1 | /* |
2 | Simple DirectMedia Layer |
3 | Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> |
4 | |
5 | This software is provided 'as-is', without any express or implied |
6 | warranty. In no event will the authors be held liable for any damages |
7 | arising from the use of this software. |
8 | |
9 | Permission is granted to anyone to use this software for any purpose, |
10 | including commercial applications, and to alter it and redistribute it |
11 | freely, subject to the following restrictions: |
12 | |
13 | 1. The origin of this software must not be misrepresented; you must not |
14 | claim that you wrote the original software. If you use this software |
15 | in a product, an acknowledgment in the product documentation would be |
16 | appreciated but is not required. |
17 | 2. Altered source versions must be plainly marked as such, and must not be |
18 | misrepresented as being the original software. |
19 | 3. This notice may not be removed or altered from any source distribution. |
20 | */ |
21 | |
22 | /** |
23 | * \file SDL_audio.h |
24 | * |
25 | * Access to the raw audio mixing buffer for the SDL library. |
26 | */ |
27 | |
28 | #ifndef SDL_audio_h_ |
29 | #define SDL_audio_h_ |
30 | |
31 | #include "SDL_stdinc.h" |
32 | #include "SDL_error.h" |
33 | #include "SDL_endian.h" |
34 | #include "SDL_mutex.h" |
35 | #include "SDL_thread.h" |
36 | #include "SDL_rwops.h" |
37 | |
38 | #include "begin_code.h" |
39 | /* Set up for C function definitions, even when using C++ */ |
40 | #ifdef __cplusplus |
41 | extern "C" { |
42 | #endif |
43 | |
44 | /** |
45 | * \brief Audio format flags. |
46 | * |
47 | * These are what the 16 bits in SDL_AudioFormat currently mean... |
48 | * (Unspecified bits are always zero). |
49 | * |
50 | * \verbatim |
51 | ++-----------------------sample is signed if set |
52 | || |
53 | || ++-----------sample is bigendian if set |
54 | || || |
55 | || || ++---sample is float if set |
56 | || || || |
57 | || || || +---sample bit size---+ |
58 | || || || | | |
59 | 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 |
60 | \endverbatim |
61 | * |
62 | * There are macros in SDL 2.0 and later to query these bits. |
63 | */ |
64 | typedef Uint16 SDL_AudioFormat; |
65 | |
66 | /** |
67 | * \name Audio flags |
68 | */ |
69 | /* @{ */ |
70 | |
71 | #define SDL_AUDIO_MASK_BITSIZE (0xFF) |
72 | #define SDL_AUDIO_MASK_DATATYPE (1<<8) |
73 | #define SDL_AUDIO_MASK_ENDIAN (1<<12) |
74 | #define SDL_AUDIO_MASK_SIGNED (1<<15) |
75 | #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE) |
76 | #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE) |
77 | #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN) |
78 | #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED) |
79 | #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) |
80 | #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) |
81 | #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) |
82 | |
83 | /** |
84 | * \name Audio format flags |
85 | * |
86 | * Defaults to LSB byte order. |
87 | */ |
88 | /* @{ */ |
89 | #define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */ |
90 | #define AUDIO_S8 0x8008 /**< Signed 8-bit samples */ |
91 | #define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */ |
92 | #define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */ |
93 | #define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */ |
94 | #define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */ |
95 | #define AUDIO_U16 AUDIO_U16LSB |
96 | #define AUDIO_S16 AUDIO_S16LSB |
97 | /* @} */ |
98 | |
99 | /** |
100 | * \name int32 support |
101 | */ |
102 | /* @{ */ |
103 | #define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */ |
104 | #define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */ |
105 | #define AUDIO_S32 AUDIO_S32LSB |
106 | /* @} */ |
107 | |
108 | /** |
109 | * \name float32 support |
110 | */ |
111 | /* @{ */ |
112 | #define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */ |
113 | #define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */ |
114 | #define AUDIO_F32 AUDIO_F32LSB |
115 | /* @} */ |
116 | |
117 | /** |
118 | * \name Native audio byte ordering |
119 | */ |
120 | /* @{ */ |
121 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN |
122 | #define AUDIO_U16SYS AUDIO_U16LSB |
123 | #define AUDIO_S16SYS AUDIO_S16LSB |
124 | #define AUDIO_S32SYS AUDIO_S32LSB |
125 | #define AUDIO_F32SYS AUDIO_F32LSB |
126 | #else |
127 | #define AUDIO_U16SYS AUDIO_U16MSB |
