| 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_SAMPLES_CHANGE 0x00000008 |
| 144 | #define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE) |
| 145 | /* @} */ |
| 146 | |
| 147 | /* @} *//* Audio flags */ |
| 148 | |
| 149 | /** |
| 150 | * This function is called when the audio device needs more data. |
| 151 | * |
| 152 | * \param userdata An application-specific parameter saved in |
| 153 | * the SDL_AudioSpec structure |
| 154 | * \param stream A pointer to the audio data buffer. |
| 155 | * \param len The length of that buffer in bytes. |
| 156 | * |
| 157 | * Once the callback returns, the buffer will no longer be valid. |
| 158 | * Stereo samples are stored in a LRLRLR ordering. |
| 159 | * |
| 160 | * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if |
| 161 | * you like. Just open your audio device with a NULL callback. |
| 162 | */ |
| 163 | typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, |
| 164 | int len); |
| 165 | |
| 166 | /** |
| 167 | * The calculated values in this structure are calculated by SDL_OpenAudio(). |
| 168 | * |
| 169 | * For multi-channel audio, the default SDL channel mapping is: |
| 170 | * 2: FL FR (stereo) |
| 171 | * 3: FL FR LFE (2.1 surround) |
| 172 | * 4: FL FR BL BR (quad) |
| 173 | * 5: FL FR FC BL BR (quad + center) |
| 174 | * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR) |
| 175 | * 7: FL FR FC LFE BC SL SR (6.1 surround) |
| 176 | * 8: FL FR FC LFE BL BR SL SR (7.1 surround) |
| 177 | */ |
| 178 | typedef struct SDL_AudioSpec |
| 179 | { |
| 180 | int freq; /**< DSP frequency -- samples per second */ |
| 181 | SDL_AudioFormat format; /**< Audio data format */ |
| 182 | Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ |
| 183 | Uint8 silence; /**< Audio buffer silence value (calculated) */ |
| 184 | Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */ |
| 185 | Uint16 padding; /**< Necessary for some compile environments */ |
| 186 | Uint32 size; /**< Audio buffer size in bytes (calculated) */ |
| 187 | SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */ |
| 188 | void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */ |
| 189 | } SDL_AudioSpec; |
| 190 | |
| 191 | |
| 192 | struct SDL_AudioCVT; |
| 193 | typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, |
| 194 | SDL_AudioFormat format); |
| 195 | |
| 196 | /** |
| 197 | * \brief Upper limit of filters in SDL_AudioCVT |
| 198 | * |
| 199 | * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is |
| 200 | * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, |
| 201 | * one of which is the terminating NULL pointer. |
| 202 | */ |
| 203 | #define SDL_AUDIOCVT_MAX_FILTERS 9 |
| 204 | |
| 205 | /** |
| 206 | * \struct SDL_AudioCVT |
| 207 | * \brief A structure to hold a set of audio conversion filters and buffers. |
| 208 | * |
| 209 | * Note that various parts of the conversion pipeline can take advantage |
| 210 | * of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require |
| 211 | * you to pass it aligned data, but can possibly run much faster if you |
| 212 | * set both its (buf) field to a pointer that is aligned to 16 bytes, and its |
| 213 | * (len) field to something that's a multiple of 16, if possible. |
| 214 | */ |
| 215 | #ifdef __GNUC__ |
| 216 | /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't |
| 217 | pad it out to 88 bytes to guarantee ABI compatibility between compilers. |
| 218 | vvv |
| 219 | The next time we rev the ABI, make sure to size the ints and add padding. |
| 220 | */ |
| 221 | #define SDL_AUDIOCVT_PACKED __attribute__((packed)) |
| 222 | #else |
| 223 | #define SDL_AUDIOCVT_PACKED |
| 224 | #endif |
| 225 | /* */ |
| 226 | typedef struct SDL_AudioCVT |
| 227 | { |
| 228 | int needed; /**< Set to 1 if conversion possible */ |
| 229 | SDL_AudioFormat src_format; /**< Source audio format */ |
| 230 | SDL_AudioFormat dst_format; /**< Target audio format */ |
| 231 | double rate_incr; /**< Rate conversion increment */ |
| 232 | Uint8 *buf; /**< Buffer to hold entire audio data */ |
