slouken@0
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/*
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slouken@5535
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 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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/**
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* \file SDL_audio.h
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*
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* Access to the raw audio mixing buffer for the SDL library.
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*/
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#ifndef _SDL_audio_h
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#define _SDL_audio_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_endian.h"
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#include "SDL_mutex.h"
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#include "SDL_thread.h"
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#include "SDL_rwops.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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/**
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* \brief Audio format flags.
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*
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* These are what the 16 bits in SDL_AudioFormat currently mean...
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* (Unspecified bits are always zero).
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*
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* \verbatim
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++-----------------------sample is signed if set
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||
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|| ++-----------sample is bigendian if set
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|| ||
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|| || ++---sample is float if set
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|| || ||
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|| || || +---sample bit size---+
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|| || || | |
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15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
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\endverbatim
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*
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* There are macros in SDL 2.0 and later to query these bits.
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*/
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typedef Uint16 SDL_AudioFormat;
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/**
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* \name Audio flags
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*/
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/* @{ */
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#define SDL_AUDIO_MASK_BITSIZE (0xFF)
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#define SDL_AUDIO_MASK_DATATYPE (1<<8)
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#define SDL_AUDIO_MASK_ENDIAN (1<<12)
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#define SDL_AUDIO_MASK_SIGNED (1<<15)
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#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
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#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
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#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
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#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
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#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
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#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
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#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
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/**
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* \name Audio format flags
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*
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* Defaults to LSB byte order.
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*/
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/* @{ */
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#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
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#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
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#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
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#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
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#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
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#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
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#define AUDIO_U16 AUDIO_U16LSB
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#define AUDIO_S16 AUDIO_S16LSB
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/* @} */
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/**
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* \name int32 support
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*/
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/* @{ */
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#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
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#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
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#define AUDIO_S32 AUDIO_S32LSB
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/* @} */
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/**
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* \name float32 support
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*/
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/* @{ */
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#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
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#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
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#define AUDIO_F32 AUDIO_F32LSB
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/* @} */
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/**
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* \name Native audio byte ordering
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*/
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/* @{ */
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define AUDIO_U16SYS AUDIO_U16LSB
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#define AUDIO_S16SYS AUDIO_S16LSB
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#define AUDIO_S32SYS AUDIO_S32LSB
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#define AUDIO_F32SYS AUDIO_F32LSB
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#else
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#define AUDIO_U16SYS AUDIO_U16MSB
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#define AUDIO_S16SYS AUDIO_S16MSB
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#define AUDIO_S32SYS AUDIO_S32MSB
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#define AUDIO_F32SYS AUDIO_F32MSB
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#endif
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/* @} */
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/**
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* \name Allow change flags
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*
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* Which audio format changes are allowed when opening a device.
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*/
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/* @{ */
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#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
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#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
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#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
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#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
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/* @} */
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/* @} *//* Audio flags */
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/**
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* This function is called when the audio device needs more data.
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*
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* \param userdata An application-specific parameter saved in
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* the SDL_AudioSpec structure
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* \param stream A pointer to the audio data buffer.
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* \param len The length of that buffer in bytes.
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*
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* Once the callback returns, the buffer will no longer be valid.
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* Stereo samples are stored in a LRLRLR ordering.
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*
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* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
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* you like. Just open your audio device with a NULL callback.
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*/
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typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
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int len);
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/**
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* The calculated values in this structure are calculated by SDL_OpenAudio().
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*/
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typedef struct SDL_AudioSpec
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{
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int freq; /**< DSP frequency -- samples per second */
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SDL_AudioFormat format; /**< Audio data format */
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Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
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Uint8 silence; /**< Audio buffer silence value (calculated) */
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Uint16 samples; /**< Audio buffer size in samples (power of 2) */
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Uint16 padding; /**< Necessary for some compile environments */
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Uint32 size; /**< Audio buffer size in bytes (calculated) */
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SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
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void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
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} SDL_AudioSpec;
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struct SDL_AudioCVT;
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typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
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SDL_AudioFormat format);
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/**
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* A structure to hold a set of audio conversion filters and buffers.
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*/
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#ifdef __GNUC__
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/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
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pad it out to 88 bytes to guarantee ABI compatibility between compilers.
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vvv
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The next time we rev the ABI, make sure to size the ints and add padding.