128 | #define AUDIO_S16SYS AUDIO_S16MSB |
129 | #define AUDIO_S32SYS AUDIO_S32MSB |
130 | #define AUDIO_F32SYS AUDIO_F32MSB |
131 | #endif |
132 | /* @} */ |
133 | |
134 | /** |
135 | * \name Allow change flags |
136 | * |
137 | * Which audio format changes are allowed when opening a device. |
138 | */ |
139 | /* @{ */ |
140 | #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001 |
141 | #define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002 |
142 | #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004 |
143 | #define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE) |
144 | /* @} */ |
145 | |
146 | /* @} *//* Audio flags */ |
147 | |
148 | /** |
149 | * This function is called when the audio device needs more data. |
150 | * |
151 | * \param userdata An application-specific parameter saved in |
152 | * the SDL_AudioSpec structure |
153 | * \param stream A pointer to the audio data buffer. |
154 | * \param len The length of that buffer in bytes. |
155 | * |
156 | * Once the callback returns, the buffer will no longer be valid. |
157 | * Stereo samples are stored in a LRLRLR ordering. |
158 | * |
159 | * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if |
160 | * you like. Just open your audio device with a NULL callback. |
161 | */ |
162 | typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, |
163 | int len); |
164 | |
165 | /** |
166 | * The calculated values in this structure are calculated by SDL_OpenAudio(). |
167 | * |
168 | * For multi-channel audio, the default SDL channel mapping is: |
169 | * 2: FL FR (stereo) |
170 | * 3: FL FR LFE (2.1 surround) |
171 | * 4: FL FR BL BR (quad) |
172 | * 5: FL FR FC BL BR (quad + center) |
173 | * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR) |
174 | * 7: FL FR FC LFE BC SL SR (6.1 surround) |
175 | * 8: FL FR FC LFE BL BR SL SR (7.1 surround) |
176 | */ |
177 | typedef struct SDL_AudioSpec |
178 | { |
179 | int freq; /**< DSP frequency -- samples per second */ |
180 | SDL_AudioFormat format; /**< Audio data format */ |
181 | Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ |
182 | Uint8 silence; /**< Audio buffer silence value (calculated) */ |
183 | Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */ |
184 | Uint16 padding; /**< Necessary for some compile environments */ |
185 | Uint32 size; /**< Audio buffer size in bytes (calculated) */ |
186 | SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */ |
187 | void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */ |
188 | } SDL_AudioSpec; |
189 | |
190 | |
191 | struct SDL_AudioCVT; |
192 | typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, |
193 | SDL_AudioFormat format); |
194 | |
195 | /** |
196 | * \brief Upper limit of filters in SDL_AudioCVT |
197 | * |
198 | * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is |
199 | * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, |
200 | * one of which is the terminating NULL pointer. |
201 | */ |
202 | #define SDL_AUDIOCVT_MAX_FILTERS 9 |
203 | |
204 | /** |
205 | * \struct SDL_AudioCVT |
206 | * \brief A structure to hold a set of audio conversion filters and buffers. |
207 | * |
208 | * Note that various parts of the conversion pipeline can take advantage |
209 | * of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require |
210 | * you to pass it aligned data, but can possibly run much faster if you |
211 | * set both its (buf) field to a pointer that is aligned to 16 bytes, and its |
212 | * (len) field to something that's a multiple of 16, if possible. |
213 | */ |
214 | #ifdef __GNUC__ |
215 | /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't |
216 | pad it out to 88 bytes to guarantee ABI compatibility between compilers. |
217 | vvv |
218 | The next time we rev the ABI, make sure to size the ints and add padding. |
219 | */ |
220 | #define SDL_AUDIOCVT_PACKED __attribute__((packed)) |
221 | #else |
222 | #define SDL_AUDIOCVT_PACKED |
223 | #endif |
224 | /* */ |
225 | typedef struct SDL_AudioCVT |
226 | { |
227 | int needed; /**< Set to 1 if conversion possible */ |
228 | SDL_AudioFormat src_format; /**< Source audio format */ |
229 | SDL_AudioFormat dst_format; /**< Target audio format */ |
230 | double rate_incr; /**< Rate conversion increment */ |
231 | Uint8 *buf; /**< Buffer to hold entire audio data */ |
232 | int len; /**< Length of original audio buffer */ |
233 | int len_cvt; /**< Length of converted audio buffer */ |
