mirror of
https://github.com/encounter/SDL.git
synced 2025-12-09 13:37:56 +00:00
First shot at merging the wiki documentation into the headers.
This commit is contained in:
@@ -19,6 +19,8 @@
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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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/* !!! FIXME: several functions in here need Doxygen comments. */
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/**
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* \file SDL_audio.h
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*
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@@ -265,55 +267,69 @@ extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
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/* @} */
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/**
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* This function returns the name of the current audio driver, or NULL
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* if no driver has been initialized.
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* Get the name of the current audio driver.
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*
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* The returned string points to internal static memory and thus never becomes
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* invalid, even if you quit the audio subsystem and initialize a new driver
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* (although such a case would return a different static string from another
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* call to this function, of course). As such, you should not modify or free
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* the returned string.
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*
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* \returns the name of the current audio driver or NULL if no driver has been
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* initialized.
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*
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* \since This function is available since SDL 2.0.0.
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*
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* \sa SDL_AudioInit
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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/**
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* This function opens the audio device with the desired parameters, and
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* returns 0 if successful, placing the actual hardware parameters in the
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* structure pointed to by \c obtained. If \c obtained is NULL, the audio
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* data passed to the callback function will be guaranteed to be in the
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* requested format, and will be automatically converted to the hardware
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* audio format if necessary. This function returns -1 if it failed
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* to open the audio device, or couldn't set up the audio thread.
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* This function is a legacy means of opening the audio device.
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*
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* When filling in the desired audio spec structure,
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* - \c desired->freq should be the desired audio frequency in samples-per-
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* second.
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* - \c desired->format should be the desired audio format.
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* - \c desired->samples is the desired size of the audio buffer, in
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* samples. This number should be a power of two, and may be adjusted by
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* the audio driver to a value more suitable for the hardware. Good values
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* seem to range between 512 and 8096 inclusive, depending on the
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* application and CPU speed. Smaller values yield faster response time,
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* but can lead to underflow if the application is doing heavy processing
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* and cannot fill the audio buffer in time. A stereo sample consists of
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* both right and left channels in LR ordering.
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* Note that the number of samples is directly related to time by the
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* following formula: \code ms = (samples*1000)/freq \endcode
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* - \c desired->size is the size in bytes of the audio buffer, and is
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* calculated by SDL_OpenAudio().
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* - \c desired->silence is the value used to set the buffer to silence,
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* and is calculated by SDL_OpenAudio().
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* - \c desired->callback should be set to a function that will be called
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* when the audio device is ready for more data. It is passed a pointer
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* to the audio buffer, and the length in bytes of the audio buffer.
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* This function usually runs in a separate thread, and so you should
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* protect data structures that it accesses by calling SDL_LockAudio()
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* and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
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* pointer here, and call SDL_QueueAudio() with some frequency, to queue
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* more audio samples to be played (or for capture devices, call
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* SDL_DequeueAudio() with some frequency, to obtain audio samples).
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* - \c desired->userdata is passed as the first parameter to your callback
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* function. If you passed a NULL callback, this value is ignored.
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* This function remains for compatibility with SDL 1.2, but also because it's
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* slightly easier to use than the new functions in SDL 2.0. The new, more
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* powerful, and preferred way to do this is SDL_OpenAudioDevice().
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*
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* The audio device starts out playing silence when it's opened, and should
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* be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
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* for your audio callback function to be called. Since the audio driver
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* may modify the requested size of the audio buffer, you should allocate
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* any local mixing buffers after you open the audio device.
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* This function is roughly equivalent to:
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*
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* ```c++
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* SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
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* ```
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*
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* With two notable exceptions:
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*
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* - If `obtained` is NULL, we use `desired` (and allow no changes), which
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* means desired will be modified to have the correct values for silence, etc,
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* and SDL will convert any differences between your app's specific request
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* and the hardware behind the scenes.
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*
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* - The return value is always success or failure, and not a device ID, which
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* means you can only have one device open at a time with this function.
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*
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* \param desired an SDL_AudioSpec structure representing the desired output
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* format. Please refer to the SDL_OpenAudioDevice documentation
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* for details on how to prepare this structure.
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* \param obtained an SDL_AudioSpec structure filled in with the actual
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* parameters, or NULL.
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* \returns This function opens the audio device with the desired parameters,
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* and returns 0 if successful, placing the actual hardware
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* parameters in the structure pointed to by `obtained`.
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*
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* If `obtained` is NULL, the audio data passed to the callback
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* function will be guaranteed to be in the requested format, and
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* will be automatically converted to the actual hardware audio
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* format if necessary. If `obtained` is NULL, `desired` will
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* have fields modified.
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*
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* This function returns a negative error code on failure to open the
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* audio device or failure to set up the audio thread; call
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* SDL_GetError() for more information.
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*
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* \sa SDL_CloseAudio
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* \sa SDL_LockAudio
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* \sa SDL_PauseAudio
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* \sa SDL_UnlockAudio
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*/
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extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
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SDL_AudioSpec * obtained);
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@@ -330,49 +346,97 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
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typedef Uint32 SDL_AudioDeviceID;
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/**
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* Get the number of available devices exposed by the current driver.
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* Only valid after a successfully initializing the audio subsystem.
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* Returns -1 if an explicit list of devices can't be determined; this is
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* not an error. For example, if SDL is set up to talk to a remote audio
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* server, it can't list every one available on the Internet, but it will
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* still allow a specific host to be specified to SDL_OpenAudioDevice().
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* Get the number of built-in audio devices.
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*
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* In many common cases, when this function returns a value <= 0, it can still
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* successfully open the default device (NULL for first argument of
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* SDL_OpenAudioDevice()).
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* This function is only valid after successfully initializing the audio
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* subsystem.
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*
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* Note that audio capture support is not implemented as of SDL 2.0.4, so the
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* `iscapture` parameter is for future expansion and should always be zero
|
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* for now.