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*/
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#define SDL_AUDIOCVT_PACKED __attribute__((packed))
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#else
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#define SDL_AUDIOCVT_PACKED
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#endif
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/* */
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typedef struct SDL_AudioCVT
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{
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int needed; /**< Set to 1 if conversion possible */
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slouken@3407
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SDL_AudioFormat src_format; /**< Source audio format */
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SDL_AudioFormat dst_format; /**< Target audio format */
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double rate_incr; /**< Rate conversion increment */
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Uint8 *buf; /**< Buffer to hold entire audio data */
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int len; /**< Length of original audio buffer */
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int len_cvt; /**< Length of converted audio buffer */
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int len_mult; /**< buffer must be len*len_mult big */
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double len_ratio; /**< Given len, final size is len*len_ratio */
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SDL_AudioFilter filters[10]; /**< Filter list */
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int filter_index; /**< Current audio conversion function */
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slouken@7546
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} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
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slouken@0
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slouken@0
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slouken@0
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/* Function prototypes */
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slouken@0
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slouken@3407
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/**
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slouken@3407
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* \name Driver discovery functions
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slouken@7191
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*
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slouken@3407
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* These functions return the list of built in audio drivers, in the
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slouken@3407
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* order that they are normally initialized by default.
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*/
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gabomdq@7678
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/* @{ */
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slouken@1895
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extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
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slouken@1895
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extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
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gabomdq@7678
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/* @} */
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slouken@1895
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slouken@3407
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/**
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slouken@3407
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* \name Initialization and cleanup
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slouken@7191
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*
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slouken@3407
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* \internal These functions are used internally, and should not be used unless
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slouken@7191
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* you have a specific need to specify the audio driver you want to
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slouken@3407
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* use. You should normally use SDL_Init() or SDL_InitSubSystem().
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slouken@0
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*/
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gabomdq@7678
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/* @{ */
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slouken@337
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extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
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slouken@337
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extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
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gabomdq@7678
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/* @} */
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slouken@0
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slouken@3407
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/**
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slouken@3407
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* This function returns the name of the current audio driver, or NULL
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slouken@3407
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* if no driver has been initialized.
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slouken@0
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*/
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slouken@1895
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extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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slouken@0
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slouken@3407
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/**
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slouken@3407
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* This function opens the audio device with the desired parameters, and
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slouken@3407
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* returns 0 if successful, placing the actual hardware parameters in the
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slouken@3407
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* structure pointed to by \c obtained. If \c obtained is NULL, the audio
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slouken@3407
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* data passed to the callback function will be guaranteed to be in the
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slouken@3407
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* requested format, and will be automatically converted to the hardware
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slouken@7191
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* audio format if necessary. This function returns -1 if it failed
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slouken@3407
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* to open the audio device, or couldn't set up the audio thread.
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slouken@7191
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*
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slouken@3407
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* When filling in the desired audio spec structure,
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slouken@3407
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* - \c desired->freq should be the desired audio frequency in samples-per-
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slouken@3407
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* second.
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slouken@3407
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* - \c desired->format should be the desired audio format.
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slouken@7191
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* - \c desired->samples is the desired size of the audio buffer, in
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slouken@7191
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* samples. This number should be a power of two, and may be adjusted by
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slouken@3407
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* the audio driver to a value more suitable for the hardware. Good values
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slouken@7191
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* seem to range between 512 and 8096 inclusive, depending on the
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slouken@7191
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* application and CPU speed. Smaller values yield faster response time,
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slouken@7191
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* but can lead to underflow if the application is doing heavy processing
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slouken@7191
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* and cannot fill the audio buffer in time. A stereo sample consists of
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slouken@3407
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* both right and left channels in LR ordering.
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slouken@3407
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* Note that the number of samples is directly related to time by the
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slouken@3407
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* following formula: \code ms = (samples*1000)/freq \endcode
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slouken@3407
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* - \c desired->size is the size in bytes of the audio buffer, and is
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slouken@3407
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* calculated by SDL_OpenAudio().
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slouken@3407
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* - \c desired->silence is the value used to set the buffer to silence,
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slouken@3407
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* and is calculated by SDL_OpenAudio().
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slouken@3407
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* - \c desired->callback should be set to a function that will be called
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slouken@3407
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* when the audio device is ready for more data. It is passed a pointer
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slouken@3407
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* to the audio buffer, and the length in bytes of the audio buffer.
