chunk's volume, or just cull the sample from the
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   426
 *  mixing process with Mix_HaltChannel().
slouken@113
   427
 * For efficiency, the precision of this effect may be limited (distances 1
slouken@113
   428
 *  through 7 might all produce the same effect, 8 through 15 are equal, etc).
slouken@113
   429
 *  (distance) is an integer between 0 and 255 that specifies the space
slouken@113
   430
 *  between the sound and the listener. The larger the number, the further
slouken@113
   431
 *  away the sound is.
slouken@113
   432
 * Setting (distance) to 0 unregisters this effect, since the data would be
slouken@113
   433
 *  unchanged.
slouken@113
   434
 * If you need more precise positional audio, consider using OpenAL for
slouken@113
   435
 *  spatialized effects instead of SDL_mixer. This is only meant to be a
slouken@113
   436
 *  basic effect for simple "3D" games.
slouken@113
   437
 *
slouken@113
   438
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
slouken@113
   439
 *  the distance attenuation will be done to the final mixed stream before
slouken@113
   440
 *  passing it on to the audio device.
slouken@113
   441
 *
slouken@113
   442
 * This uses the Mix_RegisterEffect() API internally.
slouken@113
   443
 *
slouken@113
   444
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
slouken@113
   445
 *  nonzero if position effect is enabled.
slouken@113
   446
 *  Error messages can be retrieved from Mix_GetError().
slouken@113
   447
 */
slouken@165
   448
extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance);
slouken@113
   449
slouken@113
   450
slouken@113
   451
/*
slouken@113
   452
 * !!! FIXME : Haven't implemented, since the effect goes past the
slouken@113
   453
 *              end of the sound buffer. Will have to think about this.
slouken@113
   454
 *               --ryan.
slouken@113
   455
 */
slouken@113
   456
#if 0
slouken@113
   457
/* Causes an echo effect to be mixed into a sound. (echo) is the amount
slouken@113
   458
 *  of echo to mix. 0 is no echo, 255 is infinite (and probably not
slouken@113
   459
 *  what you want).
slouken@113
   460
 *
slouken@113
   461
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
slouken@113
   462
 *  the reverbing will be done to the final mixed stream before passing it on
slouken@113
   463
 *  to the audio device.
slouken@113
   464
 *
slouken@113
   465
 * This uses the Mix_RegisterEffect() API internally. If you specify an echo
slouken@113
   466
 *  of zero, the effect is unregistered, as the data is already in that state.
slouken@113
   467
 *
slouken@113
   468
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
slouken@113
   469
 *  nonzero if reversing effect is enabled.
slouken@113
   470
 *  Error messages can be retrieved from Mix_GetError().
slouken@113
   471
 */
slouken@165
   472
extern no_parse_DECLSPEC int SDLCALL Mix_SetReverb(int channel, Uint8 echo);
slouken@113
   473
#endif
slouken@113
   474
slouken@113
   475
/* Causes a channel to reverse its stereo. This is handy if the user has his
slouken@113
   476
 *  speakers hooked up backwards, or you would like to have a minor bit of
slouken@113
   477
 *  psychedelia in your sound code.  :)  Calling this function with (flip)
slouken@113
   478
 *  set to non-zero reverses the chunks's usual channels. If (flip) is zero,
slouken@113
   479
 *  the effect is unregistered.
slouken@113
   480
 *
slouken@113
   481
 * This uses the Mix_RegisterEffect() API internally, and thus is probably
slouken@113
   482
 *  more CPU intensive than having the user just plug in his speakers
slouken@113
   483
 *  correctly. Mix_SetReverseStereo() returns without registering the effect
slouken@113
   484
 *  function if the audio device is not configured for stereo output.
slouken@113
   485
 *
slouken@113
   486
 * If you specify MIX_CHANNEL_POST for (channel), then this the effect is used
slouken@113
   487
 *  on the final mixed stream before sending it on to the audio device (a
slouken@113
   488
 *  posteffect).