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*
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* This function will return -1 if an explicit list of devices can't be
|
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* determined. Returning -1 is not an error. For example, if SDL is set up to
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* talk to a remote audio server, it can't list every one available on the
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* Internet, but it will still allow a specific host to be specified in
|
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* SDL_OpenAudioDevice().
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*
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||||
* In many common cases, when this function returns a value <= 0, it can still
|
||||
* successfully open the default device (NULL for first argument of
|
||||
* SDL_OpenAudioDevice()).
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*
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||||
* This function may trigger a complete redetect of available hardware. It
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* should not be called for each iteration of a loop, but rather once at the
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* start of a loop:
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*
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* ```c++
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* // Don't do this:
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* for (int i = 0; i < SDL_GetNumAudioDevices(0); i++)
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||||
*
|
||||
* // do this instead:
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* const int count = SDL_GetNumAudioDevices(0);
|
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* for (int i = 0; i < count; ++i) { do_something_here(); }
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||||
* ```
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||||
*
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* \param iscapture zero to request playback devices, non-zero to request
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||||
* recording devices
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* \returns the number of available devices exposed by the current driver or
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* -1 if an explicit list of devices can't be determined. A return
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* value of -1 does not necessarily mean an error condition.
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||||
*
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* \since This function is available since SDL 2.0.0.
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*
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||||
* \sa SDL_GetAudioDeviceName
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* \sa SDL_OpenAudioDevice
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||||
*/
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extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
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/**
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* Get the human-readable name of a specific audio device.
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* Must be a value between 0 and (number of audio devices-1).
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* Only valid after a successfully initializing the audio subsystem.
|
||||
* The values returned by this function reflect the latest call to
|
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* SDL_GetNumAudioDevices(); recall that function to redetect available
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* hardware.
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* Get the human-readable name of a specific audio device.
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||||
*
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* The string returned by this function is UTF-8 encoded, read-only, and
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* managed internally. You are not to free it. If you need to keep the
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* string for any length of time, you should make your own copy of it, as it
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* will be invalid next time any of several other SDL functions is called.
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* This function is only valid after successfully initializing the audio
|
||||
* subsystem. The values returned by this function reflect the latest call to
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* SDL_GetNumAudioDevices(); re-call that function to redetect available
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* hardware.
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||||
*
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* The string returned by this function is UTF-8 encoded, read-only, and
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* managed internally. You are not to free it. If you need to keep the string
|
||||
* for any length of time, you should make your own copy of it, as it will be
|
||||
* invalid next time any of several other SDL functions are called.
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*
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* \param index the index of the audio device; valid values range from 0 to
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* SDL_GetNumAudioDevices() - 1
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* \param iscapture non-zero to query the list of recording devices, zero to
|
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* query the list of output devices.
|
||||
* \returns the name of the audio device at the requested index, or NULL on
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* error.
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||||
*
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* \sa SDL_GetNumAudioDevices
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
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int iscapture);
|
||||
|
||||
/**
|
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* Get the audio format of a specific audio device.
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* Must be a value between 0 and (number of audio devices-1).
|
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* Only valid after a successfully initializing the audio subsystem.
|
||||
* The values returned by this function reflect the latest call to
|
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* SDL_GetNumAudioDevices(); recall that function to redetect available
|
||||
* hardware.
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* Get the preferred audio format of a specific audio device.
|
||||
*
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||||
* The spec will be filled with the sample rate, sample format, and channel
|
||||
* count. All other values in the structure are filled with 0. When the
|
||||
* supported struct members are 0, SDL was unable to get the property from the
|
||||
* backend.
|
||||
* This function is only valid after a successfully initializing the audio
|
||||
* subsystem. The values returned by this function reflect the latest call to
|
||||
* SDL_GetNumAudioDevices(); re-call that function to redetect available
|
||||
* hardware.
|
||||
*
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||||
* \return 0 on success, nonzero on error
|
||||
* `spec` will be filled with the sample rate, sample format, and channel
|
||||
* count. All other values in the structure are filled with 0. When the
|
||||
* supported struct members are 0, SDL was unable to get the property from the
|
||||
* backend.
|
||||
*
|
||||
* \param index the index of the audio device; valid values range from 0 to
|
||||
* SDL_GetNumAudioDevices() - 1
|
||||
* \param iscapture non-zero to query the list of recording devices, zero to
|
||||
* query the list of output devices.
|
||||
* \param spec The SDL_AudioSpec to be initialized by this function.
|
||||
* \returns 0 on success, nonzero on error
|
||||
*
|
||||
* \sa SDL_GetNumAudioDevices
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*/
|
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extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
|
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int iscapture,
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@@ -380,17 +444,116 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
|
||||
|
||||
|
||||
/**
|
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* Open a specific audio device. Passing in a device name of NULL requests
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||||
* the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
|
||||
* Open a specific audio device.
|
||||
*
|
||||
* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
|
||||
* some drivers allow arbitrary and driver-specific strings, such as a
|
||||
* hostname/IP address for a remote audio server, or a filename in the
|
||||
* diskaudio driver.
|
||||
* SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such,
|
||||
* this function will never return a 1 so as not to conflict with the legacy
|
||||
* function.
|
||||
*
|
||||
* \return 0 on error, a valid device ID that is >= 2 on success.
|
||||
* Please note that SDL 2.0 before 2.0.5 did not support recording; as such,
|
||||
* this function would fail if `iscapture` was not zero. Starting with SDL
|
||||
* 2.0.5, recording is implemented and this value can be non-zero.
|
||||
*
|
||||
* SDL_OpenAudio(), unlike this function, always acts on device ID 1.
|
||||
* Passing in a `device` name of NULL requests the most reasonable default
|
||||
* (and is equivalent to what SDL_OpenAudio() does to choose a device). The
|
||||
* `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
|
||||
* some drivers allow arbitrary and driver-specific strings, such as a
|
||||
* hostname/IP address for a remote audio server, or a filename in the
|
||||
* diskaudio driver.
|
||||
*
|
||||
* When filling in the desired audio spec structure:
|
||||
*
|
||||
* - `desired->freq` should be the frequency in sample-frames-per-second (Hz).
