1280 lines
49 KiB
C
1280 lines
49 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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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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/**
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* \file SDL_audio.h
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*
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* \brief Audio functionality for the SDL library.
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*/
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#ifndef SDL_audio_h_
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#define SDL_audio_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_endian.h>
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#include <SDL3/SDL_mutex.h>
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#include <SDL3/SDL_thread.h>
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#include <SDL3/SDL_rwops.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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* For multi-channel audio, the default SDL channel mapping is:
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* 2: FL FR (stereo)
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* 3: FL FR LFE (2.1 surround)
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* 4: FL FR BL BR (quad)
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* 5: FL FR LFE BL BR (4.1 surround)
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* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
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* 7: FL FR FC LFE BC SL SR (6.1 surround)
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* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
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*/
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/**
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* \brief Audio format flags.
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*
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* These are what the 16 bits in SDL_AudioFormat currently mean...
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* (Unspecified bits are always zero).
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*
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* \verbatim
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++-----------------------sample is signed if set
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||
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|| ++-----------sample is bigendian if set
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|| ||
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|| || ++---sample is float if set
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|| || ||
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|| || || +---sample bit size---+
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|| || || | |
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15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
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\endverbatim
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*
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* There are macros in SDL 2.0 and later to query these bits.
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*/
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typedef Uint16 SDL_AudioFormat;
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/**
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* \name Audio flags
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*/
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/* @{ */
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#define SDL_AUDIO_MASK_BITSIZE (0xFF)
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#define SDL_AUDIO_MASK_DATATYPE (1<<8)
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#define SDL_AUDIO_MASK_ENDIAN (1<<12)
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#define SDL_AUDIO_MASK_SIGNED (1<<15)
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#define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
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#define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
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#define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
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#define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
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#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
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#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
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#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
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/**
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* \name Audio format flags
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*
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* Defaults to LSB byte order.
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*/
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/* @{ */
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#define SDL_AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
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#define SDL_AUDIO_S8 0x8008 /**< Signed 8-bit samples */
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#define SDL_AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
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#define SDL_AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
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#define SDL_AUDIO_S16 SDL_AUDIO_S16LSB
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/* @} */
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/**
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* \name int32 support
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*/
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/* @{ */
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#define SDL_AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
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#define SDL_AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
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#define SDL_AUDIO_S32 SDL_AUDIO_S32LSB
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/* @} */
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/**
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* \name float32 support
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*/
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/* @{ */
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#define SDL_AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
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#define SDL_AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
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#define SDL_AUDIO_F32 SDL_AUDIO_F32LSB
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/* @} */
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/**
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* \name Native audio byte ordering
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*/
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/* @{ */
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define SDL_AUDIO_S16SYS SDL_AUDIO_S16LSB
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#define SDL_AUDIO_S32SYS SDL_AUDIO_S32LSB
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#define SDL_AUDIO_F32SYS SDL_AUDIO_F32LSB
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#else
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#define SDL_AUDIO_S16SYS SDL_AUDIO_S16MSB
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#define SDL_AUDIO_S32SYS SDL_AUDIO_S32MSB
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#define SDL_AUDIO_F32SYS SDL_AUDIO_F32MSB
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#endif
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/* @} */
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/* @} *//* Audio flags */
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/**
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* SDL Audio Device instance IDs.
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*/
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typedef Uint32 SDL_AudioDeviceID;
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#define SDL_AUDIO_DEVICE_DEFAULT_OUTPUT ((SDL_AudioDeviceID) 0xFFFFFFFF)
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#define SDL_AUDIO_DEVICE_DEFAULT_CAPTURE ((SDL_AudioDeviceID) 0xFFFFFFFE)
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typedef struct SDL_AudioSpec
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{
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SDL_AudioFormat format; /**< Audio data format */
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int channels; /**< Number of channels: 1 mono, 2 stereo, etc */
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int freq; /**< sample rate: sample frames per second */
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} SDL_AudioSpec;
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/* SDL_AudioStream is an audio conversion interface.