| 233 | int len; /**< Length of original audio buffer */ |
| 234 | int len_cvt; /**< Length of converted audio buffer */ |
| 235 | int len_mult; /**< buffer must be len*len_mult big */ |
| 236 | double len_ratio; /**< Given len, final size is len*len_ratio */ |
| 237 | SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */ |
| 238 | int filter_index; /**< Current audio conversion function */ |
| 239 | } SDL_AUDIOCVT_PACKED SDL_AudioCVT; |
| 240 | |
| 241 | |
| 242 | /* Function prototypes */ |
| 243 | |
| 244 | /** |
| 245 | * \name Driver discovery functions |
| 246 | * |
| 247 | * These functions return the list of built in audio drivers, in the |
| 248 | * order that they are normally initialized by default. |
| 249 | */ |
| 250 | /* @{ */ |
| 251 | extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); |
| 252 | extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); |
| 253 | /* @} */ |
| 254 | |
| 255 | /** |
| 256 | * \name Initialization and cleanup |
| 257 | * |
| 258 | * \internal These functions are used internally, and should not be used unless |
| 259 | * you have a specific need to specify the audio driver you want to |
| 260 | * use. You should normally use SDL_Init() or SDL_InitSubSystem(). |
| 261 | */ |
| 262 | /* @{ */ |
| 263 | extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); |
| 264 | extern DECLSPEC void SDLCALL SDL_AudioQuit(void); |
| 265 | /* @} */ |
| 266 | |
| 267 | /** |
| 268 | * This function returns the name of the current audio driver, or NULL |
| 269 | * if no driver has been initialized. |
| 270 | */ |
| 271 | extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); |
| 272 | |
| 273 | /** |
| 274 | * This function opens the audio device with the desired parameters, and |
| 275 | * returns 0 if successful, placing the actual hardware parameters in the |
| 276 | * structure pointed to by \c obtained. If \c obtained is NULL, the audio |
| 277 | * data passed to the callback function will be guaranteed to be in the |
| 278 | * requested format, and will be automatically converted to the hardware |
| 279 | * audio format if necessary. This function returns -1 if it failed |
| 280 | * to open the audio device, or couldn't set up the audio thread. |
| 281 | * |
| 282 | * When filling in the desired audio spec structure, |
| 283 | * - \c desired->freq should be the desired audio frequency in samples-per- |
| 284 | * second. |
| 285 | * - \c desired->format should be the desired audio format. |
| 286 | * - \c desired->samples is the desired size of the audio buffer, in |
| 287 | * samples. This number should be a power of two, and may be adjusted by |
| 288 | * the audio driver to a value more suitable for the hardware. Good values |
| 289 | * seem to range between 512 and 8096 inclusive, depending on the |
| 290 | * application and CPU speed. Smaller values yield faster response time, |
| 291 | * but can lead to underflow if the application is doing heavy processing |
| 292 | * and cannot fill the audio buffer in time. A stereo sample consists of |
| 293 | * both right and left channels in LR ordering. |
| 294 | * Note that the number of samples is directly related to time by the |
| 295 | * following formula: \code ms = (samples*1000)/freq \endcode |
| 296 | * - \c desired->size is the size in bytes of the audio buffer, and is |
| 297 | * calculated by SDL_OpenAudio(). |
| 298 | * - \c desired->silence is the value used to set the buffer to silence, |
| 299 | * and is calculated by SDL_OpenAudio(). |
| 300 | * - \c desired->callback should be set to a function that will be called |
| 301 | * when the audio device is ready for more data. It is passed a pointer |
| 302 | * to the audio buffer, and the length in bytes of the audio buffer. |
| 303 | * This function usually runs in a separate thread, and so you should |
| 304 | * protect data structures that it accesses by calling SDL_LockAudio() |
| 305 | * and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL |
