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SDL_mixer.h

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SDL_mixer: An audio mixer library based on the SDL library
Copyright (C) 1997, 1998, 1999, 2000, 2001 Sam Lantinga
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Sam Lantinga
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slouken@libsdl.org
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/* $Id$ */
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#ifndef _MIXER_H_
#define _MIXER_H_
#include "SDL_types.h"
#include "SDL_rwops.h"
#include "SDL_audio.h"
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#include "SDL_byteorder.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++ */
#ifdef __cplusplus
extern "C" {
#endif
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/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
*/
#define MIX_MAJOR_VERSION 1
#define MIX_MINOR_VERSION 2
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#define MIX_PATCHLEVEL 4
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/* This macro can be used to fill a version structure with the compile-time
* version of the SDL_mixer library.
*/
#define MIX_VERSION(X) \
{ \
(X)->major = MIX_MAJOR_VERSION; \
(X)->minor = MIX_MINOR_VERSION; \
(X)->patch = MIX_PATCHLEVEL; \
}
/* This function gets the version of the dynamically linked SDL_mixer library.
it should NOT be used to fill a version structure, instead you should
use the MIX_VERSION() macro.
*/
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extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void);
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/* The default mixer has 8 simultaneous mixing channels */
#ifndef MIX_CHANNELS
#define MIX_CHANNELS 8
#endif
/* Good default values for a PC soundcard */
#define MIX_DEFAULT_FREQUENCY 22050
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define MIX_DEFAULT_FORMAT AUDIO_S16LSB
#else
#define MIX_DEFAULT_FORMAT AUDIO_S16MSB
#endif
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#define MIX_DEFAULT_CHANNELS 2
#define MIX_MAX_VOLUME 128 /* Volume of a chunk */
/* The internal format for an audio chunk */
typedef struct {
int allocated;
Uint8 *abuf;
Uint32 alen;
Uint8 volume; /* Per-sample volume, 0-128 */
} Mix_Chunk;
/* The different fading types supported */
typedef enum {
MIX_NO_FADING,
MIX_FADING_OUT,
MIX_FADING_IN
} Mix_Fading;
/* The internal format for a music chunk interpreted via mikmod */
typedef struct _Mix_Music Mix_Music;
/* 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);
/* Dynamically change the number of channels managed by the mixer.
If decreasing the number of channels, the upper channels are
stopped.
This function returns the new number of allocated channels.
*/
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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.
This function returns 1 if the audio has been opened, 0 otherwise.
*/
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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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#if 0 /* This hasn't been hooked into music.c yet */
/* Load a music file from an SDL_RWop object (MikMod-specific currently)
Matt Campbell (matt@campbellhome.dhs.org) April 2000 */
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extern no_parse_DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *rw);
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#endif
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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 */
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);
extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music);
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/* Set a function that is called after all mixing is performed.
This can be used to provide real-time visual display of the audio stream
or add a custom mixer filter for the stream data.
*/
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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);
/* Add your own music player or additional mixer function.
If 'mix_func' is NULL, the default music player is re-enabled.
*/
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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.
This callback is only called if the music finishes naturally.
*/
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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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/*
* Add your own callback when a channel has finished playing. NULL
* to disable callback. The callback may be called from the mixer's audio
* callback or it could be called as a result of Mix_HaltChannel(), etc.
* do not call SDL_LockAudio() from this callback; you will either be
* inside the audio callback, or SDL_mixer will explicitly lock the audio
* 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@linuxgames.com) */
#define MIX_CHANNEL_POST -2
/* This is the format of a special effect callback:
*
* myeffect(int chan, void *stream, int len, void *udata);
*
* (chan) is the channel number that your effect is affecting. (stream) is
* the buffer of data to work upon. (len) is the size of (stream), and
* (udata) is a user-defined bit of data, which you pass as the last arg of
* Mix_RegisterEffect(), and is passed back unmolested to your callback.
* Your effect changes the contents of (stream) based on whatever parameters
* are significant, or just leaves it be, if you prefer. You can do whatever
* you like to the buffer, though, and it will continue in its changed state
* down the mixing pipeline, through any other effect functions, then finally
* to be mixed with the rest of the channels and music for the final output
* stream.
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*
* DO NOT EVER call SDL_LockAudio() from your callback function!