234 | int len_mult; /**< buffer must be len*len_mult big */ |
235 | double len_ratio; /**< Given len, final size is len*len_ratio */ |
236 | SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */ |
237 | int filter_index; /**< Current audio conversion function */ |
238 | } SDL_AUDIOCVT_PACKED SDL_AudioCVT; |
239 | |
240 | |
241 | /* Function prototypes */ |
242 | |
243 | /** |
244 | * \name Driver discovery functions |
245 | * |
246 | * These functions return the list of built in audio drivers, in the |
247 | * order that they are normally initialized by default. |
248 | */ |
249 | /* @{ */ |
250 | extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); |
251 | extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); |
252 | /* @} */ |
253 | |
254 | /** |
255 | * \name Initialization and cleanup |
256 | * |
257 | * \internal These functions are used internally, and should not be used unless |
258 | * you have a specific need to specify the audio driver you want to |
259 | * use. You should normally use SDL_Init() or SDL_InitSubSystem(). |
260 | */ |
261 | /* @{ */ |
262 | extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); |
263 | extern DECLSPEC void SDLCALL SDL_AudioQuit(void); |
264 | /* @} */ |
265 | |
266 | /** |
267 | * This function returns the name of the current audio driver, or NULL |
268 | * if no driver has been initialized. |
269 | */ |
270 | extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); |
271 | |
272 | /** |
273 | * This function opens the audio device with the desired parameters, and |
274 | * returns 0 if successful, placing the actual hardware parameters in the |
275 | * structure pointed to by \c obtained. If \c obtained is NULL, the audio |
276 | * data passed to the callback function will be guaranteed to be in the |
277 | * requested format, and will be automatically converted to the hardware |
278 | * audio format if necessary. This function returns -1 if it failed |
279 | * to open the audio device, or couldn't set up the audio thread. |
280 | * |
281 | * When filling in the desired audio spec structure, |
282 | * - \c desired->freq should be the desired audio frequency in samples-per- |
283 | * second. |
284 | * - \c desired->format should be the desired audio format. |
285 | * - \c desired->samples is the desired size of the audio buffer, in |
286 | * samples. This number should be a power of two, and may be adjusted by |
287 | * the audio driver to a value more suitable for the hardware. Good values |
288 | * seem to range between 512 and 8096 inclusive, depending on the |
289 | * application and CPU speed. Smaller values yield faster response time, |
290 | * but can lead to underflow if the application is doing heavy processing |
291 | * and cannot fill the audio buffer in time. A stereo sample consists of |
292 | * both right and left channels in LR ordering. |
293 | * Note that the number of samples is directly related to time by the |
294 | * following formula: \code ms = (samples*1000)/freq \endcode |
295 | * - \c desired->size is the size in bytes of the audio buffer, and is |
296 | * calculated by SDL_OpenAudio(). |
297 | * - \c desired->silence is the value used to set the buffer to silence, |
298 | * and is calculated by SDL_OpenAudio(). |
299 | * - \c desired->callback should be set to a function that will be called |
300 | * when the audio device is ready for more data. It is passed a pointer |
301 | * to the audio buffer, and the length in bytes of the audio buffer. |
302 | * This function usually runs in a separate thread, and so you should |
303 | * protect data structures that it accesses by calling SDL_LockAudio() |
304 | * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL |
305 | * pointer here, and call SDL_QueueAudio() with some frequency, to queue |
306 | * more audio samples to be played (or for capture devices, call |
307 | * SDL_DequeueAudio() with some frequency, to obtain audio samples). |
308 | * - \c desired->userdata is passed as the first parameter to your callback |
309 | * function. If you passed a NULL callback, this value is ignored. |
310 | * |
311 | * The audio device starts out playing silence when it's opened, and should |
312 | * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready |
313 | * for your audio callback function to be called. Since the audio driver |
314 | * may modify the requested size of the audio buffer, you should allocate |
315 | * any local mixing buffers after you open the audio device. |