| 306 | * pointer here, and call SDL_QueueAudio() with some frequency, to queue |
| 307 | * more audio samples to be played (or for capture devices, call |
| 308 | * SDL_DequeueAudio() with some frequency, to obtain audio samples). |
| 309 | * - \c desired->userdata is passed as the first parameter to your callback |
| 310 | * function. If you passed a NULL callback, this value is ignored. |
| 311 | * |
| 312 | * The audio device starts out playing silence when it's opened, and should |
| 313 | * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready |
| 314 | * for your audio callback function to be called. Since the audio driver |
| 315 | * may modify the requested size of the audio buffer, you should allocate |
| 316 | * any local mixing buffers after you open the audio device. |
| 317 | */ |
| 318 | extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, |
| 319 | SDL_AudioSpec * obtained); |
| 320 | |
| 321 | /** |
| 322 | * SDL Audio Device IDs. |
| 323 | * |
| 324 | * A successful call to SDL_OpenAudio() is always device id 1, and legacy |
| 325 | * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls |
| 326 | * always returns devices >= 2 on success. The legacy calls are good both |
| 327 | * for backwards compatibility and when you don't care about multiple, |
| 328 | * specific, or capture devices. |
| 329 | */ |
| 330 | typedef Uint32 SDL_AudioDeviceID; |
| 331 | |
| 332 | /** |
| 333 | * Get the number of available devices exposed by the current driver. |
| 334 | * Only valid after a successfully initializing the audio subsystem. |
| 335 | * Returns -1 if an explicit list of devices can't be determined; this is |
| 336 | * not an error. For example, if SDL is set up to talk to a remote audio |
| 337 | * server, it can't list every one available on the Internet, but it will |
| 338 | * still allow a specific host to be specified to SDL_OpenAudioDevice(). |
| 339 | * |
| 340 | * In many common cases, when this function returns a value <= 0, it can still |
| 341 | * successfully open the default device (NULL for first argument of |
| 342 | * SDL_OpenAudioDevice()). |
| 343 | */ |
| 344 | extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); |
| 345 | |
| 346 | /** |
| 347 | * Get the human-readable name of a specific audio device. |
| 348 | * Must be a value between 0 and (number of audio devices-1). |
| 349 | * Only valid after a successfully initializing the audio subsystem. |
| 350 | * The values returned by this function reflect the latest call to |
| 351 | * SDL_GetNumAudioDevices(); recall that function to redetect available |
| 352 | * hardware. |
| 353 | * |
| 354 | * The string returned by this function is UTF-8 encoded, read-only, and |
| 355 | * managed internally. You are not to free it. If you need to keep the |
| 356 | * string for any length of time, you should make your own copy of it, as it |
| 357 | * will be invalid next time any of several other SDL functions is called. |
| 358 | */ |
| 359 | extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, |
| 360 | int iscapture); |
| 361 | |
| 362 | |
| 363 | /** |
| 364 | * Open a specific audio device. Passing in a device name of NULL requests |
| 365 | * the most reasonable default (and is equivalent to calling SDL_OpenAudio()). |
| 366 | * |
| 367 | * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but |
| 368 | * some drivers allow arbitrary and driver-specific strings, such as a |
| 369 | * hostname/IP address for a remote audio server, or a filename in the |
| 370 | * diskaudio driver. |
| 371 | * |
| 372 | * \return 0 on error, a valid device ID that is >= 2 on success. |
| 373 | * |
| 374 | * SDL_OpenAudio(), unlike this function, always acts on device ID 1. |
| 375 | */ |
| 376 | extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char |
| 377 | *device, |
| 378 | int iscapture, |
| 379 | const |
| 380 | SDL_AudioSpec * |
| 381 | desired, |
| 382 | SDL_AudioSpec * |
| 383 | obtained, |
| 384 | int |
| 385 | allowed_changes); |
| 386 | |
| 387 | |
| 388 | |
| 389 | /** |