|
||||
*
|
||||
* - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc).
|
||||
*
|
||||
* - `desired->samples` is the desired size of the audio buffer, in
|
||||
* _sample frames_ (with stereo output, two samples--left and right--would
|
||||
* make a single sample frame). This number should be a power of two, and
|
||||
* may be adjusted by the audio driver to a value more suitable for the
|
||||
* hardware. Good values seem to range between 512 and 8096 inclusive,
|
||||
* depending on the application and CPU speed. Smaller values reduce
|
||||
* latency, but can lead to underflow if the application is doing heavy
|
||||
* processing and cannot fill the audio buffer in time. Note that the
|
||||
* number of sample frames is directly related to time by the following
|
||||
* formula: `ms = (sampleframes*1000)/freq`
|
||||
*
|
||||
* - `desired->size` is the size in _bytes_ of the audio buffer, and is
|
||||
* calculated by SDL_OpenAudioDevice(). You don't initialize this.
|
||||
*
|
||||
* - `desired->silence` is the value used to set the buffer to silence,
|
||||
* and is calculated by SDL_OpenAudioDevice(). You don't initialize this.
|
||||
*
|
||||
* - `desired->callback` should be set to a function that will be called
|
||||
* when the audio device is ready for more data. It is passed a pointer
|
||||
* to the audio buffer, and the length in bytes of the audio buffer.
|
||||
* This function usually runs in a separate thread, and so you should
|
||||
* protect data structures that it accesses by calling SDL_LockAudioDevice()
|
||||
* and SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL
|
||||
* pointer here, and call SDL_QueueAudio() with some frequency, to queue
|
||||
* more audio samples to be played (or for capture devices, call
|
||||
* SDL_DequeueAudio() with some frequency, to obtain audio samples).
|
||||
*
|
||||
* - `desired->userdata` is passed as the first parameter to your callback
|
||||
* function. If you passed a NULL callback, this value is ignored.
|
||||
*
|
||||
* `allowed_changes` can have the following flags OR'd together:
|
||||
*
|
||||
* - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE`
|
||||
* - `SDL_AUDIO_ALLOW_FORMAT_CHANGE`
|
||||
* - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE`
|
||||
* - `SDL_AUDIO_ALLOW_ANY_CHANGE`
|
||||
*
|
||||
* These flags specify how SDL should behave when a device cannot offer a
|
||||
* specific feature. If the application requests a feature that the hardware
|
||||
* doesn't offer, SDL will always try to get the closest equivalent.
|
||||
*
|
||||
* For example, if you ask for float32 audio format, but the sound card only
|
||||
* supports int16, SDL will set the hardware to int16. If you had set
|
||||
* SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the
|
||||
* `obtained` structure. If that flag was *not* set, SDL will prepare to
|
||||
* convert your callback's float32 audio to int16 before feeding it to the
|
||||
* hardware and will keep the originally requested format in the `obtained`
|
||||
* structure.
|
||||
*
|
||||
* If your application can only handle one specific data format, pass a zero
|
||||
* for `allowed_changes` and let SDL transparently handle any differences.
|
||||
*
|
||||
* An opened audio device starts out paused, and should be enabled for playing
|
||||
* by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio
|
||||
* callback function to be called. Since the audio driver may modify the
|
||||
* requested size of the audio buffer, you should allocate any local mixing
|
||||
* buffers after you open the audio device.
|
||||
*
|
||||
* The audio callback runs in a separate thread in most cases; you can prevent
|
||||
* race conditions between your callback and other threads without fully
|
||||
* pausing playback with SDL_LockAudioDevice(). For more information about the
|
||||
* callback, see SDL_AudioSpec.
|
||||
*
|
||||
* \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a
|
||||
* driver-specific name as appropriate. NULL requests the most
|
||||
* reasonable default device.
|
||||
* \param iscapture non-zero to specify a device should be opened for
|
||||
* recording, not playback
|
||||
* \param desired an SDL_AudioSpec structure representing the desired output
|
||||
* format; see SDL_OpenAudio() for more information
|
||||
* \param obtained an SDL_AudioSpec structure filled in with the actual output
|
||||
* format; see SDL_OpenAudio() for more information
|
||||
* \param allowed_changes 0, or one or more flags OR'd together
|
||||
* \returns a valid device ID that is > 0 on success or 0 on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* For compatibility with SDL 1.2, this will never return 1, since
|
||||
* SDL reserves that ID for the legacy SDL_OpenAudio() function.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.0.
|
||||
*
|
||||
* \sa SDL_CloseAudioDevice
|
||||
* \sa SDL_GetAudioDeviceName
|
||||
* \sa SDL_LockAudioDevice
|
||||
* \sa SDL_OpenAudio
|
||||
* \sa SDL_PauseAudioDevice
|
||||
* \sa SDL_UnlockAudioDevice
|
||||
*/
|
||||
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
|
||||
*device,
|
||||
@@ -418,9 +581,7 @@ typedef enum
|
||||
SDL_AUDIO_PAUSED
|
||||
} SDL_AudioStatus;
|
||||
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
|
||||
|
||||
extern DECLSPEC SDL_AudioStatus SDLCALL
|
||||
SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
|
||||
extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
|
||||
/* @} *//* Audio State */
|
||||
|
||||
/**
|
||||
@@ -439,56 +600,79 @@ extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
|
||||
/* @} *//* Pause audio functions */
|
||||
|
||||
/**
|
||||
* \brief Load the audio data of a WAVE file into memory
|
||||
* Load the audio data of a WAVE file into memory.
|
||||
*
|
||||
* Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len
|
||||
* to be valid pointers. The entire data portion of the file is then loaded
|
||||
* into memory and decoded if necessary.
|
||||
* Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len`
|
||||
* to be valid pointers. The entire data portion of the file is then loaded
|
||||
* into memory and decoded if necessary.
|
||||
*
|
||||
* If \c freesrc is non-zero, the data source gets automatically closed and
|
||||
* freed before the function returns.