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*/
typedef void (*Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata);
/*
* This is a callback that signifies that a channel has finished all its
* loops and has completed playback. This gets called if the buffer
* plays out normally, or if you call Mix_HaltChannel(), implicitly stop
* a channel via Mix_AllocateChannels(), or unregister a callback while
* it's still playing.
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*
* DO NOT EVER call SDL_LockAudio() from your callback function!
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*/
typedef void (*Mix_EffectDone_t)(int chan, void *udata);
/* Register a special effect function. At mixing time, the channel data is
* copied into a buffer and passed through each registered effect function.
* After it passes through all the functions, it is mixed into the final
* output stream. The copy to buffer is performed once, then each effect
* function performs on the output of the previous effect. Understand that
* this extra copy to a buffer is not performed if there are no effects
* registered for a given chunk, which saves CPU cycles, and any given
* effect will be extra cycles, too, so it is crucial that your code run
* fast. Also note that the data that your function is given is in the
* format of the sound device, and not the format you gave to Mix_OpenAudio(),
* although they may in reality be the same. This is an unfortunate but
* necessary speed concern. Use Mix_QuerySpec() to determine if you can
* handle the data before you register your effect, and take appropriate
* actions.
* You may also specify a callback (Mix_EffectDone_t) that is called when
* the channel finishes playing. This gives you a more fine-grained control
* than Mix_ChannelFinished(), in case you need to free effect-specific
* resources, etc. If you don't need this, you can specify NULL.
* You may set the callbacks before or after calling Mix_PlayChannel().
* Things like Mix_SetPanning() are just internal special effect functions,
* so if you are using that, you've already incurred the overhead of a copy
* to a separate buffer, and that these effects will be in the queue with
* any functions you've registered. The list of registered effects for a
* channel is reset when a chunk finishes playing, so you need to explicitly
* set them with each call to Mix_PlayChannel*().
* You may also register a special effect function that is to be run after
* final mixing occurs. The rules for these callbacks are identical to those
* in Mix_RegisterEffect, but they are run after all the channels and the
* music have been mixed into a single stream, whereas channel-specific
* effects run on a given channel before any other mixing occurs. These
* global effect callbacks are call "posteffects". Posteffects only have
* their Mix_EffectDone_t function called when they are unregistered (since
* the main output stream is never "done" in the same sense as a channel).
* You must unregister them manually when you've had enough. Your callback
* will be told that the channel being mixed is (MIX_CHANNEL_POST) if the
* processing is considered a posteffect.
*
* After all these effects have finished processing, the callback registered
* through Mix_SetPostMix() runs, and then the stream goes to the audio
* device.
*
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* DO NOT EVER call SDL_LockAudio() from your callback function!
*
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* returns zero if error (no such channel), nonzero if added.
* Error messages can be retrieved from Mix_GetError().
*/
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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
* effect from processing in the middle of a chunk's playback.
* Posteffects are never implicitly unregistered as they are for channels,
* but they may be explicitly unregistered through this function by
* specifying MIX_CHANNEL_POST for a channel.
* returns zero if error (no such channel or effect), nonzero if removed.
* Error messages can be retrieved from Mix_GetError().
*/
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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
* effects from processing in the middle of a chunk's playback. Note that
* this will also shut off some internal effect processing, since
* Mix_SetPanning() and others may use this API under the hood. This is
* called internally when a channel completes playback.
* Posteffects are never implicitly unregistered as they are for channels,
* but they may be explicitly unregistered through this function by
* specifying MIX_CHANNEL_POST for a channel.
* returns zero if error (no such channel), nonzero if all effects removed.
* Error messages can be retrieved from Mix_GetError().
*/
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extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel);
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#define MIX_EFFECTSMAXSPEED "MIX_EFFECTSMAXSPEED"
/*
* These are the internally-defined mixing effects. They use the same API that
* effects defined in the application use, but are provided here as a
* convenience. Some effects can reduce their quality or use more memory in
* the name of speed; to enable this, make sure the environment variable
* MIX_EFFECTSMAXSPEED (see above) is defined before you call
* Mix_OpenAudio().
*/
/* Set the panning of a channel. The left and right channels are specified
* as integers between 0 and 255, quietest to loudest, respectively.
*
* Technically, this is just individual volume control for a sample with
* two (stereo) channels, so it can be used for more than just panning.
* If you want real panning, call it like this:
*
* Mix_SetPanning(channel, left, 255 - left);
*
* ...which isn't so hard.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the panning will be done to the final mixed stream before passing it on
* to the audio device.