| 390 | * \name Audio state |
| 391 | * |
| 392 | * Get the current audio state. |
| 393 | */ |
| 394 | /* @{ */ |
| 395 | typedef enum |
| 396 | { |
| 397 | SDL_AUDIO_STOPPED = 0, |
| 398 | SDL_AUDIO_PLAYING, |
| 399 | SDL_AUDIO_PAUSED |
| 400 | } SDL_AudioStatus; |
| 401 | extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); |
| 402 | |
| 403 | extern DECLSPEC SDL_AudioStatus SDLCALL |
| 404 | SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); |
| 405 | /* @} *//* Audio State */ |
| 406 | |
| 407 | /** |
| 408 | * \name Pause audio functions |
| 409 | * |
| 410 | * These functions pause and unpause the audio callback processing. |
| 411 | * They should be called with a parameter of 0 after opening the audio |
| 412 | * device to start playing sound. This is so you can safely initialize |
| 413 | * data for your callback function after opening the audio device. |
| 414 | * Silence will be written to the audio device during the pause. |
| 415 | */ |
| 416 | /* @{ */ |
| 417 | extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); |
| 418 | extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, |
| 419 | int pause_on); |
| 420 | /* @} *//* Pause audio functions */ |
| 421 | |
| 422 | /** |
| 423 | * This function loads a WAVE from the data source, automatically freeing |
| 424 | * that source if \c freesrc is non-zero. For example, to load a WAVE file, |
| 425 | * you could do: |
| 426 | * \code |
| 427 | * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); |
| 428 | * \endcode |
| 429 | * |
| 430 | * If this function succeeds, it returns the given SDL_AudioSpec, |
| 431 | * filled with the audio data format of the wave data, and sets |
| 432 | * \c *audio_buf to a malloc()'d buffer containing the audio data, |
| 433 | * and sets \c *audio_len to the length of that audio buffer, in bytes. |
| 434 | * You need to free the audio buffer with SDL_FreeWAV() when you are |
| 435 | * done with it. |
| 436 | * |
| 437 | * This function returns NULL and sets the SDL error message if the |
| 438 | * wave file cannot be opened, uses an unknown data format, or is |
| 439 | * corrupt. Currently raw and MS-ADPCM WAVE files are supported. |
| 440 | */ |
| 441 | extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, |
| 442 | int freesrc, |
| 443 | SDL_AudioSpec * spec, |
| 444 | Uint8 ** audio_buf, |
| 445 | Uint32 * audio_len); |
| 446 | |
| 447 | /** |
| 448 | * Loads a WAV from a file. |
| 449 | * Compatibility convenience function. |
| 450 | */ |
| 451 | #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ |
| 452 | SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) |
| 453 | |
| 454 | /** |
| 455 | * This function frees data previously allocated with SDL_LoadWAV_RW() |
| 456 | */ |
| 457 | extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); |
| 458 | |
| 459 | /** |
| 460 | * This function takes a source format and rate and a destination format |
| 461 | * and rate, and initializes the \c cvt structure with information needed |
| 462 | * by SDL_ConvertAudio() to convert a buffer of audio data from one format |
| 463 | * to the other. An unsupported format causes an error and -1 will be returned. |
| 464 | * |
| 465 | * \return 0 if no conversion is needed, 1 if the audio filter is set up, |
| 466 | * or -1 on error. |
| 467 | */ |
| 468 | extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, |
| 469 | SDL_AudioFormat src_format, |
| 470 | Uint8 src_channels, |
| 471 | int src_rate, |
| 472 | SDL_AudioFormat dst_format, |
| 473 | Uint8 dst_channels, |
| 474 | int dst_rate); |
| 475 | |
| 476 | /** |
| 477 | * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), |
| 478 | * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of |
| 479 | * audio data in the source format, this function will convert it in-place |
| 480 | * to the desired format. |
| 481 | * |
| 482 | * The data conversion may expand the size of the audio data, so the buffer |
| 483 | * \c cvt->buf should be allocated after the \c cvt structure is initialized by |