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- It can handle resampling data in chunks without generating
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artifacts, when it doesn't have the complete buffer available.
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- It can handle incoming data in any variable size.
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- It can handle input/output format changes on the fly.
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- You push data as you have it, and pull it when you need it
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- It can also function as a basic audio data queue even if you
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just have sound that needs to pass from one place to another.
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- You can hook callbacks up to them when more data is added or
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requested, to manage data on-the-fly.
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*/
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struct SDL_AudioStream; /* this is opaque to the outside world. */
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typedef struct SDL_AudioStream SDL_AudioStream;
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/* Function prototypes */
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/**
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* \name Driver discovery functions
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*
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* These functions return the list of built in audio drivers, in the
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* order that they are normally initialized by default.
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*/
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/* @{ */
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/**
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* Use this function to get the number of built-in audio drivers.
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*
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* This function returns a hardcoded number. This never returns a negative
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* value; if there are no drivers compiled into this build of SDL, this
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* function returns zero. The presence of a driver in this list does not mean
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* it will function, it just means SDL is capable of interacting with that
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* interface. For example, a build of SDL might have esound support, but if
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* there's no esound server available, SDL's esound driver would fail if used.
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*
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* By default, SDL tries all drivers, in its preferred order, until one is
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* found to be usable.
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*
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* \returns the number of built-in audio drivers.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetAudioDriver
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
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/**
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* Use this function to get the name of a built in audio driver.
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*
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* The list of audio drivers is given in the order that they are normally
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* initialized by default; the drivers that seem more reasonable to choose
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* first (as far as the SDL developers believe) are earlier in the list.
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*
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* The names of drivers are all simple, low-ASCII identifiers, like "alsa",
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* "coreaudio" or "xaudio2". These never have Unicode characters, and are not
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* meant to be proper names.
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*
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* \param index the index of the audio driver; the value ranges from 0 to
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* SDL_GetNumAudioDrivers() - 1
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* \returns the name of the audio driver at the requested index, or NULL if an
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* invalid index was specified.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetNumAudioDrivers
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
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/* @} */
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/**
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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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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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/**
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* Get a list of currently-connected audio output devices.
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*
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* This returns of list of available devices that play sound, perhaps
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* to speakers or headphones ("output" devices). If you want devices
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* that record audio, like a microphone ("capture" devices), use
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* SDL_GetAudioCaptureDevices() instead.
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*
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* This only returns a list of physical devices; it will not have any
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* device IDs returned by SDL_OpenAudioDevice().
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*
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* \param count a pointer filled in with the number of devices returned
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* \returns a 0 terminated array of device instance IDs which should be
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* freed with SDL_free(), or NULL on error; call SDL_GetError() for
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* more details.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_OpenAudioDevice
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* \sa SDL_GetAudioCaptureDevices
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*/
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extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioOutputDevices(int *count);
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/**
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* Get a list of currently-connected audio capture devices.
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*
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* This returns of list of available devices that record audio, like a
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* microphone ("capture" devices). If you want devices
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* that play sound, perhaps to speakers or headphones ("output" devices),
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* use SDL_GetAudioOutputDevices() instead.
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*
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* This only returns a list of physical devices; it will not have any
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* device IDs returned by SDL_OpenAudioDevice().
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*
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* \param count a pointer filled in with the number of devices returned
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* \returns a 0 terminated array of device instance IDs which should be
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* freed with SDL_free(), or NULL on error; call SDL_GetError() for
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* more details.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_OpenAudioDevice
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* \sa SDL_GetAudioOutputDevices
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*/
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extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioCaptureDevices(int *count);
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/**
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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. The caller should
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* call SDL_free on the return value when done with it.
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*
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* \param devid the instance ID of the device to query.
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* \returns the name of the audio device, or NULL on error.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetNumAudioDevices
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* \sa SDL_GetDefaultAudioInfo
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*/
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extern DECLSPEC char *SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid);
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/**
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* Get the current audio format of a specific audio device.