316 | */ |
317 | extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, |
318 | SDL_AudioSpec * obtained); |
319 | |
320 | /** |
321 | * SDL Audio Device IDs. |
322 | * |
323 | * A successful call to SDL_OpenAudio() is always device id 1, and legacy |
324 | * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls |
325 | * always returns devices >= 2 on success. The legacy calls are good both |
326 | * for backwards compatibility and when you don't care about multiple, |
327 | * specific, or capture devices. |
328 | */ |
329 | typedef Uint32 SDL_AudioDeviceID; |
330 | |
331 | /** |
332 | * Get the number of available devices exposed by the current driver. |
333 | * Only valid after a successfully initializing the audio subsystem. |
334 | * Returns -1 if an explicit list of devices can't be determined; this is |
335 | * not an error. For example, if SDL is set up to talk to a remote audio |
336 | * server, it can't list every one available on the Internet, but it will |
337 | * still allow a specific host to be specified to SDL_OpenAudioDevice(). |
338 | * |
339 | * In many common cases, when this function returns a value <= 0, it can still |
340 | * successfully open the default device (NULL for first argument of |
341 | * SDL_OpenAudioDevice()). |
342 | */ |
343 | extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); |
344 | |
345 | /** |
346 | * Get the human-readable name of a specific audio device. |
347 | * Must be a value between 0 and (number of audio devices-1). |
348 | * Only valid after a successfully initializing the audio subsystem. |
349 | * The values returned by this function reflect the latest call to |
350 | * SDL_GetNumAudioDevices(); recall that function to redetect available |
351 | * hardware. |
352 | * |
353 | * The string returned by this function is UTF-8 encoded, read-only, and |
354 | * managed internally. You are not to free it. If you need to keep the |
355 | * string for any length of time, you should make your own copy of it, as it |
356 | * will be invalid next time any of several other SDL functions is called. |
357 | */ |
358 | extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, |
359 | int iscapture); |
360 | |
361 | |
362 | /** |
363 | * Open a specific audio device. Passing in a device name of NULL requests |
364 | * the most reasonable default (and is equivalent to calling SDL_OpenAudio()). |
365 | * |
366 | * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but |
367 | * some drivers allow arbitrary and driver-specific strings, such as a |
368 | * hostname/IP address for a remote audio server, or a filename in the |
369 | * diskaudio driver. |
370 | * |
371 | * \return 0 on error, a valid device ID that is >= 2 on success. |
372 | * |
373 | * SDL_OpenAudio(), unlike this function, always acts on device ID 1. |
374 | */ |
375 | extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char |
376 | *device, |
377 | int iscapture, |
378 | const |
379 | SDL_AudioSpec * |
380 | desired, |
381 | SDL_AudioSpec * |
382 | obtained, |
383 | int |
384 | allowed_changes); |
385 | |
386 | |
387 | |
388 | /** |
389 | * \name Audio state |
390 | * |
391 | * Get the current audio state. |
392 | */ |
393 | /* @{ */ |
394 | typedef enum |
395 | { |
396 | SDL_AUDIO_STOPPED = 0, |
397 | SDL_AUDIO_PLAYING, |
398 | SDL_AUDIO_PAUSED |
399 | } SDL_AudioStatus; |
400 | extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); |
401 | |
402 | extern DECLSPEC SDL_AudioStatus SDLCALL |
403 | SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); |
404 | /* @} *//* Audio State */ |
405 | |
406 | /** |
407 | * \name Pause audio functions |
408 | * |
409 | * These functions pause and unpause the audio callback processing. |
410 | * They should be called with a parameter of 0 after opening the audio |
411 | * device to start playing sound. This is so you can safely initialize |
412 | * data for your callback function after opening the audio device. |
413 | * Silence will be written to the audio device during the pause. |
414 | */ |
415 | /* @{ */ |
416 | extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); |
417 | extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, |
418 | int pause_on); |
419 | /* @} *//* Pause audio functions */ |
420 | |
421 | /** |
422 | * This function loads a WAVE from the data source, automatically freeing |
423 | * that source if \c freesrc is non-zero. For example, to load a WAVE file, |
424 | * you could do: |
425 | * \code |