| 484 | * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. |
| 485 | * |
| 486 | * \return 0 on success or -1 if \c cvt->buf is NULL. |
| 487 | */ |
| 488 | extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); |
| 489 | |
| 490 | /* SDL_AudioStream is a new audio conversion interface. |
| 491 | The benefits vs SDL_AudioCVT: |
| 492 | - it can handle resampling data in chunks without generating |
| 493 | artifacts, when it doesn't have the complete buffer available. |
| 494 | - it can handle incoming data in any variable size. |
| 495 | - You push data as you have it, and pull it when you need it |
| 496 | */ |
| 497 | /* this is opaque to the outside world. */ |
| 498 | struct _SDL_AudioStream; |
| 499 | typedef struct _SDL_AudioStream SDL_AudioStream; |
| 500 | |
| 501 | /** |
| 502 | * Create a new audio stream |
| 503 | * |
| 504 | * \param src_format The format of the source audio |
| 505 | * \param src_channels The number of channels of the source audio |
| 506 | * \param src_rate The sampling rate of the source audio |
| 507 | * \param dst_format The format of the desired audio output |
| 508 | * \param dst_channels The number of channels of the desired audio output |
| 509 | * \param dst_rate The sampling rate of the desired audio output |
| 510 | * \return 0 on success, or -1 on error. |
| 511 | * |
| 512 | * \sa SDL_AudioStreamPut |
| 513 | * \sa SDL_AudioStreamGet |
| 514 | * \sa SDL_AudioStreamAvailable |
| 515 | * \sa SDL_AudioStreamFlush |
| 516 | * \sa SDL_AudioStreamClear |
| 517 | * \sa SDL_FreeAudioStream |
| 518 | */ |
| 519 | extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, |
| 520 | const Uint8 src_channels, |
| 521 | const int src_rate, |
| 522 | const SDL_AudioFormat dst_format, |
| 523 | const Uint8 dst_channels, |
| 524 | const int dst_rate); |
| 525 | |
| 526 | /** |
| 527 | * Add data to be converted/resampled to the stream |
| 528 | * |
| 529 | * \param stream The stream the audio data is being added to |
| 530 | * \param buf A pointer to the audio data to add |
| 531 | * \param len The number of bytes to write to the stream |
| 532 | * \return 0 on success, or -1 on error. |
| 533 | * |
| 534 | * \sa SDL_NewAudioStream |
| 535 | * \sa SDL_AudioStreamGet |
| 536 | * \sa SDL_AudioStreamAvailable |
| 537 | * \sa SDL_AudioStreamFlush |
| 538 | * \sa SDL_AudioStreamClear |
| 539 | * \sa SDL_FreeAudioStream |
| 540 | */ |
| 541 | extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len); |
| 542 | |
| 543 | /** |
| 544 | * Get converted/resampled data from the stream |
| 545 | * |
| 546 | * \param stream The stream the audio is being requested from |
| 547 | * \param buf A buffer to fill with audio data |
| 548 | * \param len The maximum number of bytes to fill |
| 549 | * \return The number of bytes read from the stream, or -1 on error |
| 550 | * |
| 551 | * \sa SDL_NewAudioStream |
| 552 | * \sa SDL_AudioStreamPut |
| 553 | * \sa SDL_AudioStreamAvailable |
| 554 | * \sa SDL_AudioStreamFlush |
| 555 | * \sa SDL_AudioStreamClear |
| 556 | * \sa SDL_FreeAudioStream |
| 557 | */ |
| 558 | extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len); |
| 559 | |
| 560 | /** |
| 561 | * Get the number of converted/resampled bytes available. The stream may be |
| 562 | * buffering data behind the scenes until it has enough to resample |
| 563 | * correctly, so this number might be lower than what you expect, or even |
| 564 | * be zero. Add more data or flush the stream if you need the data now. |
| 565 | * |
| 566 | * \sa SDL_NewAudioStream |
| 567 | * \sa SDL_AudioStreamPut |
| 568 | * \sa SDL_AudioStreamGet |
| 569 | * \sa SDL_AudioStreamFlush |
| 570 | * \sa SDL_AudioStreamClear |
| 571 | * \sa SDL_FreeAudioStream |
| 572 | */ |
| 573 | extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream); |
| 574 | |
| 575 | /** |
| 576 | * Tell the stream that you're done sending data, and anything being buffered |
| 577 | * should be converted/resampled and made available immediately. |
| 578 | * |