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*
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* For an opened device, this will report the format the device is
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* currently using. If the device isn't yet opened, this will report
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* the device's preferred format (or a reasonable default if this
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* can't be determined).
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*
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* \param devid the instance ID of the device to query.
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* \param spec On return, will be filled with device details.
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec);
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/**
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* Open a specific audio device.
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*
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* You can open both output and capture devices through this function.
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* Output devices will take data from bound audio streams, mix it, and
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* send it to the hardware. Capture devices will feed any bound audio
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* streams with a copy of any incoming data.
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*
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* An opened audio device starts out with no audio streams bound. To
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* start audio playing, bind a stream and supply audio data to it. Unlike
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* SDL2, there is no audio callback; you only bind audio streams and
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* make sure they have data flowing into them (although, as an optional
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* feature, each audio stream may have its own callback, which can be
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* used to simulate SDL2's semantics).
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*
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* If you don't care about opening a specific device, pass a `devid`
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* of either `SDL_AUDIO_DEVICE_DEFAULT_OUTPUT` or
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* `SDL_AUDIO_DEVICE_DEFAULT_CAPTURE`. In this case, SDL will try to
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* pick the most reasonable default, and may also switch between
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* physical devices seamlessly later, if the most reasonable default
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* changes during the lifetime of this opened device (user changed
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* the default in the OS's system preferences, the default got
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* unplugged so the system jumped to a new default, the user plugged
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* in headphones on a mobile device, etc). Unless you have a good
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* reason to choose a specific device, this is probably what you want.
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*
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* You may request a specific format for the audio device, but there is
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* no promise the device will honor that request for several reasons. As
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* such, it's only meant to be a hint as to what data your app will
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* provide. Audio streams will accept data in whatever format you specify and
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* manage conversion for you as appropriate. SDL_GetAudioDeviceFormat can
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* tell you the preferred format for the device before opening and the
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* actual format the device is using after opening.
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*
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* It's legal to open the same device ID more than once; each successful
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* open will generate a new logical SDL_AudioDeviceID that is managed
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* separately from others on the same physical device. This allows
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* libraries to open a device separately from the main app and bind its own
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* streams without conflicting.
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*
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* It is also legal to open a device ID returned by a previous call to
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* this function; doing so just creates another logical device on the same
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* physical device. This may be useful for making logical groupings of
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* audio streams.
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*
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* This function returns the opened device ID on success. This is a new,
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* unique SDL_AudioDeviceID that represents a logical device.
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*
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* Some backends might offer arbitrary devices (for example, a networked
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* audio protocol that can connect to an arbitrary server). For these, as
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* a change from SDL2, you should open a default device ID and use an SDL
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* hint to specify the target if you care, or otherwise let the backend
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* figure out a reasonable default. Most backends don't offer anything like
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* this, and often this would be an end user setting an environment
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* variable for their custom need, and not something an application should
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* specifically manage.
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*
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* When done with an audio device, possibly at the end of the app's life,
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* one should call SDL_CloseAudioDevice() on the returned device id.
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*
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* \param devid the device instance id to open, or SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
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* SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for the most reasonable default device.
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* \param spec the requested device configuration. Can be NULL to use reasonable defaults.
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* \returns The device ID on success, 0 on error; call SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CloseAudioDevice
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* \sa SDL_GetAudioDeviceFormat
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*/
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extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
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/**
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* Use this function to pause audio playback on a specified device.
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*
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* This function pauses audio processing for a given device. Any bound
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* audio streams will not progress, and no audio will be generated.
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* Pausing one device does not prevent other unpaused devices from running.
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*
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* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
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* has to bind a stream before any audio will flow. Pausing a paused
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* device is a legal no-op.
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*
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* Pausing a device can be useful to halt all audio without unbinding all
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* the audio streams. This might be useful while a game is paused, or
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* a level is loading, etc.
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*
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be.
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*
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* \param dev a device opened by SDL_OpenAudioDevice()
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_UnpauseAudioDevice
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* \sa SDL_IsAudioDevicePaused
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*/
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extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
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/**
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* Use this function to unpause audio playback on a specified device.