|
||||
* If `freesrc` is non-zero, the data source gets automatically closed and
|
||||
* freed before the function returns.
|
||||
*
|
||||
* Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits),
|
||||
* IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and
|
||||
* µ-law (8 bits). Other formats are currently unsupported and cause an error.
|
||||
* Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
|
||||
* 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits),
|
||||
* and A-law and mu-law (8 bits). Other formats are currently unsupported and
|
||||
* cause an error.
|
||||
*
|
||||
* If this function succeeds, the pointer returned by it is equal to \c spec
|
||||
* and the pointer to the audio data allocated by the function is written to
|
||||
* \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec
|
||||
* members \c freq, \c channels, and \c format are set to the values of the
|
||||
* audio data in the buffer. The \c samples member is set to a sane default and
|
||||
* all others are set to zero.
|
||||
* If this function succeeds, the pointer returned by it is equal to `spec`
|
||||
* and the pointer to the audio data allocated by the function is written to
|
||||
* `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec
|
||||
* members `freq`, `channels`, and `format` are set to the values of the
|
||||
* audio data in the buffer. The `samples` member is set to a sane default
|
||||
* and all others are set to zero.
|
||||
*
|
||||
* It's necessary to use SDL_FreeWAV() to free the audio data returned in
|
||||
* \c audio_buf when it is no longer used.
|
||||
* It's necessary to use SDL_FreeWAV() to free the audio data returned in
|
||||
* `audio_buf` when it is no longer used.
|
||||
*
|
||||
* Because of the underspecification of the Waveform format, there are many
|
||||
* problematic files in the wild that cause issues with strict decoders. To
|
||||
* provide compatibility with these files, this decoder is lenient in regards
|
||||
* to the truncation of the file, the fact chunk, and the size of the RIFF
|
||||
* chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION,
|
||||
* and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the
|
||||
* loading process.
|
||||
* Because of the underspecification of the .WAV format, there are many
|
||||
* problematic files in the wild that cause issues with strict decoders. To
|
||||
* provide compatibility with these files, this decoder is lenient in regards
|
||||
* to the truncation of the file, the fact chunk, and the size of the RIFF
|
||||
* chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, `SDL_HINT_WAVE_TRUNCATION`,
|
||||
* and `SDL_HINT_WAVE_FACT_CHUNK` can be used to tune the behavior of the
|
||||
* loading process.
|
||||
*
|
||||
* Any file that is invalid (due to truncation, corruption, or wrong values in
|
||||
* the headers), too big, or unsupported causes an error. Additionally, any
|
||||
* critical I/O error from the data source will terminate the loading process
|
||||
* with an error. The function returns NULL on error and in all cases (with the
|
||||
* exception of \c src being NULL), an appropriate error message will be set.
|
||||
* Any file that is invalid (due to truncation, corruption, or wrong values in
|
||||
* the headers), too big, or unsupported causes an error. Additionally, any
|
||||
* critical I/O error from the data source will terminate the loading process
|
||||
* with an error. The function returns NULL on error and in all cases (with the
|
||||
* exception of `src` being NULL), an appropriate error message will be set.
|
||||
*
|
||||
* It is required that the data source supports seeking.
|
||||
* It is required that the data source supports seeking.
|
||||
*
|
||||
* Example:
|
||||
* \code
|
||||
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
|
||||
* \endcode
|
||||
* Example:
|
||||
* ```c++
|
||||
* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
|
||||
* ```
|
||||
*
|
||||
* \param src The data source with the WAVE data
|
||||
* \param freesrc A integer value that makes the function close the data source if non-zero
|
||||
* \param spec A pointer filled with the audio format of the audio data
|
||||
* \param audio_buf A pointer filled with the audio data allocated by the function
|
||||
* \param audio_len A pointer filled with the length of the audio data buffer in bytes
|
||||
* \return NULL on error, or non-NULL on success.
|
||||
* Note that the SDL_LoadWAV macro does this same thing for you, but in a less
|
||||
* messy way:
|
||||
*
|
||||
* ```c++
|
||||
* SDL_LoadWAV("sample.wav", &spec, &buf, &len);
|
||||
* ```
|
||||
*
|
||||
* \param src The data source for the WAVE data
|
||||
* \param freesrc If non-zero, SDL will _always_ free the data source
|
||||
* \param spec An SDL_AudioSpec that will be filled in with the wave file's
|
||||
* format details
|
||||
* \param audio_buf A pointer filled with the audio data, allocated by the function.
|
||||
* \param audio_len A pointer filled with the length of the audio data buffer in bytes
|
||||
* \returns This function, if successfully called, returns `spec`, which will
|
||||
* be filled with the audio data format of the wave source data.
|
||||
* `audio_buf` will be filled with a pointer to an allocated buffer
|
||||
* containing the audio data, and `audio_len` is filled with the
|
||||
* length of that audio buffer in bytes.
|
||||
*
|
||||
* This function returns NULL if the .WAV file cannot be opened, uses
|
||||
* an unknown data format, or is corrupt; call SDL_GetError() for
|
||||
* more information.
|
||||
*
|
||||
* When the application is done with the data returned in
|
||||
* `audio_buf`, it should call SDL_FreeWAV() to dispose of it.
|
||||
*
|
||||
* \sa SDL_FreeWAV
|
||||
* \sa SDL_LoadWAV
|
||||
*/
|
||||
extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
|
||||
int freesrc,
|
||||
@@ -504,18 +688,50 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
|
||||
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
|
||||
|
||||
/**
|
||||
* This function frees data previously allocated with SDL_LoadWAV_RW()
|
||||
* Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
|
||||
*
|
||||
* After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW()
|
||||
* its data can eventually be freed with SDL_FreeWAV(). It is safe to call
|
||||
* this function with a NULL pointer.