| 579 | * It is legal to add more data to a stream after flushing, but there will |
| 580 | * be audio gaps in the output. Generally this is intended to signal the |
| 581 | * end of input, so the complete output becomes available. |
| 582 | * |
| 583 | * \sa SDL_NewAudioStream |
| 584 | * \sa SDL_AudioStreamPut |
| 585 | * \sa SDL_AudioStreamGet |
| 586 | * \sa SDL_AudioStreamAvailable |
| 587 | * \sa SDL_AudioStreamClear |
| 588 | * \sa SDL_FreeAudioStream |
| 589 | */ |
| 590 | extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream); |
| 591 | |
| 592 | /** |
| 593 | * Clear any pending data in the stream without converting it |
| 594 | * |
| 595 | * \sa SDL_NewAudioStream |
| 596 | * \sa SDL_AudioStreamPut |
| 597 | * \sa SDL_AudioStreamGet |
| 598 | * \sa SDL_AudioStreamAvailable |
| 599 | * \sa SDL_AudioStreamFlush |
| 600 | * \sa SDL_FreeAudioStream |
| 601 | */ |
| 602 | extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream); |
| 603 | |
| 604 | /** |
| 605 | * Free an audio stream |
| 606 | * |
| 607 | * \sa SDL_NewAudioStream |
| 608 | * \sa SDL_AudioStreamPut |
| 609 | * \sa SDL_AudioStreamGet |
| 610 | * \sa SDL_AudioStreamAvailable |
| 611 | * \sa SDL_AudioStreamFlush |
| 612 | * \sa SDL_AudioStreamClear |
| 613 | */ |
| 614 | extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream); |
| 615 | |
| 616 | #define SDL_MIX_MAXVOLUME 128 |
| 617 | /** |
| 618 | * This takes two audio buffers of the playing audio format and mixes |
| 619 | * them, performing addition, volume adjustment, and overflow clipping. |
| 620 | * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME |
| 621 | * for full audio volume. Note this does not change hardware volume. |
| 622 | * This is provided for convenience -- you can mix your own audio data. |
| 623 | */ |
| 624 | extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, |
| 625 | Uint32 len, int volume); |
| 626 | |
| 627 | /** |
| 628 | * This works like SDL_MixAudio(), but you specify the audio format instead of |
| 629 | * using the format of audio device 1. Thus it can be used when no audio |
| 630 | * device is open at all. |
| 631 | */ |
| 632 | extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, |
| 633 | const Uint8 * src, |
| 634 | SDL_AudioFormat format, |
| 635 | Uint32 len, int volume); |
| 636 | |
| 637 | /** |
| 638 | * Queue more audio on non-callback devices. |
| 639 | * |
| 640 | * (If you are looking to retrieve queued audio from a non-callback capture |
| 641 | * device, you want SDL_DequeueAudio() instead. This will return -1 to |
| 642 | * signify an error if you use it with capture devices.) |
| 643 | * |
| 644 | * SDL offers two ways to feed audio to the device: you can either supply a |
| 645 | * callback that SDL triggers with some frequency to obtain more audio |
| 646 | * (pull method), or you can supply no callback, and then SDL will expect |
| 647 | * you to supply data at regular intervals (push method) with this function. |
| 648 | * |
| 649 | * There are no limits on the amount of data you can queue, short of |
| 650 | * exhaustion of address space. Queued data will drain to the device as |
| 651 | * necessary without further intervention from you. If the device needs |
| 652 | * audio but there is not enough queued, it will play silence to make up |
| 653 | * the difference. This means you will have skips in your audio playback |
| 654 | * if you aren't routinely queueing sufficient data. |
| 655 | * |
| 656 | * This function copies the supplied data, so you are safe to free it when |
| 657 | * the function returns. This function is thread-safe, but queueing to the |
| 658 | * same device from two threads at once does not promise which buffer will |
| 659 | * be queued first. |
| 660 | * |
| 661 | * You may not queue audio on a device that is using an application-supplied |
| 662 | * callback; doing so returns an error. You have to use the audio callback |
| 663 | * or queue audio with this function, but not both. |
| 664 | * |
| 665 | * You should not call SDL_LockAudio() on the device before queueing; SDL |