426 | * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); |
427 | * \endcode |
428 | * |
429 | * If this function succeeds, it returns the given SDL_AudioSpec, |
430 | * filled with the audio data format of the wave data, and sets |
431 | * \c *audio_buf to a malloc()'d buffer containing the audio data, |
432 | * and sets \c *audio_len to the length of that audio buffer, in bytes. |
433 | * You need to free the audio buffer with SDL_FreeWAV() when you are |
434 | * done with it. |
435 | * |
436 | * This function returns NULL and sets the SDL error message if the |
437 | * wave file cannot be opened, uses an unknown data format, or is |
438 | * corrupt. Currently raw and MS-ADPCM WAVE files are supported. |
439 | */ |
440 | extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, |
441 | int freesrc, |
442 | SDL_AudioSpec * spec, |
443 | Uint8 ** audio_buf, |
444 | Uint32 * audio_len); |
445 | |
446 | /** |
447 | * Loads a WAV from a file. |
448 | * Compatibility convenience function. |
449 | */ |
450 | #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ |
451 | SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) |
452 | |
453 | /** |
454 | * This function frees data previously allocated with SDL_LoadWAV_RW() |
455 | */ |
456 | extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); |
457 | |
458 | /** |
459 | * This function takes a source format and rate and a destination format |
460 | * and rate, and initializes the \c cvt structure with information needed |
461 | * by SDL_ConvertAudio() to convert a buffer of audio data from one format |
462 | * to the other. An unsupported format causes an error and -1 will be returned. |
463 | * |
464 | * \return 0 if no conversion is needed, 1 if the audio filter is set up, |
465 | * or -1 on error. |
466 | */ |
467 | extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, |
468 | SDL_AudioFormat src_format, |
469 | Uint8 src_channels, |
470 | int src_rate, |
471 | SDL_AudioFormat dst_format, |
472 | Uint8 dst_channels, |
473 | int dst_rate); |
474 | |
475 | /** |
476 | * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), |
477 | * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of |
478 | * audio data in the source format, this function will convert it in-place |
479 | * to the desired format. |
480 | * |
481 | * The data conversion may expand the size of the audio data, so the buffer |
482 | * \c cvt->buf should be allocated after the \c cvt structure is initialized by |
483 | * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. |
484 | * |
485 | * \return 0 on success or -1 if \c cvt->buf is NULL. |
486 | */ |
487 | extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); |
488 | |
489 | /* SDL_AudioStream is a new audio conversion interface. |
490 | The benefits vs SDL_AudioCVT: |
491 | - it can handle resampling data in chunks without generating |
492 | artifacts, when it doesn't have the complete buffer available. |
493 | - it can handle incoming data in any variable size. |
494 | - You push data as you have it, and pull it when you need it |
495 | */ |
496 | /* this is opaque to the outside world. */ |
497 | struct _SDL_AudioStream; |
498 | typedef struct _SDL_AudioStream SDL_AudioStream; |
499 | |
500 | /** |
501 | * Create a new audio stream |
502 | * |
503 | * \param src_format The format of the source audio |
504 | * \param src_channels The number of channels of the source audio |
505 | * \param src_rate The sampling rate of the source audio |
506 | * \param dst_format The format of the desired audio output |
507 | * \param dst_channels The number of channels of the desired audio output |
508 | * \param dst_rate The sampling rate of the desired audio output |
509 | * \return 0 on success, or -1 on error. |
510 | * |
511 | * \sa SDL_AudioStreamPut |
512 | * \sa SDL_AudioStreamGet |
513 | * \sa SDL_AudioStreamAvailable |
514 | * \sa SDL_AudioStreamFlush |
515 | * \sa SDL_AudioStreamClear |
516 | * \sa SDL_FreeAudioStream |
517 | */ |
518 | extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, |
519 | const Uint8 src_channels, |
520 | const int src_rate, |
521 | const SDL_AudioFormat dst_format, |
522 | const Uint8 dst_channels, |
523 | const int dst_rate); |
524 | |
525 | /** |
526 | * Add data to be converted/resampled to the stream |
527 | * |
528 | * \param stream The stream the audio data is being added to |
529 | * \param buf A pointer to the audio data to add |
530 | * \param len The number of bytes to write to the stream |