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slouken@3407
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* This function usually runs in a separate thread, and so you should
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slouken@3407
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* protect data structures that it accesses by calling SDL_LockAudio()
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icculus@9012
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* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
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icculus@9012
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280 |
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
|
icculus@9012
|
281 |
* more audio samples to be played.
|
slouken@3407
|
282 |
* - \c desired->userdata is passed as the first parameter to your callback
|
icculus@9012
|
283 |
* function. If you passed a NULL callback, this value is ignored.
|
slouken@7191
|
284 |
*
|
slouken@3407
|
285 |
* The audio device starts out playing silence when it's opened, and should
|
slouken@3407
|
286 |
* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
|
slouken@3407
|
287 |
* for your audio callback function to be called. Since the audio driver
|
slouken@3407
|
288 |
* may modify the requested size of the audio buffer, you should allocate
|
slouken@3407
|
289 |
* any local mixing buffers after you open the audio device.
|
slouken@0
|
290 |
*/
|
slouken@2866
|
291 |
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
|
slouken@1895
|
292 |
SDL_AudioSpec * obtained);
|
slouken@0
|
293 |
|
slouken@3407
|
294 |
/**
|
slouken@3407
|
295 |
* SDL Audio Device IDs.
|
slouken@7191
|
296 |
*
|
slouken@3407
|
297 |
* A successful call to SDL_OpenAudio() is always device id 1, and legacy
|
icculus@1964
|
298 |
* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
|
icculus@1964
|
299 |
* always returns devices >= 2 on success. The legacy calls are good both
|
icculus@1964
|
300 |
* for backwards compatibility and when you don't care about multiple,
|
icculus@1964
|
301 |
* specific, or capture devices.
|
icculus@1964
|
302 |
*/
|
icculus@1964
|
303 |
typedef Uint32 SDL_AudioDeviceID;
|
icculus@1964
|
304 |
|
slouken@3407
|
305 |
/**
|
slouken@3407
|
306 |
* Get the number of available devices exposed by the current driver.
|
icculus@1964
|
307 |
* Only valid after a successfully initializing the audio subsystem.
|
icculus@2049
|
308 |
* Returns -1 if an explicit list of devices can't be determined; this is
|
icculus@2049
|
309 |
* not an error. For example, if SDL is set up to talk to a remote audio
|
icculus@2049
|
310 |
* server, it can't list every one available on the Internet, but it will
|
icculus@2049
|
311 |
* still allow a specific host to be specified to SDL_OpenAudioDevice().
|
slouken@7191
|
312 |
*
|
slouken@3407
|
313 |
* In many common cases, when this function returns a value <= 0, it can still
|
icculus@2049
|
314 |
* successfully open the default device (NULL for first argument of
|
icculus@2049
|
315 |
* SDL_OpenAudioDevice()).
|
icculus@1964
|
316 |
*/
|
icculus@1964
|
317 |
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
|
icculus@1964
|
318 |
|
slouken@3407
|
319 |
/**
|
slouken@3407
|
320 |
* Get the human-readable name of a specific audio device.
|
icculus@1964
|
321 |
* Must be a value between 0 and (number of audio devices-1).
|
icculus@1964
|
322 |
* Only valid after a successfully initializing the audio subsystem.
|
icculus@2049
|
323 |
* The values returned by this function reflect the latest call to
|
icculus@2049
|
324 |
* SDL_GetNumAudioDevices(); recall that function to redetect available
|
icculus@2049
|
325 |
* hardware.
|
slouken@7191
|
326 |
*
|
slouken@3407
|
327 |
* The string returned by this function is UTF-8 encoded, read-only, and
|
icculus@2049
|
328 |
* managed internally. You are not to free it. If you need to keep the
|
icculus@2049
|
329 |
* string for any length of time, you should make your own copy of it, as it
|
icculus@2049
|
330 |
* will be invalid next time any of several other SDL functions is called.