|
||||
*
|
||||
* \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or
|
||||
* SDL_LoadWAV_RW()
|
||||
*
|
||||
* \sa SDL_LoadWAV
|
||||
* \sa SDL_LoadWAV_RW
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
|
||||
|
||||
/**
|
||||
* This function takes a source format and rate and a destination format
|
||||
* and rate, and initializes the \c cvt structure with information needed
|
||||
* by SDL_ConvertAudio() to convert a buffer of audio data from one format
|
||||
* to the other. An unsupported format causes an error and -1 will be returned.
|
||||
* Initialize an SDL_AudioCVT structure for conversion.
|
||||
*
|
||||
* \return 0 if no conversion is needed, 1 if the audio filter is set up,
|
||||
* or -1 on error.
|
||||
* Before an SDL_AudioCVT structure can be used to convert audio data it must
|
||||
* be initialized with source and destination information.
|
||||
*
|
||||
* This function will zero out every field of the SDL_AudioCVT, so it must be
|
||||
* called before the application fills in the final buffer information.
|
||||
*
|
||||
* Once this function has returned successfully, and reported that a
|
||||
* conversion is necessary, the application fills in the rest of the fields in
|
||||
* SDL_AudioCVT, now that it knows how large a buffer it needs to allocate,
|
||||
* and then can call SDL_ConvertAudio() to complete the conversion.
|
||||
*
|
||||
* \param cvt an SDL_AudioCVT structure filled in with audio conversion
|
||||
* information
|
||||
* \param src_format the source format of the audio data; for more info see
|
||||
* SDL_AudioFormat
|
||||
* \param src_channels the number of channels in the source
|
||||
* \param src_rate the frequency (sample-frames-per-second) of the source
|
||||
* \param dst_format the destination format of the audio data; for more info
|
||||
* see SDL_AudioFormat
|
||||
* \param dst_channels the number of channels in the destination
|
||||
* \param dst_rate the frequency (sample-frames-per-second) of the
|
||||
* destination
|
||||
* \returns 1 if the audio filter is prepared, 0 if no conversion is needed,
|
||||
* or a negative error code on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \sa SDL_ConvertAudio
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
|
||||
SDL_AudioFormat src_format,
|
||||
@@ -526,16 +742,40 @@ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
|
||||
int dst_rate);
|
||||
|
||||
/**
|
||||
* Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
|
||||
* created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
|
||||
* audio data in the source format, this function will convert it in-place
|
||||
* to the desired format.
|
||||
* Convert audio data to a desired audio format.
|
||||
*
|
||||
* The data conversion may expand the size of the audio data, so the buffer
|
||||
* \c cvt->buf should be allocated after the \c cvt structure is initialized by
|
||||
* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
|
||||
* This function does the actual audio data conversion, after the application
|
||||
* has called SDL_BuildAudioCVT() to prepare the conversion information and
|
||||
* then filled in the buffer details.
|
||||
*
|
||||
* \return 0 on success or -1 if \c cvt->buf is NULL.
|
||||
* Once the application has initialized the `cvt` structure using
|
||||
* SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio
|
||||
* data in the source format, this function will convert the buffer, in-place,
|
||||
* to the desired format.
|
||||
*
|
||||
* The data conversion may go through several passes; any given pass may
|
||||
* possibly temporarily increase the size of the data. For example, SDL might
|
||||
* expand 16-bit data to 32 bits before resampling to a lower frequency,
|
||||
* shrinking the data size after having grown it briefly. Since the supplied
|
||||
* buffer will be both the source and destination, converting as necessary
|
||||
* in-place, the application must allocate a buffer that will fully contain
|
||||
* the data during its largest conversion pass. After SDL_BuildAudioCVT()
|
||||
* returns, the application should set the `cvt->len` field to the size, in
|
||||
* bytes, of the source data, and allocate a buffer that is
|
||||
* `cvt->len * cvt->len_mult` bytes long for the `buf` field.
|
||||
*
|
||||
* The source data should be copied into this buffer before the call to
|
||||
* SDL_ConvertAudio(). Upon successful return, this buffer will contain the
|
||||
* converted audio, and `cvt->len_cvt` will be the size of the converted data,
|
||||
* in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once
|
||||
* this function returns.
|
||||
*
|
||||
* \param cvt an SDL_AudioCVT structure that was previously set up by
|
||||
* SDL_BuildAudioCVT().
|
||||
* \returns 0 if the conversion was completed successfully or a negative error
|
||||
* code on failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \sa SDL_BuildAudioCVT
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
|
||||
|
||||
@@ -551,7 +791,7 @@ struct _SDL_AudioStream;
|
||||
typedef struct _SDL_AudioStream SDL_AudioStream;
|
||||
|
||||
/**
|
||||
* Create a new audio stream
|
||||
* Create a new audio stream.
|
||||
*
|
||||
* \param src_format The format of the source audio
|
||||
* \param src_channels The number of channels of the source audio
|
||||
@@ -559,7 +799,7 @@ typedef struct _SDL_AudioStream SDL_AudioStream;
|
||||
* \param dst_format The format of the desired audio output
|
||||
* \param dst_channels The number of channels of the desired audio output
|
||||
* \param dst_rate The sampling rate of the desired audio output
|
||||
* \return 0 on success, or -1 on error.
|
||||
* \returns 0 on success, or -1 on error.
|
||||
*
|
||||
* \sa SDL_AudioStreamPut
|
||||
* \sa SDL_AudioStreamGet
|
||||
@@ -576,12 +816,12 @@ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioForm
|
||||
const int dst_rate);
|
||||
|
||||
/**
|
||||
* Add data to be converted/resampled to the stream
|
||||
* Add data to be converted/resampled to the stream.
|
||||
*
|
||||
* \param stream The stream the audio data is being added to
|
||||
* \param buf A pointer to the audio data to add
|
||||
* \param len The number of bytes to write to the stream
|
||||
* \return 0 on success, or -1 on error.
|
||||
* \returns 0 on success, or -1 on error.