*
* This uses the Mix_RegisterEffect() API internally, and returns without
* registering the effect function if the audio device is not configured
* for stereo output. Setting both (left) and (right) to 255 causes this
* effect to be unregistered, since that is the data's normal state.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if panning effect enabled. Note that an audio device in mono
* mode is a no-op, but this call will return successful in that case.
* Error messages can be retrieved from Mix_GetError().
*/
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extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right);
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/* Set the position of a channel. (angle) is an integer from 0 to 360, that
* specifies the location of the sound in relation to the listener. (angle)
* will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260).
* Angle 0 is due north, and rotates clockwise as the value increases.
* For efficiency, the precision of this effect may be limited (angles 1
* through 7 might all produce the same effect, 8 through 15 are equal, etc).
* (distance) is an integer between 0 and 255 that specifies the space
* between the sound and the listener. The larger the number, the further
* away the sound is. Using 255 does not guarantee that the channel will be
* culled from the mixing process or be completely silent. For efficiency,
* the precision of this effect may be limited (distance 0 through 5 might
* all produce the same effect, 6 through 10 are equal, etc). Setting (angle)
* and (distance) to 0 unregisters this effect, since the data would be
* unchanged.
*
* If you need more precise positional audio, consider using OpenAL for
* spatialized effects instead of SDL_mixer. This is only meant to be a
* basic effect for simple "3D" games.
*
* If the audio device is configured for mono output, then you won't get
* any effectiveness from the angle; however, distance attenuation on the
* channel will still occur. While this effect will function with stereo
* voices, it makes more sense to use voices with only one channel of sound,
* so when they are mixed through this effect, the positioning will sound
* correct. You can convert them to mono through SDL before giving them to
* the mixer in the first place if you like.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the positioning will be done to the final mixed stream before passing it
* on to the audio device.
*
* This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning().
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if position effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
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extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance);
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/* Set the "distance" of a channel. (distance) is an integer from 0 to 255
* that specifies the location of the sound in relation to the listener.
* Distance 0 is overlapping the listener, and 255 is as far away as possible
* A distance of 255 does not guarantee silence; in such a case, you might
* want to try changing the chunk's volume, or just cull the sample from the
* mixing process with Mix_HaltChannel().
* For efficiency, the precision of this effect may be limited (distances 1
* through 7 might all produce the same effect, 8 through 15 are equal, etc).
* (distance) is an integer between 0 and 255 that specifies the space
* between the sound and the listener. The larger the number, the further
* away the sound is.
* Setting (distance) to 0 unregisters this effect, since the data would be
* unchanged.
* If you need more precise positional audio, consider using OpenAL for
* spatialized effects instead of SDL_mixer. This is only meant to be a
* basic effect for simple "3D" games.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the distance attenuation will be done to the final mixed stream before
* passing it on to the audio device.
*
* This uses the Mix_RegisterEffect() API internally.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if position effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
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extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance);
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/*
* !!! FIXME : Haven't implemented, since the effect goes past the
* end of the sound buffer. Will have to think about this.
* --ryan.
*/
#if 0
/* Causes an echo effect to be mixed into a sound. (echo) is the amount
* of echo to mix. 0 is no echo, 255 is infinite (and probably not
* what you want).
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the reverbing will be done to the final mixed stream before passing it on
* to the audio device.
*
* This uses the Mix_RegisterEffect() API internally. If you specify an echo
* of zero, the effect is unregistered, as the data is already in that state.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if reversing effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
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extern no_parse_DECLSPEC int SDLCALL Mix_SetReverb(int channel, Uint8 echo);
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#endif
/* Causes a channel to reverse its stereo. This is handy if the user has his
* speakers hooked up backwards, or you would like to have a minor bit of
* psychedelia in your sound code. :) Calling this function with (flip)
* set to non-zero reverses the chunks's usual channels. If (flip) is zero,
* the effect is unregistered.
*
* This uses the Mix_RegisterEffect() API internally, and thus is probably
* more CPU intensive than having the user just plug in his speakers
* correctly. Mix_SetReverseStereo() returns without registering the effect
* function if the audio device is not configured for stereo output.
*
* If you specify MIX_CHANNEL_POST for (channel), then this the effect is used
* on the final mixed stream before sending it on to the audio device (a
* posteffect).
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if reversing effect is enabled. Note that an audio device in mono
* mode is a no-op, but this call will return successful in that case.