|
icculus@1964
|
331 |
*/
|
icculus@2049
|
332 |
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
|
icculus@2049
|
333 |
int iscapture);
|
icculus@1964
|
334 |
|
icculus@1964
|
335 |
|
slouken@3407
|
336 |
/**
|
slouken@3407
|
337 |
* Open a specific audio device. Passing in a device name of NULL requests
|
icculus@2049
|
338 |
* the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
|
slouken@7191
|
339 |
*
|
slouken@3407
|
340 |
* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
|
icculus@2049
|
341 |
* some drivers allow arbitrary and driver-specific strings, such as a
|
icculus@2049
|
342 |
* hostname/IP address for a remote audio server, or a filename in the
|
icculus@2049
|
343 |
* diskaudio driver.
|
slouken@7191
|
344 |
*
|
slouken@3407
|
345 |
* \return 0 on error, a valid device ID that is >= 2 on success.
|
slouken@7191
|
346 |
*
|
icculus@2049
|
347 |
* SDL_OpenAudio(), unlike this function, always acts on device ID 1.
|
icculus@1964
|
348 |
*/
|
slouken@1967
|
349 |
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
|
slouken@1967
|
350 |
*device,
|
slouken@1967
|
351 |
int iscapture,
|
slouken@1967
|
352 |
const
|
slouken@1967
|
353 |
SDL_AudioSpec *
|
slouken@1967
|
354 |
desired,
|
slouken@1967
|
355 |
SDL_AudioSpec *
|
slouken@2866
|
356 |
obtained,
|
slouken@2866
|
357 |
int
|
slouken@2866
|
358 |
allowed_changes);
|
icculus@1964
|
359 |
|
icculus@1964
|
360 |
|
icculus@1964
|
361 |
|
slouken@3407
|
362 |
/**
|
slouken@3407
|
363 |
* \name Audio state
|
slouken@7191
|
364 |
*
|
slouken@3407
|
365 |
* Get the current audio state.
|
slouken@0
|
366 |
*/
|
gabomdq@7678
|
367 |
/* @{ */
|
slouken@1895
|
368 |
typedef enum
|
slouken@1895
|
369 |
{
|
slouken@1895
|
370 |
SDL_AUDIO_STOPPED = 0,
|
slouken@1895
|
371 |
SDL_AUDIO_PLAYING,
|
slouken@1895
|
372 |
SDL_AUDIO_PAUSED
|
slouken@3537
|
373 |
} SDL_AudioStatus;
|
slouken@3537
|
374 |
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
|
slouken@0
|
375 |
|
slouken@3537
|
376 |
extern DECLSPEC SDL_AudioStatus SDLCALL
|
slouken@1967
|
377 |
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
|
gabomdq@7678
|
378 |
/* @} *//* Audio State */
|
icculus@1964
|
379 |
|
slouken@3407
|
380 |
/**
|
slouken@3407
|
381 |
* \name Pause audio functions
|
slouken@7191
|
382 |
*
|
slouken@3407
|
383 |
* These functions pause and unpause the audio callback processing.
|
slouken@3407
|
384 |
* They should be called with a parameter of 0 after opening the audio
|
slouken@3407
|
385 |
* device to start playing sound. This is so you can safely initialize
|
slouken@3407
|
386 |
* data for your callback function after opening the audio device.
|
slouken@3407
|
387 |
* Silence will be written to the audio device during the pause.
|
slouken@0
|
388 |
*/
|
gabomdq@7678
|
389 |
/* @{ */
|
slouken@337
|
390 |
extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
|
icculus@1964
|
391 |
extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
|
icculus@1964
|
392 |
int pause_on);
|
gabomdq@7678
|
393 |
/* @} *//* Pause audio functions */
|
slouken@0
|
394 |
|
slouken@3407
|
395 |
/**
|
slouken@3407
|
396 |
* This function loads a WAVE from the data source, automatically freeing
|
slouken@3407
|
397 |
* that source if \c freesrc is non-zero. For example, to load a WAVE file,
|
slouken@3407
|
398 |
* you could do:
|
slouken@3407
|
399 |
* \code
|
slouken@7191
|
400 |
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
|
slouken@3407
|
401 |
* \endcode
|
slouken@0
|
402 |
*
|
slouken@3407
|
403 |
* If this function succeeds, it returns the given SDL_AudioSpec,
|
slouken@3407
|
404 |
* filled with the audio data format of the wave data, and sets
|
slouken@3407
|
405 |
* \c *audio_buf to a malloc()'d buffer containing the audio data,
|
slouken@3407
|
406 |
* and sets \c *audio_len to the length of that audio buffer, in bytes.
