First shot at merging the wiki documentation into the headers.

This commit is contained in:
Ryan C. Gordon
2021-03-21 14:18:39 -04:00
parent 3c78c211d5
commit 3f40396d33
39 changed files with 7487 additions and 3073 deletions

View File

@@ -19,6 +19,8 @@
3. This notice may not be removed or altered from any source distribution.
*/
/* !!! FIXME: several functions in here need Doxygen comments. */
/**
* \file SDL_audio.h
*
@@ -265,55 +267,69 @@ extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
/* @} */
/**
* This function returns the name of the current audio driver, or NULL
* if no driver has been initialized.
* Get the name of the current audio driver.
*
* The returned string points to internal static memory and thus never becomes
* invalid, even if you quit the audio subsystem and initialize a new driver
* (although such a case would return a different static string from another
* call to this function, of course). As such, you should not modify or free
* the returned string.
*
* \returns the name of the current audio driver or NULL if no driver has been
* initialized.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AudioInit
*/
extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
/**
* This function opens the audio device with the desired parameters, and
* returns 0 if successful, placing the actual hardware parameters in the
* structure pointed to by \c obtained. If \c obtained is NULL, the audio
* data passed to the callback function will be guaranteed to be in the
* requested format, and will be automatically converted to the hardware
* audio format if necessary. This function returns -1 if it failed
* to open the audio device, or couldn't set up the audio thread.
* This function is a legacy means of opening the audio device.
*
* When filling in the desired audio spec structure,
* - \c desired->freq should be the desired audio frequency in samples-per-
* second.
* - \c desired->format should be the desired audio format.
* - \c desired->samples is the desired size of the audio buffer, in
* samples. 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 yield faster response time,
* but can lead to underflow if the application is doing heavy processing
* and cannot fill the audio buffer in time. A stereo sample consists of
* both right and left channels in LR ordering.
* Note that the number of samples is directly related to time by the
* following formula: \code ms = (samples*1000)/freq \endcode
* - \c desired->size is the size in bytes of the audio buffer, and is
* calculated by SDL_OpenAudio().
* - \c desired->silence is the value used to set the buffer to silence,
* and is calculated by SDL_OpenAudio().
* - \c 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_LockAudio()
* and SDL_UnlockAudio() 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).
* - \c desired->userdata is passed as the first parameter to your callback
* function. If you passed a NULL callback, this value is ignored.
* This function remains for compatibility with SDL 1.2, but also because it's
* slightly easier to use than the new functions in SDL 2.0. The new, more
* powerful, and preferred way to do this is SDL_OpenAudioDevice().
*
* The audio device starts out playing silence when it's opened, and should
* be enabled for playing by calling \c SDL_PauseAudio(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.
* This function is roughly equivalent to:
*
* ```c++
* SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
* ```
*
* With two notable exceptions:
*
* - If `obtained` is NULL, we use `desired` (and allow no changes), which
* means desired will be modified to have the correct values for silence, etc,
* and SDL will convert any differences between your app's specific request
* and the hardware behind the scenes.
*
* - The return value is always success or failure, and not a device ID, which
* means you can only have one device open at a time with this function.
*
* \param desired an SDL_AudioSpec structure representing the desired output
* format. Please refer to the SDL_OpenAudioDevice documentation
* for details on how to prepare this structure.
* \param obtained an SDL_AudioSpec structure filled in with the actual
* parameters, or NULL.
* \returns This function opens the audio device with the desired parameters,
* and returns 0 if successful, placing the actual hardware
* parameters in the structure pointed to by `obtained`.
*
* If `obtained` is NULL, the audio data passed to the callback
* function will be guaranteed to be in the requested format, and
* will be automatically converted to the actual hardware audio
* format if necessary. If `obtained` is NULL, `desired` will
* have fields modified.
*
* This function returns a negative error code on failure to open the
* audio device or failure to set up the audio thread; call
* SDL_GetError() for more information.
*
* \sa SDL_CloseAudio
* \sa SDL_LockAudio
* \sa SDL_PauseAudio
* \sa SDL_UnlockAudio
*/
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
SDL_AudioSpec * obtained);
@@ -330,49 +346,97 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
typedef Uint32 SDL_AudioDeviceID;
/**
* Get the number of available devices exposed by the current driver.
* Only valid after a successfully initializing the audio subsystem.
* Returns -1 if an explicit list of devices can't be determined; this is
* not an error. For example, if SDL is set up to talk to a remote audio
* server, it can't list every one available on the Internet, but it will
* still allow a specific host to be specified to SDL_OpenAudioDevice().
* Get the number of built-in audio devices.
*
* 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()).
* This function is only valid after successfully initializing the audio
* subsystem.
*
* Note that audio capture support is not implemented as of SDL 2.0.4, so the
* `iscapture` parameter is for future expansion and should always be zero
* for now.
*
* This function will return -1 if an explicit list of devices can't be
* determined. Returning -1 is not an error. For example, if SDL is set up to
* talk to a remote audio server, it can't list every one available on the
* Internet, but it will still allow a specific host to be specified in
* SDL_OpenAudioDevice().
*
* 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()).
*
* This function may trigger a complete redetect of available hardware. It
* should not be called for each iteration of a loop, but rather once at the
* start of a loop:
*
* ```c++
* // Don't do this:
* for (int i = 0; i < SDL_GetNumAudioDevices(0); i++)
*
* // do this instead:
* const int count = SDL_GetNumAudioDevices(0);
* for (int i = 0; i < count; ++i) { do_something_here(); }
* ```
*
* \param iscapture zero to request playback devices, non-zero to request
* recording devices
* \returns the number of available devices exposed by the current driver or
* -1 if an explicit list of devices can't be determined. A return
* value of -1 does not necessarily mean an error condition.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetAudioDeviceName
* \sa SDL_OpenAudioDevice
*/
extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
/**
* Get the human-readable name of a specific audio device.
* Must be a value between 0 and (number of audio devices-1).
* Only valid after a successfully initializing the audio subsystem.
* The values returned by this function reflect the latest call to
* SDL_GetNumAudioDevices(); recall that function to redetect available
* hardware.
* Get the human-readable name of a specific audio device.
*
* The string returned by this function is UTF-8 encoded, read-only, and
* 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 is called.
* This function is only valid after 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.
*
* The string returned by this function is UTF-8 encoded, read-only, and
* 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.
*
* \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.
* \returns the name of the audio device at the requested index, or NULL on
* error.
*
* \sa SDL_GetNumAudioDevices
*/
extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
int iscapture);
/**
* Get the audio format of a specific audio device.
* Must be a value between 0 and (number of audio devices-1).
* Only valid after a successfully initializing the audio subsystem.
* The values returned by this function reflect the latest call to
* SDL_GetNumAudioDevices(); recall that function to redetect available
* hardware.
* Get the preferred audio format of a specific audio device.
*
* 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.
*
* \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
*/
extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
int iscapture,
@@ -380,17 +444,116 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
/**
* Open a specific audio device. Passing in a device name of NULL requests
* 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);