| 666 | * handles locking internally for this function. |
| 667 | * |
| 668 | * \param dev The device ID to which we will queue audio. |
| 669 | * \param data The data to queue to the device for later playback. |
| 670 | * \param len The number of bytes (not samples!) to which (data) points. |
| 671 | * \return 0 on success, or -1 on error. |
| 672 | * |
| 673 | * \sa SDL_GetQueuedAudioSize |
| 674 | * \sa SDL_ClearQueuedAudio |
| 675 | */ |
| 676 | extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len); |
| 677 | |
| 678 | /** |
| 679 | * Dequeue more audio on non-callback devices. |
| 680 | * |
| 681 | * (If you are looking to queue audio for output on a non-callback playback |
| 682 | * device, you want SDL_QueueAudio() instead. This will always return 0 |
| 683 | * if you use it with playback devices.) |
| 684 | * |
| 685 | * SDL offers two ways to retrieve audio from a capture device: you can |
| 686 | * either supply a callback that SDL triggers with some frequency as the |
| 687 | * device records more audio data, (push method), or you can supply no |
| 688 | * callback, and then SDL will expect you to retrieve data at regular |
| 689 | * intervals (pull method) with this function. |
| 690 | * |
| 691 | * There are no limits on the amount of data you can queue, short of |
| 692 | * exhaustion of address space. Data from the device will keep queuing as |
| 693 | * necessary without further intervention from you. This means you will |
| 694 | * eventually run out of memory if you aren't routinely dequeueing data. |
| 695 | * |
| 696 | * Capture devices will not queue data when paused; if you are expecting |
| 697 | * to not need captured audio for some length of time, use |
| 698 | * SDL_PauseAudioDevice() to stop the capture device from queueing more |
| 699 | * data. This can be useful during, say, level loading times. When |
| 700 | * unpaused, capture devices will start queueing data from that point, |
| 701 | * having flushed any capturable data available while paused. |
| 702 | * |
| 703 | * This function is thread-safe, but dequeueing from the same device from |
| 704 | * two threads at once does not promise which thread will dequeued data |
| 705 | * first. |
| 706 | * |
| 707 | * You may not dequeue audio from a device that is using an |
| 708 | * application-supplied callback; doing so returns an error. You have to use |
| 709 | * the audio callback, or dequeue audio with this function, but not both. |
| 710 | * |
| 711 | * You should not call SDL_LockAudio() on the device before queueing; SDL |
| 712 | * handles locking internally for this function. |
| 713 | * |
| 714 | * \param dev The device ID from which we will dequeue audio. |
| 715 | * \param data A pointer into where audio data should be copied. |
| 716 | * \param len The number of bytes (not samples!) to which (data) points. |
| 717 | * \return number of bytes dequeued, which could be less than requested. |
| 718 | * |
| 719 | * \sa SDL_GetQueuedAudioSize |
| 720 | * \sa SDL_ClearQueuedAudio |
| 721 | */ |
| 722 | extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len); |
| 723 | |
| 724 | /** |
| 725 | * Get the number of bytes of still-queued audio. |
| 726 | * |
| 727 | * For playback device: |
| 728 | * |
| 729 | * This is the number of bytes that have been queued for playback with |
| 730 | * SDL_QueueAudio(), but have not yet been sent to the hardware. This |
| 731 | * number may shrink at any time, so this only informs of pending data. |
| 732 | * |
| 733 | * Once we've sent it to the hardware, this function can not decide the |
| 734 | * exact byte boundary of what has been played. It's possible that we just |
| 735 | * gave the hardware several kilobytes right before you called this |
| 736 | * function, but it hasn't played any of it yet, or maybe half of it, etc. |
| 737 | * |
| 738 | * For capture devices: |
| 739 | * |
| 740 | * This is the number of bytes that have been captured by the device and |