|
slouken@7191
|
407 |
* You need to free the audio buffer with SDL_FreeWAV() when you are
|
slouken@3407
|
408 |
* done with it.
|
slouken@0
|
409 |
*
|
slouken@7191
|
410 |
* This function returns NULL and sets the SDL error message if the
|
slouken@7191
|
411 |
* wave file cannot be opened, uses an unknown data format, or is
|
slouken@3407
|
412 |
* corrupt. Currently raw and MS-ADPCM WAVE files are supported.
|
slouken@0
|
413 |
*/
|
slouken@1895
|
414 |
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
|
slouken@1895
|
415 |
int freesrc,
|
slouken@1895
|
416 |
SDL_AudioSpec * spec,
|
slouken@1895
|
417 |
Uint8 ** audio_buf,
|
slouken@1895
|
418 |
Uint32 * audio_len);
|
slouken@0
|
419 |
|
slouken@7191
|
420 |
/**
|
slouken@3407
|
421 |
* Loads a WAV from a file.
|
slouken@3407
|
422 |
* Compatibility convenience function.
|
slouken@3407
|
423 |
*/
|
slouken@0
|
424 |
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
|
slouken@7191
|
425 |
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
|
slouken@0
|
426 |
|
slouken@3407
|
427 |
/**
|
slouken@3407
|
428 |
* This function frees data previously allocated with SDL_LoadWAV_RW()
|
slouken@0
|
429 |
*/
|
slouken@1895
|
430 |
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
|
slouken@0
|
431 |
|
slouken@3407
|
432 |
/**
|
slouken@3407
|
433 |
* This function takes a source format and rate and a destination format
|
slouken@3407
|
434 |
* and rate, and initializes the \c cvt structure with information needed
|
slouken@3407
|
435 |
* by SDL_ConvertAudio() to convert a buffer of audio data from one format
|
slouken@3407
|
436 |
* to the other.
|
slouken@7191
|
437 |
*
|
slouken@3407
|
438 |
* \return -1 if the format conversion is not supported, 0 if there's
|
icculus@1964
|
439 |
* no conversion needed, or 1 if the audio filter is set up.
|
slouken@0
|
440 |
*/
|
slouken@1895
|
441 |
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
|
icculus@1983
|
442 |
SDL_AudioFormat src_format,
|
slouken@1895
|
443 |
Uint8 src_channels,
|
slouken@1895
|
444 |
int src_rate,
|
icculus@1983
|
445 |
SDL_AudioFormat dst_format,
|
slouken@1895
|
446 |
Uint8 dst_channels,
|
slouken@1895
|
447 |
int dst_rate);
|
slouken@0
|
448 |
|
slouken@3407
|
449 |
/**
|
slouken@3407
|
450 |
* Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
|
slouken@3407
|
451 |
* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
|
slouken@3407
|
452 |
* audio data in the source format, this function will convert it in-place
|
slouken@3407
|
453 |
* to the desired format.
|
slouken@7191
|
454 |
*
|
slouken@3407
|
455 |
* The data conversion may expand the size of the audio data, so the buffer
|
slouken@3407
|
456 |
* \c cvt->buf should be allocated after the \c cvt structure is initialized by
|
slouken@3407
|
457 |
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
|
slouken@0
|
458 |
*/
|
slouken@1895
|
459 |
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
|
slouken@0
|
460 |
|
slouken@3407
|
461 |
#define SDL_MIX_MAXVOLUME 128
|
slouken@3407
|
462 |
/**
|
slouken@3407
|
463 |
* This takes two audio buffers of the playing audio format and mixes
|
slouken@3407
|
464 |
* them, performing addition, volume adjustment, and overflow clipping.
|
slouken@3407
|
465 |
* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
|
slouken@3407
|
466 |
* for full audio volume. Note this does not change hardware volume.
|
slouken@3407
|
467 |
* This is provided for convenience -- you can mix your own audio data.
|
slouken@0
|
468 |
*/
|
slouken@1895
|
469 |
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
|
slouken@1895
|
470 |
Uint32 len, int volume);
|
slouken@0
|
471 |
|
slouken@3407
|
472 |
/**
|
slouken@3407
|
473 |
* This works like SDL_MixAudio(), but you specify the audio format instead of
|
icculus@1964
|
474 |
* using the format of audio device 1. Thus it can be used when no audio
|
icculus@1964
|
475 |
* device is open at all.