slouken@113
   489
 *
slouken@113
   490
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
slouken@113
   491
 *  nonzero if reversing effect is enabled. Note that an audio device in mono
slouken@113
   492
 *  mode is a no-op, but this call will return successful in that case.
slouken@113
   493
 *  Error messages can be retrieved from Mix_GetError().
slouken@113
   494
 */
slouken@165
   495
extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip);
slouken@113
   496
slouken@113
   497
/* end of effects API. --ryan. */
slouken@113
   498
slouken@113
   499
slouken@34
   500
/* Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate
slouken@34
   501
   them dynamically to the next sample if requested with a -1 value below.
slouken@34
   502
   Returns the number of reserved channels.
slouken@34
   503
 */
slouken@165
   504
extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num);
slouken@34
   505
slouken@34
   506
/* Channel grouping functions */
slouken@34
   507
slouken@34
   508
/* Attach a tag to a channel. A tag can be assigned to several mixer
slouken@34
   509
   channels, to form groups of channels.
slouken@34
   510
   If 'tag' is -1, the tag is removed (actually -1 is the tag used to
slouken@34
   511
   represent the group of all the channels).
slouken@34
   512
   Returns true if everything was OK.
slouken@34
   513
 */
slouken@165
   514
extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag);
slouken@34
   515
/* Assign several consecutive channels to a group */
slouken@165
   516
extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag);
slouken@136
   517
/* Finds the first available channel in a group of channels,
slouken@136
   518
   returning -1 if none are available.
slouken@136
   519
 */
slouken@165
   520
extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag);
slouken@34
   521
/* Returns the number of channels in a group. This is also a subtle
slouken@34
   522
   way to get the total number of channels when 'tag' is -1
slouken@34
   523
 */
slouken@165
   524
extern DECLSPEC int SDLCALL Mix_GroupCount(int tag);
slouken@34
   525
/* Finds the "oldest" sample playing in a group of channels */
slouken@165
   526
extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag);
slouken@34
   527
/* Finds the "most recent" (i.e. last) sample playing in a group of channels */
slouken@165
   528
extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag);
slouken@34
   529
slouken@34
   530
/* Play an audio chunk on a specific channel.
slouken@34
   531
   If the specified channel is -1, play on the first free channel.
slouken@34
   532
   If 'loops' is greater than zero, loop the sound that many times.
slouken@34
   533
   If 'loops' is -1, loop inifinitely (~65000 times).
slouken@34
   534
   Returns which channel was used to play the sound.
slouken@34
   535
*/
slouken@34
   536
#define Mix_PlayChannel(channel,chunk,loops) Mix_PlayChannelTimed(channel,chunk,loops,-1)
slouken@34
   537
/* The same as above, but the sound is played at most 'ticks' milliseconds */
slouken@165
   538
extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks);
slouken@165
   539
extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);
slouken@34
   540
slouken@34
   541
/* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */
slouken@165
   542
extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms);
slouken@165
   543
extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position);
slouken@34
   544
#define Mix_FadeInChannel(channel,chunk,loops,ms) Mix_FadeInChannelTimed(channel,chunk,loops,ms,-1)
slouken@165
   545
extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);
slouken@34
   546
slouken@34
   547
/* Set the volume in the range of 0-128 of a specific channel or chunk.
slouken@34
   548
   If the specified channel is -1, set volume for all channels.
slouken@34
   549
   Returns the original volume.
slouken@34
   550
   If the specified volume is -1, just return the current volume.
slouken@34
   551
*/
slouken@165
   552
extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume);
slouken@165
   553
extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume);
slouken@165
   554
extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume);
slouken@34
   555
slouken@34
   556
/* Halt playing of a particular channel */
slouken@165
   557
extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel);
slouken@165
   558
extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag);
slouken@165
   559
extern DECLSPEC int SDLCALL Mix_HaltMusic(void);
slouken@34
   560
slouken@34
   561
/* Change the expiration delay for a particular channel.