531 | * \return 0 on success, or -1 on error. |
532 | * |
533 | * \sa SDL_NewAudioStream |
534 | * \sa SDL_AudioStreamGet |
535 | * \sa SDL_AudioStreamAvailable |
536 | * \sa SDL_AudioStreamFlush |
537 | * \sa SDL_AudioStreamClear |
538 | * \sa SDL_FreeAudioStream |
539 | */ |
540 | extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); |
541 | |
542 | /** |
543 | * Get converted/resampled data from the stream |
544 | * |
545 | * \param stream The stream the audio is being requested from |
546 | * \param buf A buffer to fill with audio data |
547 | * \param len The maximum number of bytes to fill |
548 | * \return The number of bytes read from the stream, or -1 on error |
549 | * |
550 | * \sa SDL_NewAudioStream |
551 | * \sa SDL_AudioStreamPut |
552 | * \sa SDL_AudioStreamAvailable |
553 | * \sa SDL_AudioStreamFlush |
554 | * \sa SDL_AudioStreamClear |
555 | * \sa SDL_FreeAudioStream |
556 | */ |
557 | extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); |
558 | |
559 | /** |
560 | * Get the number of converted/resampled bytes available. The stream may be |
561 | * buffering data behind the scenes until it has enough to resample |
562 | * correctly, so this number might be lower than what you expect, or even |
563 | * be zero. Add more data or flush the stream if you need the data now. |
564 | * |
565 | * \sa SDL_NewAudioStream |
566 | * \sa SDL_AudioStreamPut |
567 | * \sa SDL_AudioStreamGet |
568 | * \sa SDL_AudioStreamFlush |
569 | * \sa SDL_AudioStreamClear |
570 | * \sa SDL_FreeAudioStream |
571 | */ |
572 | extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); |
573 | |
574 | /** |
575 | * Tell the stream that you're done sending data, and anything being buffered |
576 | * should be converted/resampled and made available immediately. |
577 | * |
578 | * It is legal to add more data to a stream after flushing, but there will |
579 | * be audio gaps in the output. Generally this is intended to signal the |
580 | * end of input, so the complete output becomes available. |
581 | * |
582 | * \sa SDL_NewAudioStream |
583 | * \sa SDL_AudioStreamPut |
584 | * \sa SDL_AudioStreamGet |
585 | * \sa SDL_AudioStreamAvailable |
586 | * \sa SDL_AudioStreamClear |
587 | * \sa SDL_FreeAudioStream |
588 | */ |
589 | extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); |
590 | |
591 | /** |
592 | * Clear any pending data in the stream without converting it |
593 | * |
594 | * \sa SDL_NewAudioStream |
595 | * \sa SDL_AudioStreamPut |
596 | * \sa SDL_AudioStreamGet |
597 | * \sa SDL_AudioStreamAvailable |
598 | * \sa SDL_AudioStreamFlush |
599 | * \sa SDL_FreeAudioStream |
600 | */ |
601 | extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); |
602 | |
603 | /** |
604 | * Free an audio stream |
605 | * |
606 | * \sa SDL_NewAudioStream |
607 | * \sa SDL_AudioStreamPut |
608 | * \sa SDL_AudioStreamGet |
609 | * \sa SDL_AudioStreamAvailable |
610 | * \sa SDL_AudioStreamFlush |
611 | * \sa SDL_AudioStreamClear |
612 | */ |
613 | extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); |
614 | |
615 | #define SDL_MIX_MAXVOLUME 128 |
616 | /** |
617 | * This takes two audio buffers of the playing audio format and mixes |
618 | * them, performing addition, volume adjustment, and overflow clipping. |
619 | * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME |
620 | * for full audio volume. Note this does not change hardware volume. |
621 | * This is provided for convenience -- you can mix your own audio data. |
622 | */ |
623 | extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, |
624 | Uint32 len, int volume); |
625 | |
626 | /** |
627 | * This works like SDL_MixAudio(), but you specify the audio format instead of |
628 | * using the format of audio device 1. Thus it can be used when no audio |
629 | * device is open at all. |
630 | */ |
631 | extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, |
632 | const Uint8 * src, |
633 | SDL_AudioFormat format, |
634 | Uint32 len, int volume); |
635 | |
636 | /** |
637 | * Queue more audio on non-callback devices. |
638 | * |
639 | * (If you are looking to retrieve queued audio from a non-callback capture |
640 | * device, you want SDL_DequeueAudio() instead. This will return -1 to |
641 | * signify an error if you use it with capture devices.) |
642 | * |
643 | * SDL offers two ways to feed audio to the device: you can either supply a |
644 | * callback that SDL triggers with some frequency to obtain more audio |