|
icculus@1964
|
476 |
*/
|
slouken@1967
|
477 |
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
|
slouken@1967
|
478 |
const Uint8 * src,
|
icculus@1964
|
479 |
SDL_AudioFormat format,
|
icculus@1964
|
480 |
Uint32 len, int volume);
|
icculus@1964
|
481 |
|
slouken@3407
|
482 |
/**
|
icculus@9012
|
483 |
* Queue more audio on non-callback devices.
|
icculus@9012
|
484 |
*
|
icculus@9012
|
485 |
* SDL offers two ways to feed audio to the device: you can either supply a
|
icculus@9012
|
486 |
* callback that SDL triggers with some frequency to obtain more audio
|
icculus@9012
|
487 |
* (pull method), or you can supply no callback, and then SDL will expect
|
icculus@9012
|
488 |
* you to supply data at regular intervals (push method) with this function.
|
icculus@9012
|
489 |
*
|
icculus@9012
|
490 |
* There are no limits on the amount of data you can queue, short of
|
icculus@9012
|
491 |
* exhaustion of address space. Queued data will drain to the device as
|
icculus@9012
|
492 |
* necessary without further intervention from you. If the device needs
|
icculus@9012
|
493 |
* audio but there is not enough queued, it will play silence to make up
|
icculus@9012
|
494 |
* the difference. This means you will have skips in your audio playback
|
icculus@9012
|
495 |
* if you aren't routinely queueing sufficient data.
|
icculus@9012
|
496 |
*
|
icculus@9012
|
497 |
* This function copies the supplied data, so you are safe to free it when
|
icculus@9012
|
498 |
* the function returns. This function is thread-safe, but queueing to the
|
icculus@9012
|
499 |
* same device from two threads at once does not promise which buffer will
|
icculus@9012
|
500 |
* be queued first.
|
icculus@9012
|
501 |
*
|
icculus@9012
|
502 |
* You may not queue audio on a device that is using an application-supplied
|
icculus@9012
|
503 |
* callback; doing so returns an error. You have to use the audio callback
|
icculus@9012
|
504 |
* or queue audio with this function, but not both.
|
icculus@9012
|
505 |
*
|
icculus@9012
|
506 |
* You should not call SDL_LockAudio() on the device before queueing; SDL
|
icculus@9012
|
507 |
* handles locking internally for this function.
|
icculus@9012
|
508 |
*
|
icculus@9012
|
509 |
* \param dev The device ID to which we will queue audio.
|
icculus@9012
|
510 |
* \param data The data to queue to the device for later playback.
|
icculus@9012
|
511 |
* \param len The number of bytes (not samples!) to which (data) points.
|
icculus@9012
|
512 |
* \return zero on success, -1 on error.
|
icculus@9012
|
513 |
*
|
icculus@9012
|
514 |
* \sa SDL_GetQueuedAudioSize
|
icculus@9012
|
515 |
* \sa SDL_ClearQueuedAudio
|
icculus@9012
|
516 |
*/
|
icculus@9012
|
517 |
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
|
icculus@9012
|
518 |
|
icculus@9012
|
519 |
/**
|
icculus@9012
|
520 |
* Get the number of bytes of still-queued audio.
|
icculus@9012
|
521 |
*
|
icculus@9012
|
522 |
* This is the number of bytes that have been queued for playback with
|
icculus@9012
|
523 |
* SDL_QueueAudio(), but have not yet been sent to the hardware.
|
icculus@9012
|
524 |
*
|
icculus@9012
|
525 |
* Once we've sent it to the hardware, this function can not decide the exact
|
icculus@9012
|
526 |
* byte boundary of what has been played. It's possible that we just gave the
|
icculus@9012
|
527 |
* hardware several kilobytes right before you called this function, but it
|
icculus@9012
|
528 |
* hasn't played any of it yet, or maybe half of it, etc.
|
icculus@9012
|
529 |
*
|
icculus@9012
|
530 |
* You may not queue audio on a device that is using an application-supplied
|
icculus@9012
|
531 |
* callback; calling this function on such a device always returns 0.
|
icculus@9012
|
532 |
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
|
icculus@9012
|
533 |
* but not both.
|
icculus@9012
|
534 |
*
|
icculus@9012
|
535 |
* You should not call SDL_LockAudio() on the device before querying; SDL
|
icculus@9012
|
536 |
* handles locking internally for this function.