slouken@34
   562
   The sample will stop playing after the 'ticks' milliseconds have elapsed,
slouken@34
   563
   or remove the expiration if 'ticks' is -1
slouken@34
   564
*/
slouken@165
   565
extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks);
slouken@34
   566
slouken@34
   567
/* Halt a channel, fading it out progressively till it's silent
slouken@34
   568
   The ms parameter indicates the number of milliseconds the fading
slouken@34
   569
   will take.
slouken@34
   570
 */
slouken@165
   571
extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms);
slouken@165
   572
extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms);
slouken@165
   573
extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms);
slouken@34
   574
slouken@34
   575
/* Query the fading status of a channel */
slouken@165
   576
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void);
slouken@165
   577
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which);
slouken@34
   578
slouken@34
   579
/* Pause/Resume a particular channel */
slouken@165
   580
extern DECLSPEC void SDLCALL Mix_Pause(int channel);
slouken@165
   581
extern DECLSPEC void SDLCALL Mix_Resume(int channel);
slouken@167
   582
extern DECLSPEC int SDLCALL Mix_Paused(int channel);
slouken@34
   583
slouken@34
   584
/* Pause/Resume the music stream */
slouken@165
   585
extern DECLSPEC void SDLCALL Mix_PauseMusic(void);
slouken@165
   586
extern DECLSPEC void SDLCALL Mix_ResumeMusic(void);
slouken@165
   587
extern DECLSPEC void SDLCALL Mix_RewindMusic(void);
slouken@167
   588
extern DECLSPEC int SDLCALL Mix_PausedMusic(void);
slouken@34
   589
slouken@154
   590
/* Set the current position in the music stream.
slouken@154
   591
   This returns 0 if successful, or -1 if it failed or isn't implemented.
slouken@155
   592
   This function is only implemented for MOD music formats (set pattern
slouken@481
   593
   order number) and for OGG, FLAC, MP3_MAD, and MODPLUG music (set 
slouken@481
   594
   position in seconds), at the moment.
slouken@154
   595
*/
slouken@165
   596
extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position);
slouken@154
   597
slouken@34
   598
/* Check the status of a specific channel.
slouken@34
   599
   If the specified channel is -1, check all channels.
slouken@34
   600
*/
slouken@165
   601
extern DECLSPEC int SDLCALL Mix_Playing(int channel);
slouken@165
   602
extern DECLSPEC int SDLCALL Mix_PlayingMusic(void);
slouken@34
   603
slouken@34
   604
/* Stop music and set external music playback command */
slouken@165
   605
extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command);
slouken@34
   606
slouken@154
   607
/* Synchro value is set by MikMod from modules while playing */
slouken@165
   608
extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value);
slouken@165
   609
extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void);
slouken@154
   610
chewi@506
   611
/* Set/Get/Iterate SoundFonts paths to use by supported MIDI backends */
chewi@506
   612
extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths);
dimitris@508
   613
extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void);
chewi@506
   614
extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (*function)(const char*, void*), void *data);
chewi@506
   615
slouken@92
   616
/* Get the Mix_Chunk currently associated with a mixer channel
slouken@92
   617
    Returns NULL if it's an invalid channel, or there's no chunk associated.
slouken@92
   618
*/
slouken@165
   619
extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel);
slouken@92
   620
slouken@34
   621
/* Close the mixer, halting all playing audio */
slouken@165
   622
extern DECLSPEC void SDLCALL Mix_CloseAudio(void);
slouken@34
   623
slouken@34
   624
/* We'll use SDL for reporting errors */
slouken@34
   625
#define Mix_SetError	SDL_SetError
slouken@34
   626
#define Mix_GetError	SDL_GetError
slouken@34
   627
slouken@34
   628
/* Ends C function definitions when using C++ */
slouken@34
   629
#ifdef __cplusplus
slouken@78
   630
}
slouken@34
   631
#endif
slouken@40
   632
#include "close_code.h"
slouken@34
   633
slouken@229
   634
#endif /* _SDL_MIXER_H */