|
||||
*
|
||||
* \sa SDL_NewAudioStream
|
||||
* \sa SDL_AudioStreamGet
|
||||
@@ -598,7 +838,7 @@ extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const vo
|
||||
* \param stream The stream the audio is being requested from
|
||||
* \param buf A buffer to fill with audio data
|
||||
* \param len The maximum number of bytes to fill
|
||||
* \return The number of bytes read from the stream, or -1 on error
|
||||
* \returns the number of bytes read from the stream, or -1 on error
|
||||
*
|
||||
* \sa SDL_NewAudioStream
|
||||
* \sa SDL_AudioStreamPut
|
||||
@@ -667,19 +907,55 @@ extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
|
||||
|
||||
#define SDL_MIX_MAXVOLUME 128
|
||||
/**
|
||||
* This takes two audio buffers of the playing audio format and mixes
|
||||
* them, performing addition, volume adjustment, and overflow clipping.
|
||||
* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
|
||||
* for full audio volume. Note this does not change hardware volume.
|
||||
* This is provided for convenience -- you can mix your own audio data.
|
||||
* This function is a legacy means of mixing audio.
|
||||
*
|
||||
* This function is equivalent to calling
|
||||
*
|
||||
* ```c++
|
||||
* SDL_MixAudioFormat(dst, src, format, len, volume);
|
||||
* ```
|
||||
*
|
||||
* where `format` is the obtained format of the audio device from the legacy
|
||||
* SDL_OpenAudio() function.
|
||||
*
|
||||
* \param dst the destination for the mixed audio
|
||||
* \param src the source audio buffer to be mixed
|
||||
* \param len the length of the audio buffer in bytes
|
||||
* \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
|
||||
* for full audio volume
|
||||
*
|
||||
* \sa SDL_MixAudioFormat
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
|
||||
Uint32 len, int volume);
|
||||
|
||||
/**
|
||||
* This works like SDL_MixAudio(), but you specify the audio format instead of
|
||||
* using the format of audio device 1. Thus it can be used when no audio
|
||||
* device is open at all.
|
||||
* Mix audio data in a specified format.
|
||||
*
|
||||
* This takes an audio buffer `src` of `len` bytes of `format` data and
|
||||
* mixes it into `dst`, performing addition, volume adjustment, and overflow
|
||||
* clipping. The buffer pointed to by `dst` must also be `len` bytes of
|
||||
* `format` data.
|
||||
*
|
||||
* This is provided for convenience -- you can mix your own audio data.
|
||||
*
|
||||
* Do not use this function for mixing together more than two streams of
|
||||
* sample data. The output from repeated application of this function may be
|
||||
* distorted by clipping, because there is no accumulator with greater range
|
||||
* than the input (not to mention this being an inefficient way of doing it).
|
||||
*
|
||||
* It is a common misconception that this function is required to write audio
|
||||
* data to an output stream in an audio callback. While you can do that,
|
||||
* SDL_MixAudioFormat() is really only needed when you're mixing a single
|
||||
* audio stream with a volume adjustment.
|
||||
*
|
||||
* \param dst the destination for the mixed audio
|
||||
* \param src the source audio buffer to be mixed
|
||||
* \param format the SDL_AudioFormat structure representing the desired audio
|
||||
* format
|
||||
* \param len the length of the audio buffer in bytes
|
||||
* \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
|
||||
* for full audio volume
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
|
||||
const Uint8 * src,
|
||||
@@ -687,161 +963,163 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
|
||||
Uint32 len, int volume);
|
||||
|
||||
/**
|
||||
* Queue more audio on non-callback devices.
|
||||
* Queue more audio on non-callback devices.
|
||||
*
|
||||
* (If you are looking to retrieve queued audio from a non-callback capture
|
||||
* device, you want SDL_DequeueAudio() instead. This will return -1 to
|
||||
* signify an error if you use it with capture devices.)
|
||||
* If you are looking to retrieve queued audio from a non-callback capture
|
||||
* device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return
|
||||
* -1 to signify an error if you use it with capture devices.
|
||||
*
|
||||
* SDL offers two ways to feed audio to the device: you can either supply a
|
||||
* callback that SDL triggers with some frequency to obtain more audio
|
||||
* (pull method), or you can supply no callback, and then SDL will expect
|
||||
* you to supply data at regular intervals (push method) with this function.
|
||||
* SDL offers two ways to feed audio to the device: you can either supply a
|
||||
* callback that SDL triggers with some frequency to obtain more audio (pull
|
||||
* method), or you can supply no callback, and then SDL will expect you to
|
||||
* supply data at regular intervals (push method) with this function.
|
||||
*
|
||||
* There are no limits on the amount of data you can queue, short of
|
||||
* exhaustion of address space. Queued data will drain to the device as
|
||||
* necessary without further intervention from you. If the device needs
|
||||
* audio but there is not enough queued, it will play silence to make up
|
||||
* the difference. This means you will have skips in your audio playback
|
||||
* if you aren't routinely queueing sufficient data.
|
||||
* There are no limits on the amount of data you can queue, short of
|
||||
* exhaustion of address space. Queued data will drain to the device as
|
||||
* necessary without further intervention from you. If the device needs audio
|
||||
* but there is not enough queued, it will play silence to make up the
|
||||
* difference. This means you will have skips in your audio playback if you
|
||||
* aren't routinely queueing sufficient data.
|
||||
*
|
||||
* This function copies the supplied data, so you are safe to free it when
|
||||
* the function returns. This function is thread-safe, but queueing to the
|
||||
* same device from two threads at once does not promise which buffer will
|
||||
* be queued first.
|
||||
* This function copies the supplied data, so you are safe to free it when the
|
||||
* function returns. This function is thread-safe, but queueing to the same
|
||||
* device from two threads at once does not promise which buffer will be
|
||||
* queued first.
|
||||
*
|
||||
* You may not queue audio on a device that is using an application-supplied
|
||||
* callback; doing so returns an error. You have to use the audio callback
|
||||
* or queue audio with this function, but not both.
|
||||
* You may not queue audio on a device that is using an application-supplied
|
||||
* callback; doing so returns an error. You have to use the audio callback or
|
||||
* queue audio with this function, but not both.