* Error messages can be retrieved from Mix_GetError().
*/
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extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip);
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/* end of effects API. --ryan. */
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/* Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate
them dynamically to the next sample if requested with a -1 value below.
Returns the number of reserved channels.
*/
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extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num);
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/* Channel grouping functions */
/* Attach a tag to a channel. A tag can be assigned to several mixer
channels, to form groups of channels.
If 'tag' is -1, the tag is removed (actually -1 is the tag used to
represent the group of all the channels).
Returns true if everything was OK.
*/
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extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag);
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/* Assign several consecutive channels to a group */
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extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag);
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/* Finds the first available channel in a group of channels,
returning -1 if none are available.
*/
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extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag);
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/* Returns the number of channels in a group. This is also a subtle
way to get the total number of channels when 'tag' is -1
*/
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extern DECLSPEC int SDLCALL Mix_GroupCount(int tag);
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/* Finds the "oldest" sample playing in a group of channels */
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extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag);
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/* Finds the "most recent" (i.e. last) sample playing in a group of channels */
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extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag);
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/* Play an audio chunk on a specific channel.
If the specified channel is -1, play on the first free channel.
If 'loops' is greater than zero, loop the sound that many times.
If 'loops' is -1, loop inifinitely (~65000 times).
Returns which channel was used to play the sound.
*/
#define Mix_PlayChannel(channel,chunk,loops) Mix_PlayChannelTimed(channel,chunk,loops,-1)
/* The same as above, but the sound is played at most 'ticks' milliseconds */
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extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks);
extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);
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/* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */
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extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms);
extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position);
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#define Mix_FadeInChannel(channel,chunk,loops,ms) Mix_FadeInChannelTimed(channel,chunk,loops,ms,-1)
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extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);
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/* Set the volume in the range of 0-128 of a specific channel or chunk.
If the specified channel is -1, set volume for all channels.
Returns the original volume.
If the specified volume is -1, just return the current volume.
*/
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extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume);
extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume);
extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume);
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/* Halt playing of a particular channel */
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extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel);
extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag);
extern DECLSPEC int SDLCALL Mix_HaltMusic(void);
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/* Change the expiration delay for a particular channel.
The sample will stop playing after the 'ticks' milliseconds have elapsed,
or remove the expiration if 'ticks' is -1
*/
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extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks);
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/* Halt a channel, fading it out progressively till it's silent
The ms parameter indicates the number of milliseconds the fading
will take.
*/
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extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms);
extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms);
extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms);
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/* Query the fading status of a channel */
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extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void);
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which);
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/* Pause/Resume a particular channel */
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extern DECLSPEC void SDLCALL Mix_Pause(int channel);
extern DECLSPEC void SDLCALL Mix_Resume(int channel);
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extern DECLSPEC int SDLCALL Mix_Paused(int channel);
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/* Pause/Resume the music stream */
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extern DECLSPEC void SDLCALL Mix_PauseMusic(void);
extern DECLSPEC void SDLCALL Mix_ResumeMusic(void);
extern DECLSPEC void SDLCALL Mix_RewindMusic(void);
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extern DECLSPEC int SDLCALL Mix_PausedMusic(void);
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/* Set the current position in the music stream.
This returns 0 if successful, or -1 if it failed or isn't implemented.
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This function is only implemented for MOD music formats (set pattern
order number) and for OGG music (set position in seconds), at the
moment.
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*/
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extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position);
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/* Check the status of a specific channel.
If the specified channel is -1, check all channels.
*/
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extern DECLSPEC int SDLCALL Mix_Playing(int channel);
extern DECLSPEC int SDLCALL Mix_PlayingMusic(void);
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/* Stop music and set external music playback command */
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extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command);
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/* Synchro value is set by MikMod from modules while playing */
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extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value);
extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void);
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/* Get the Mix_Chunk currently associated with a mixer channel
Returns NULL if it's an invalid channel, or there's no chunk associated.
*/
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extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel);
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/* Close the mixer, halting all playing audio */
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extern DECLSPEC void SDLCALL Mix_CloseAudio(void);
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/* We'll use SDL for reporting errors */
#define Mix_SetError SDL_SetError
#define Mix_GetError SDL_GetError
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
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}
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#endif
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#include "close_code.h"
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#endif /* _MIXER_H_ */
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/* end of SDL_mixer.h ... */