645 | * (pull method), or you can supply no callback, and then SDL will expect |
646 | * you to supply data at regular intervals (push method) with this function. |
647 | * |
648 | * There are no limits on the amount of data you can queue, short of |
649 | * exhaustion of address space. Queued data will drain to the device as |
650 | * necessary without further intervention from you. If the device needs |
651 | * audio but there is not enough queued, it will play silence to make up |
652 | * the difference. This means you will have skips in your audio playback |
653 | * if you aren't routinely queueing sufficient data. |
654 | * |
655 | * This function copies the supplied data, so you are safe to free it when |
656 | * the function returns. This function is thread-safe, but queueing to the |
657 | * same device from two threads at once does not promise which buffer will |
658 | * be queued first. |
659 | * |
660 | * You may not queue audio on a device that is using an application-supplied |
661 | * callback; doing so returns an error. You have to use the audio callback |
662 | * or queue audio with this function, but not both. |
663 | * |
664 | * You should not call SDL_LockAudio() on the device before queueing; SDL |
665 | * handles locking internally for this function. |
666 | * |
667 | * \param dev The device ID to which we will queue audio. |
668 | * \param data The data to queue to the device for later playback. |
669 | * \param len The number of bytes (not samples!) to which (data) points. |
670 | * \return 0 on success, or -1 on error. |
671 | * |
672 | * \sa SDL_GetQueuedAudioSize |
673 | * \sa SDL_ClearQueuedAudio |
674 | */ |
675 | extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); |
676 | |
677 | /** |
678 | * Dequeue more audio on non-callback devices. |
679 | * |
680 | * (If you are looking to queue audio for output on a non-callback playback |
681 | * device, you want SDL_QueueAudio() instead. This will always return 0 |
682 | * if you use it with playback devices.) |
683 | * |
684 | * SDL offers two ways to retrieve audio from a capture device: you can |
685 | * either supply a callback that SDL triggers with some frequency as the |
686 | * device records more audio data, (push method), or you can supply no |
687 | * callback, and then SDL will expect you to retrieve data at regular |
688 | * intervals (pull method) with this function. |
689 | * |
690 | * There are no limits on the amount of data you can queue, short of |
691 | * exhaustion of address space. Data from the device will keep queuing as |
692 | * necessary without further intervention from you. This means you will |
693 | * eventually run out of memory if you aren't routinely dequeueing data. |
694 | * |
695 | * Capture devices will not queue data when paused; if you are expecting |
696 | * to not need captured audio for some length of time, use |
697 | * SDL_PauseAudioDevice() to stop the capture device from queueing more |
698 | * data. This can be useful during, say, level loading times. When |
699 | * unpaused, capture devices will start queueing data from that point, |
700 | * having flushed any capturable data available while paused. |
701 | * |
702 | * This function is thread-safe, but dequeueing from the same device from |
703 | * two threads at once does not promise which thread will dequeued data |
704 | * first. |
705 | * |
706 | * You may not dequeue audio from a device that is using an |
707 | * application-supplied callback; doing so returns an error. You have to use |
708 | * the audio callback, or dequeue audio with this function, but not both. |
709 | * |
710 | * You should not call SDL_LockAudio() on the device before queueing; SDL |
711 | * handles locking internally for this function. |
712 | * |
713 | * \param dev The device ID from which we will dequeue audio. |
714 | * \param data A pointer into where audio data should be copied. |
715 | * \param len The number of bytes (not samples!) to which (data) points. |
716 | * \return number of bytes dequeued, which could be less than requested. |
717 | * |
718 | * \sa SDL_GetQueuedAudioSize |
719 | * \sa SDL_ClearQueuedAudio |
720 | */ |
721 | extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); |
722 | |
723 | /** |
724 | * Get the number of bytes of still-queued audio. |
725 | * |
726 | * For playback device: |
727 | * |
728 | * This is the number of bytes that have been queued for playback with |