|
||||
*
|
||||
* You should not call SDL_LockAudio() on the device before queueing; SDL
|
||||
* handles locking internally for this function.
|
||||
* You should not call SDL_LockAudio() on the device before queueing; SDL
|
||||
* handles locking internally for this function.
|
||||
*
|
||||
* \param dev The device ID to which we will queue audio.
|
||||
* \param data The data to queue to the device for later playback.
|
||||
* \param len The number of bytes (not samples!) to which (data) points.
|
||||
* \return 0 on success, or -1 on error.
|
||||
* \param dev the device ID to which we will queue audio
|
||||
* \param data the data to queue to the device for later playback
|
||||
* \param len the number of bytes (not samples!) to which `data` points
|
||||
* \returns 0 on success or a negative error code on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \sa SDL_GetQueuedAudioSize
|
||||
* \sa SDL_ClearQueuedAudio
|
||||
* \since This function is available since SDL 2.0.4.
|
||||
*
|
||||
* \sa SDL_ClearQueuedAudio
|
||||
* \sa SDL_GetQueuedAudioSize
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
|
||||
|
||||
/**
|
||||
* Dequeue more audio on non-callback devices.
|
||||
* Dequeue more audio on non-callback devices.
|
||||
*
|
||||
* (If you are looking to queue audio for output on a non-callback playback
|
||||
* device, you want SDL_QueueAudio() instead. This will always return 0
|
||||
* if you use it with playback devices.)
|
||||
* If you are looking to queue audio for output on a non-callback playback
|
||||
* device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always
|
||||
* return 0 if you use it with playback devices.
|
||||
*
|
||||
* SDL offers two ways to retrieve audio from a capture device: you can
|
||||
* either supply a callback that SDL triggers with some frequency as the
|
||||
* device records more audio data, (push method), or you can supply no
|
||||
* callback, and then SDL will expect you to retrieve data at regular
|
||||
* intervals (pull method) with this function.
|
||||
* SDL offers two ways to retrieve audio from a capture device: you can either
|
||||
* supply a callback that SDL triggers with some frequency as the device
|
||||
* records more audio data, (push method), or you can supply no callback, and
|
||||
* then SDL will expect you to retrieve data at regular intervals (pull
|
||||
* method) with this function.
|
||||
*
|
||||
* There are no limits on the amount of data you can queue, short of
|
||||
* exhaustion of address space. Data from the device will keep queuing as
|
||||
* necessary without further intervention from you. This means you will
|
||||
* eventually run out of memory if you aren't routinely dequeueing data.
|
||||
* There are no limits on the amount of data you can queue, short of
|
||||
* exhaustion of address space. Data from the device will keep queuing as
|
||||
* necessary without further intervention from you. This means you will
|
||||
* eventually run out of memory if you aren't routinely dequeueing data.
|
||||
*
|
||||
* Capture devices will not queue data when paused; if you are expecting
|
||||
* to not need captured audio for some length of time, use
|
||||
* SDL_PauseAudioDevice() to stop the capture device from queueing more
|
||||
* data. This can be useful during, say, level loading times. When
|
||||
* unpaused, capture devices will start queueing data from that point,
|
||||
* having flushed any capturable data available while paused.
|
||||
* Capture devices will not queue data when paused; if you are expecting to
|
||||
* not need captured audio for some length of time, use SDL_PauseAudioDevice()
|
||||
* to stop the capture device from queueing more data. This can be useful
|
||||
* during, say, level loading times. When unpaused, capture devices will start
|
||||
* queueing data from that point, having flushed any capturable data available
|
||||
* while paused.
|
||||
*
|
||||
* This function is thread-safe, but dequeueing from the same device from
|
||||
* two threads at once does not promise which thread will dequeued data
|
||||
* first.
|
||||
* This function is thread-safe, but dequeueing from the same device from two
|
||||
* threads at once does not promise which thread will dequeue data first.
|
||||
*
|
||||
* You may not dequeue audio from a device that is using an
|
||||
* application-supplied callback; doing so returns an error. You have to use
|
||||
* the audio callback, or dequeue audio with this function, but not both.
|
||||
* You may not dequeue audio from a device that is using an
|
||||
* application-supplied callback; doing so returns an error. You have to use
|
||||
* the audio callback, or dequeue audio with this function, but not both.
|
||||
*
|
||||
* You should not call SDL_LockAudio() on the device before queueing; SDL
|
||||
* handles locking internally for this function.
|
||||
* You should not call SDL_LockAudio() on the device before dequeueing; SDL
|
||||
* handles locking internally for this function.
|
||||
*
|
||||
* \param dev The device ID from which we will dequeue audio.
|
||||
* \param data A pointer into where audio data should be copied.
|
||||
* \param len The number of bytes (not samples!) to which (data) points.
|
||||
* \return number of bytes dequeued, which could be less than requested.
|
||||
* \param dev the device ID from which we will dequeue audio
|
||||
* \param data a pointer into where audio data should be copied
|
||||
* \param len the number of bytes (not samples!) to which (data) points
|
||||
* \returns number of bytes dequeued, which could be less than requested; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \sa SDL_GetQueuedAudioSize
|
||||
* \sa SDL_ClearQueuedAudio
|
||||
* \since This function is available since SDL 2.0.5.
|
||||
*
|
||||
* \sa SDL_ClearQueuedAudio
|
||||
* \sa SDL_GetQueuedAudioSize
|
||||
*/
|
||||
extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
|
||||
|
||||
/**
|
||||
* Get the number of bytes of still-queued audio.
|
||||
* Get the number of bytes of still-queued audio.
|
||||
*
|
||||
* For playback device:
|
||||
* For playback devices: this is the number of bytes that have been queued
|
||||
* for playback with SDL_QueueAudio(), but have not yet been sent to the
|
||||
* hardware.
|
||||
*
|
||||
* This is the number of bytes that have been queued for playback with
|
||||
* SDL_QueueAudio(), but have not yet been sent to the hardware. This
|
||||
* number may shrink at any time, so this only informs of pending data.
