SDL_audio.h
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- /*
- SDL - Simple DirectMedia Layer
- Copyright (C) 1997-2006 Sam Lantinga
- This library is free software; you can redistribute it and/or
- modify it under the terms of the GNU Lesser General Public
- License as published by the Free Software Foundation; either
- version 2.1 of the License, or (at your option) any later version.
- This library is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public
- License along with this library; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- Sam Lantinga
- slouken@libsdl.org
- */
- /* Access to the raw audio mixing buffer for the SDL library */
- #ifndef _SDL_audio_h
- #define _SDL_audio_h
- #include "SDL_stdinc.h"
- #include "SDL_error.h"
- #include "SDL_endian.h"
- #include "SDL_mutex.h"
- #include "SDL_thread.h"
- #include "SDL_rwops.h"
- #include "begin_code.h"
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /* The calculated values in this structure are calculated by SDL_OpenAudio() */
- typedef struct SDL_AudioSpec {
- int freq; /* DSP frequency -- samples per second */
- Uint16 format; /* Audio data format */
- Uint8 channels; /* Number of channels: 1 mono, 2 stereo */
- Uint8 silence; /* Audio buffer silence value (calculated) */
- Uint16 samples; /* Audio buffer size in samples (power of 2) */
- Uint16 padding; /* Necessary for some compile environments */
- Uint32 size; /* Audio buffer size in bytes (calculated) */
- /* This function is called when the audio device needs more data.
- 'stream' is a pointer to the audio data buffer
- 'len' is the length of that buffer in bytes.
- Once the callback returns, the buffer will no longer be valid.
- Stereo samples are stored in a LRLRLR ordering.
- */
- void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len);
- void *userdata;
- } SDL_AudioSpec;
- /* Audio format flags (defaults to LSB byte order) */
- #define AUDIO_U8 0x0008 /* Unsigned 8-bit samples */
- #define AUDIO_S8 0x8008 /* Signed 8-bit samples */
- #define AUDIO_U16LSB 0x0010 /* Unsigned 16-bit samples */
- #define AUDIO_S16LSB 0x8010 /* Signed 16-bit samples */
- #define AUDIO_U16MSB 0x1010 /* As above, but big-endian byte order */
- #define AUDIO_S16MSB 0x9010 /* As above, but big-endian byte order */
- #define AUDIO_U16 AUDIO_U16LSB
- #define AUDIO_S16 AUDIO_S16LSB
- /* Native audio byte ordering */
- #if SDL_BYTEORDER == SDL_LIL_ENDIAN
- #define AUDIO_U16SYS AUDIO_U16LSB
- #define AUDIO_S16SYS AUDIO_S16LSB
- #else
- #define AUDIO_U16SYS AUDIO_U16MSB
- #define AUDIO_S16SYS AUDIO_S16MSB
- #endif
- /* A structure to hold a set of audio conversion filters and buffers */
- typedef struct SDL_AudioCVT {
- int needed; /* Set to 1 if conversion possible */
- Uint16 src_format; /* Source audio format */
- Uint16 dst_format; /* Target audio format */
- double rate_incr; /* Rate conversion increment */
- Uint8 *buf; /* Buffer to hold entire audio data */
- int len; /* Length of original audio buffer */
- int len_cvt; /* Length of converted audio buffer */
- int len_mult; /* buffer must be len*len_mult big */
- double len_ratio; /* Given len, final size is len*len_ratio */
- void (SDLCALL *filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
- int filter_index; /* Current audio conversion function */
- } SDL_AudioCVT;
- /* Function prototypes */
- /* These functions are used internally, and should not be used unless you
- * have a specific need to specify the audio driver you want to use.
- * You should normally use SDL_Init() or SDL_InitSubSystem().
- */
- extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
- extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
- /* This function fills the given character buffer with the name of the
- * current audio driver, and returns a pointer to it if the audio driver has
- * been initialized. It returns NULL if no driver has been initialized.
- */
- extern DECLSPEC char * SDLCALL SDL_AudioDriverName(char *namebuf, int maxlen);
- /*
- * 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 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.
- *
- * When filling in the desired audio spec structure,
- * 'desired->freq' should be the desired audio frequency in samples-per-second.
- * 'desired->format' should be the desired audio format.
- * '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: ms = (samples*1000)/freq
- * 'desired->size' is the size in bytes of the audio buffer, and is
- * calculated by SDL_OpenAudio().
- * 'desired->silence' is the value used to set the buffer to silence,
- * and is calculated by SDL_OpenAudio().
- * '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.
- * 'desired->userdata' is passed as the first parameter to your callback
- * function.
- *
- * The audio device starts out playing silence when it's opened, and should
- * be enabled for playing by calling 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.
- */
- extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
- /*
- * Get the current audio state:
- */
- typedef enum {
- SDL_AUDIO_STOPPED = 0,
- SDL_AUDIO_PLAYING,
- SDL_AUDIO_PAUSED
- } SDL_audiostatus;
- extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void);
- /*
- * This function pauses and unpauses the audio callback processing.
- * It should be called with a parameter of 0 after opening the audio
- * device to start playing sound. This is so you can safely initialize
- * data for your callback function after opening the audio device.
- * Silence will be written to the audio device during the pause.
- */
- extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
- /*
- * This function loads a WAVE from the data source, automatically freeing
- * that source if 'freesrc' is non-zero. For example, to load a WAVE file,
- * you could do:
- * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
- *
- * If this function succeeds, it returns the given SDL_AudioSpec,
- * filled with the audio data format of the wave data, and sets
- * 'audio_buf' to a malloc()'d buffer containing the audio data,
- * and sets 'audio_len' to the length of that audio buffer, in bytes.
- * You need to free the audio buffer with SDL_FreeWAV() when you are
- * done with it.
- *
- * This function returns NULL and sets the SDL error message if the
- * wave file cannot be opened, uses an unknown data format, or is
- * corrupt. Currently raw and MS-ADPCM WAVE files are supported.
- */
- extern DECLSPEC SDL_AudioSpec * SDLCALL SDL_LoadWAV_RW(SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
- /* Compatibility convenience function -- loads a WAV from a file */
- #define SDL_LoadWAV(file, spec, audio_buf, audio_len)
- SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
- /*
- * This function frees data previously allocated with 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 'cvt' structure with information needed
- * by SDL_ConvertAudio() to convert a buffer of audio data from one format
- * to the other.
- * This function returns 0, or -1 if there was an error.
- */
- extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT *cvt,
- Uint16 src_format, Uint8 src_channels, int src_rate,
- Uint16 dst_format, Uint8 dst_channels, int dst_rate);
- /* Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
- * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
- * audio data in the source format, this function will convert it in-place
- * to the desired format.
- * The data conversion may expand the size of the audio data, so the buffer
- * cvt->buf should be allocated after the cvt structure is initialized by
- * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
- */
- extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT *cvt);
- /*
- * 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.
- */
- #define SDL_MIX_MAXVOLUME 128
- extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume);
- /*
- * The lock manipulated by these functions protects the callback function.
- * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
- * callback function is not running. Do not call these from the callback
- * function or you will cause deadlock.
- */
- extern DECLSPEC void SDLCALL SDL_LockAudio(void);
- extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
- /*
- * This function shuts down audio processing and closes the audio device.
- */
- extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include "close_code.h"
- #endif /* _SDL_audio_h */