|
icculus@9012
|
537 |
*
|
icculus@9012
|
538 |
* \param dev The device ID of which we will query queued audio size.
|
icculus@9012
|
539 |
* \return Number of bytes (not samples!) of queued audio.
|
icculus@9012
|
540 |
*
|
icculus@9012
|
541 |
* \sa SDL_QueueAudio
|
icculus@9012
|
542 |
* \sa SDL_ClearQueuedAudio
|
icculus@9012
|
543 |
*/
|
icculus@9012
|
544 |
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
|
icculus@9012
|
545 |
|
icculus@9012
|
546 |
/**
|
icculus@9012
|
547 |
* Drop any queued audio data waiting to be sent to the hardware.
|
icculus@9012
|
548 |
*
|
icculus@9012
|
549 |
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
|
icculus@9012
|
550 |
* the hardware will start playing silence if more audio isn't queued.
|
icculus@9012
|
551 |
*
|
icculus@9012
|
552 |
* This will not prevent playback of queued audio that's already been sent
|
icculus@9012
|
553 |
* to the hardware, as we can not undo that, so expect there to be some
|
icculus@9012
|
554 |
* fraction of a second of audio that might still be heard. This can be
|
icculus@9012
|
555 |
* useful if you want to, say, drop any pending music during a level change
|
icculus@9012
|
556 |
* in your game.
|
icculus@9012
|
557 |
*
|
icculus@9012
|
558 |
* You may not queue audio on a device that is using an application-supplied
|
icculus@9012
|
559 |
* callback; calling this function on such a device is always a no-op.
|
icculus@9012
|
560 |
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
|
icculus@9012
|
561 |
* but not both.
|
icculus@9012
|
562 |
*
|
icculus@9012
|
563 |
* You should not call SDL_LockAudio() on the device before clearing the
|
icculus@9012
|
564 |
* queue; SDL handles locking internally for this function.
|
icculus@9012
|
565 |
*
|
icculus@9012
|
566 |
* This function always succeeds and thus returns void.
|
icculus@9012
|
567 |
*
|
icculus@9012
|
568 |
* \param dev The device ID of which to clear the audio queue.
|
icculus@9012
|
569 |
*
|
icculus@9012
|
570 |
* \sa SDL_QueueAudio
|
icculus@9012
|
571 |
* \sa SDL_GetQueuedAudioSize
|
icculus@9012
|
572 |
*/
|
icculus@9012
|
573 |
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
|
icculus@9012
|
574 |
|
icculus@9012
|
575 |
|
icculus@9012
|
576 |
/**
|
slouken@3407
|
577 |
* \name Audio lock functions
|
slouken@7191
|
578 |
*
|
slouken@3407
|
579 |
* The lock manipulated by these functions protects the callback function.
|
slouken@7191
|
580 |
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
|
slouken@3407
|
581 |
* the callback function is not running. Do not call these from the callback
|
slouken@3407
|
582 |
* function or you will cause deadlock.
|
slouken@0
|
583 |
*/
|
gabomdq@7678
|
584 |
/* @{ */
|
slouken@337
|
585 |
extern DECLSPEC void SDLCALL SDL_LockAudio(void);
|
icculus@1964
|
586 |
extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
|
slouken@337
|
587 |
extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
|
icculus@1964
|
588 |
extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
|
gabomdq@7678
|
589 |
/* @} *//* Audio lock functions */
|
slouken@0
|
590 |
|
slouken@3407
|
591 |
/**
|
slouken@3407
|
592 |
* This function shuts down audio processing and closes the audio device.
|
slouken@0
|
593 |
*/
|
slouken@337
|
594 |
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
|
icculus@1964
|
595 |
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
|
icculus@1964
|
596 |
|
slouken@0
|
597 |
/* Ends C function definitions when using C++ */
|
slouken@0
|
598 |
#ifdef __cplusplus
|
slouken@0
|
599 |
}
|
slouken@0
|
600 |
#endif
|
slouken@0
|
601 |
#include "close_code.h"
|
slouken@0
|
602 |
|
slouken@0
|
603 |
#endif /* _SDL_audio_h */
|
slouken@1895
|
604 |
|
slouken@1895
|
605 |
/* vi: set ts=4 sw=4 expandtab: */
|