|
||||
* Once we've sent it to the hardware, this function can not decide the exact
|
||||
* byte boundary of what has been played. It's possible that we just gave the
|
||||
* hardware several kilobytes right before you called this function, but it
|
||||
* hasn't played any of it yet, or maybe half of it, etc.
|
||||
*
|
||||
* Once we've sent it to the hardware, this function can not decide the
|
||||
* exact byte boundary of what has been played. It's possible that we just
|
||||
* gave the hardware several kilobytes right before you called this
|
||||
* function, but it hasn't played any of it yet, or maybe half of it, etc.
|
||||
* For capture devices, this is the number of bytes that have been captured by
|
||||
* the device and are waiting for you to dequeue. This number may grow at any
|
||||
* time, so this only informs of the lower-bound of available data.
|
||||
*
|
||||
* For capture devices:
|
||||
* You may not queue or dequeue audio on a device that is using an
|
||||
* application-supplied callback; calling this function on such a device
|
||||
* always returns 0. You have to use the audio callback or queue audio, but
|
||||
* not both.
|
||||
*
|
||||
* This is the number of bytes that have been captured by the device and
|
||||
* are waiting for you to dequeue. This number may grow at any time, so
|
||||
* this only informs of the lower-bound of available data.
|
||||
* You should not call SDL_LockAudio() on the device before querying; SDL
|
||||
* handles locking internally for this function.
|
||||
*
|
||||
* You may not queue audio on a device that is using an application-supplied
|
||||
* callback; calling this function on such a device always returns 0.
|
||||
* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
|
||||
* the audio callback, but not both.
|
||||
* \param dev the device ID of which we will query queued audio size
|
||||
* \returns the number of bytes (not samples!) of queued audio.
|
||||
*
|
||||
* You should not call SDL_LockAudio() on the device before querying; SDL
|
||||
* handles locking internally for this function.
|
||||
* \since This function is available since SDL 2.0.4.
|
||||
*
|
||||
* \param dev The device ID of which we will query queued audio size.
|
||||
* \return Number of bytes (not samples!) of queued audio.
|
||||
*
|
||||
* \sa SDL_QueueAudio
|
||||
* \sa SDL_ClearQueuedAudio
|
||||
* \sa SDL_ClearQueuedAudio
|
||||
* \sa SDL_QueueAudio
|
||||
* \sa SDL_DequeueAudio
|
||||
*/
|
||||
extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
|
||||
|
||||
/**
|
||||
* Drop any queued audio data. For playback devices, this is any queued data
|
||||
* still waiting to be submitted to the hardware. For capture devices, this
|
||||
* is any data that was queued by the device that hasn't yet been dequeued by
|
||||
* the application.
|
||||
* Drop any queued audio data waiting to be sent to the hardware.
|
||||
*
|
||||
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
|
||||
* playback devices, the hardware will start playing silence if more audio
|
||||
* isn't queued. Unpaused capture devices will start filling the queue again
|
||||
* as soon as they have more data available (which, depending on the state
|
||||
* of the hardware and the thread, could be before this function call
|
||||
* returns!).
|
||||
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
|
||||
* output devices, the hardware will start playing silence if more audio isn't
|
||||
* queued. For capture devices, the hardware will start filling the empty
|
||||
* queue with new data if the capture device isn't paused.
|
||||
*
|
||||
* This will not prevent playback of queued audio that's already been sent
|
||||
* to the hardware, as we can not undo that, so expect there to be some
|
||||
* fraction of a second of audio that might still be heard. This can be
|
||||
* useful if you want to, say, drop any pending music during a level change
|
||||
* in your game.
|
||||
* This will not prevent playback of queued audio that's already been sent to
|
||||
* the hardware, as we can not undo that, so expect there to be some fraction
|
||||
* of a second of audio that might still be heard. This can be useful if you
|
||||
* want to, say, drop any pending music or any unprocessed microphone input
|
||||
* during a level change in your game.
|
||||
*
|
||||
* You may not queue audio on a device that is using an application-supplied
|
||||
* callback; calling this function on such a device is always a no-op.
|
||||
* You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
|
||||
* the audio callback, but not both.
|
||||
* You may not queue or dequeue audio on a device that is using an
|
||||
* application-supplied callback; calling this function on such a device
|
||||
* always returns 0. You have to use the audio callback or queue audio, but
|
||||
* not both.
|
||||
*
|
||||
* You should not call SDL_LockAudio() on the device before clearing the
|
||||
* queue; SDL handles locking internally for this function.
|
||||
* You should not call SDL_LockAudio() on the device before clearing the
|
||||
* queue; SDL handles locking internally for this function.
|
||||
*
|
||||
* This function always succeeds and thus returns void.
|
||||
* This function always succeeds and thus returns void.
|
||||
*
|
||||
* \param dev The device ID of which to clear the audio queue.
|
||||
* \param dev the device ID of which to clear the audio queue
|
||||
*
|
||||
* \sa SDL_QueueAudio
|
||||
* \sa SDL_GetQueuedAudioSize
|
||||
* \since This function is available since SDL 2.0.4.
|
||||
*
|
||||
* \sa SDL_GetQueuedAudioSize
|
||||
* \sa SDL_QueueAudio
|
||||
* \sa SDL_DequeueAudio
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
|
||||
|
||||
@@ -862,7 +1140,17 @@ extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
|
||||
/* @} *//* Audio lock functions */
|
||||
|
||||
/**
|
||||
* This function shuts down audio processing and closes the audio device.
|
||||
* This function is a legacy means of closing the audio device.
|
||||
*
|
||||
* This function is equivalent to calling
|
||||
*
|
||||
* ```c++
|
||||
* SDL_CloseAudioDevice(1);
|
||||
* ```
|
||||
*
|
||||
* and is only useful if you used the legacy SDL_OpenAudio() function.
|
||||
*
|
||||
* \sa SDL_OpenAudio
|
||||
*/
|
||||
extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
|
||||
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
|
||||
|
||||
Reference in New Issue
Block a user