729 | * SDL_QueueAudio(), but have not yet been sent to the hardware. This |
730 | * number may shrink at any time, so this only informs of pending data. |
731 | * |
732 | * Once we've sent it to the hardware, this function can not decide the |
733 | * exact byte boundary of what has been played. It's possible that we just |
734 | * gave the hardware several kilobytes right before you called this |
735 | * function, but it hasn't played any of it yet, or maybe half of it, etc. |
736 | * |
737 | * For capture devices: |
738 | * |
739 | * This is the number of bytes that have been captured by the device and |
740 | * are waiting for you to dequeue. This number may grow at any time, so |
741 | * this only informs of the lower-bound of available data. |
742 | * |
743 | * You may not queue audio on a device that is using an application-supplied |
744 | * callback; calling this function on such a device always returns 0. |
745 | * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use |
746 | * the audio callback, but not both. |
747 | * |
748 | * You should not call SDL_LockAudio() on the device before querying; SDL |
749 | * handles locking internally for this function. |
750 | * |
751 | * \param dev The device ID of which we will query queued audio size. |
752 | * \return Number of bytes (not samples!) of queued audio. |
753 | * |
754 | * \sa SDL_QueueAudio |
755 | * \sa SDL_ClearQueuedAudio |
756 | */ |
757 | extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); |
758 | |
759 | /** |
760 | * Drop any queued audio data. For playback devices, this is any queued data |
761 | * still waiting to be submitted to the hardware. For capture devices, this |
762 | * is any data that was queued by the device that hasn't yet been dequeued by |
763 | * the application. |
764 | * |
765 | * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For |
766 | * playback devices, the hardware will start playing silence if more audio |
767 | * isn't queued. Unpaused capture devices will start filling the queue again |
768 | * as soon as they have more data available (which, depending on the state |
769 | * of the hardware and the thread, could be before this function call |
770 | * returns!). |
771 | * |
772 | * This will not prevent playback of queued audio that's already been sent |
773 | * to the hardware, as we can not undo that, so expect there to be some |
774 | * fraction of a second of audio that might still be heard. This can be |
775 | * useful if you want to, say, drop any pending music during a level change |
776 | * in your game. |
777 | * |
778 | * You may not queue audio on a device that is using an application-supplied |
779 | * callback; calling this function on such a device is always a no-op. |
780 | * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use |
781 | * the audio callback, but not both. |
782 | * |
783 | * You should not call SDL_LockAudio() on the device before clearing the |
784 | * queue; SDL handles locking internally for this function. |
785 | * |
786 | * This function always succeeds and thus returns void. |
787 | * |
788 | * \param dev The device ID of which to clear the audio queue. |
789 | * |
790 | * \sa SDL_QueueAudio |
791 | * \sa SDL_GetQueuedAudioSize |
792 | */ |
793 | extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); |
794 | |
795 | |
796 | /** |
797 | * \name Audio lock functions |
798 | * |
799 | * The lock manipulated by these functions protects the callback function. |
800 | * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that |
801 | * the callback function is not running. Do not call these from the callback |
802 | * function or you will cause deadlock. |
803 | */ |
804 | /* @{ */ |
805 | extern DECLSPEC void SDLCALL SDL_LockAudio(void); |
806 | extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); |
807 | extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); |
808 | extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); |
809 | /* @} *//* Audio lock functions */ |
810 | |
811 | /** |
812 | * This function shuts down audio processing and closes the audio device. |
813 | */ |
814 | extern DECLSPEC void SDLCALL SDL_CloseAudio(void); |
815 | extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); |
816 | |
817 | /* Ends C function definitions when using C++ */ |
818 | #ifdef __cplusplus |
819 | } |
820 | #endif |
821 | #include "close_code.h" |
822 | |
823 | #endif /* SDL_audio_h_ */ |
824 | |
825 | /* vi: set ts=4 sw=4 expandtab: */ |
826 | |