| 741 | * are waiting for you to dequeue. This number may grow at any time, so |
| 742 | * this only informs of the lower-bound of available data. |
| 743 | * |
| 744 | * You may not queue audio on a device that is using an application-supplied |
| 745 | * callback; calling this function on such a device always returns 0. |
| 746 | * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use |
| 747 | * the audio callback, but not both. |
| 748 | * |
| 749 | * You should not call SDL_LockAudio() on the device before querying; SDL |
| 750 | * handles locking internally for this function. |
| 751 | * |
| 752 | * \param dev The device ID of which we will query queued audio size. |
| 753 | * \return Number of bytes (not samples!) of queued audio. |
| 754 | * |
| 755 | * \sa SDL_QueueAudio |
| 756 | * \sa SDL_ClearQueuedAudio |
| 757 | */ |
| 758 | extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev); |
| 759 | |
| 760 | /** |
| 761 | * Drop any queued audio data. For playback devices, this is any queued data |
| 762 | * still waiting to be submitted to the hardware. For capture devices, this |
| 763 | * is any data that was queued by the device that hasn't yet been dequeued by |
| 764 | * the application. |
| 765 | * |
| 766 | * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For |
| 767 | * playback devices, the hardware will start playing silence if more audio |
| 768 | * isn't queued. Unpaused capture devices will start filling the queue again |
| 769 | * as soon as they have more data available (which, depending on the state |
| 770 | * of the hardware and the thread, could be before this function call |
| 771 | * returns!). |
| 772 | * |
| 773 | * This will not prevent playback of queued audio that's already been sent |
| 774 | * to the hardware, as we can not undo that, so expect there to be some |
| 775 | * fraction of a second of audio that might still be heard. This can be |
| 776 | * useful if you want to, say, drop any pending music during a level change |
| 777 | * in your game. |
| 778 | * |
| 779 | * You may not queue audio on a device that is using an application-supplied |
| 780 | * callback; calling this function on such a device is always a no-op. |
| 781 | * You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use |
| 782 | * the audio callback, but not both. |
| 783 | * |
| 784 | * You should not call SDL_LockAudio() on the device before clearing the |
| 785 | * queue; SDL handles locking internally for this function. |
| 786 | * |
| 787 | * This function always succeeds and thus returns void. |
| 788 | * |
| 789 | * \param dev The device ID of which to clear the audio queue. |
| 790 | * |
| 791 | * \sa SDL_QueueAudio |
| 792 | * \sa SDL_GetQueuedAudioSize |
| 793 | */ |
| 794 | extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev); |
| 795 | |
| 796 | |
| 797 | /** |
| 798 | * \name Audio lock functions |
| 799 | * |
| 800 | * The lock manipulated by these functions protects the callback function. |
| 801 | * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that |
| 802 | * the callback function is not running. Do not call these from the callback |
| 803 | * function or you will cause deadlock. |
| 804 | */ |
| 805 | /* @{ */ |
| 806 | extern DECLSPEC void SDLCALL SDL_LockAudio(void); |
| 807 | extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); |
| 808 | extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); |
| 809 | extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); |
| 810 | /* @} *//* Audio lock functions */ |
| 811 | |
| 812 | /** |
| 813 | * This function shuts down audio processing and closes the audio device. |
| 814 | */ |
| 815 | extern DECLSPEC void SDLCALL SDL_CloseAudio(void); |
| 816 | extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); |
| 817 | |
| 818 | /* Ends C function definitions when using C++ */ |
| 819 | #ifdef __cplusplus |
| 820 | } |
| 821 | #endif |
| 822 | #include "close_code.h" |
| 823 | |
| 824 | #endif /* SDL_audio_h_ */ |
| 825 | |
| 826 | /* vi: set ts=4 sw=4 expandtab: */ |
| 827 | |