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*
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* This function unpauses audio processing for a given device that has
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* previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
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* bound audio streams will begin to progress again, and audio can be
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* generated.
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*
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* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
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* has to bind a stream before any audio will flow. Unpausing an unpaused
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* device is a legal no-op.
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*
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* Physical devices can not be paused or unpaused, only logical devices
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* created through SDL_OpenAudioDevice() can be.
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*
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* \param dev a device opened by SDL_OpenAudioDevice()
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_UnpauseAudioDevice
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* \sa SDL_IsAudioDevicePaused
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*/
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extern DECLSPEC int SDLCALL SDL_UnpauseAudioDevice(SDL_AudioDeviceID dev);
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/**
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* Use this function to query if an audio device is paused.
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*
|
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* Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
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|
* has to bind a stream before any audio will flow.
|
|
*
|
|
* Physical devices can not be paused or unpaused, only logical devices
|
|
* created through SDL_OpenAudioDevice() can be. Physical and invalid
|
|
* device IDs will report themselves as unpaused here.
|
|
*
|
|
* \param dev a device opened by SDL_OpenAudioDevice()
|
|
* \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PauseAudioDevice
|
|
* \sa SDL_UnpauseAudioDevice
|
|
* \sa SDL_IsAudioDevicePaused
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_IsAudioDevicePaused(SDL_AudioDeviceID dev);
|
|
|
|
/**
|
|
* Close a previously-opened audio device.
|
|
*
|
|
* The application should close open audio devices once they are no longer
|
|
* needed.
|
|
*
|
|
* This function may block briefly while pending audio data is played by the
|
|
* hardware, so that applications don't drop the last buffer of data they
|
|
* supplied if terminating immediately afterwards.
|
|
*
|
|
* \param devid an audio device id previously returned by SDL_OpenAudioDevice()
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_OpenAudioDevice
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
|
|
|
|
/**
|
|
* Bind a list of audio streams to an audio device.
|
|
*
|
|
* Audio data will flow through any bound streams. For an output device, data
|
|
* for all bound streams will be mixed together and fed to the device. For a
|
|
* capture device, a copy of recorded data will be provided to each bound
|
|
* stream.
|
|
*
|
|
* Audio streams can only be bound to an open device. This operation is
|
|
* atomic--all streams bound in the same call will start processing at the same
|
|
* time, so they can stay in sync. Also: either all streams will be bound or
|
|
* none of them will be.
|
|
*
|
|
* It is an error to bind an already-bound stream; it must be explicitly unbound
|
|
* first.
|
|
*
|
|
* Binding a stream to a device will set its output format for output devices,
|
|
* and its input format for capture devices, so they match the device's
|
|
* settings. The caller is welcome to change the other end of the stream's
|
|
* format at any time.
|
|
*
|
|
* \param devid an audio device to bind a stream to.
|
|
* \param streams an array of audio streams to unbind.
|
|
* \param num_streams Number streams listed in the `streams` array.
|
|
* \returns 0 on success, -1 on error; call SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_BindAudioStreams
|
|
* \sa SDL_UnbindAudioStreams
|
|
* \sa SDL_UnbindAudioStream
|
|
* \sa SDL_GetAudioStreamBinding
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams);
|
|
|
|
/**
|
|
* Bind a single audio stream to an audio device.
|
|
*
|
|
* This is a convenience function, equivalent to calling
|
|
* `SDL_BindAudioStreams(devid, &stream, 1)`.
|
|
*
|
|
* \param devid an audio device to bind a stream to.
|
|
* \param stream an audio stream to bind to a device.
|
|
* \returns 0 on success, -1 on error; call SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_BindAudioStreams
|
|
* \sa SDL_UnbindAudioStreams
|
|
* \sa SDL_UnbindAudioStream
|
|
* \sa SDL_GetAudioStreamBinding
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Unbind a list of audio streams from their audio devices.
|
|
*
|
|
* The streams being unbound do not all have to be on the same device.
|
|
* All streams on the same device will be unbound atomically (data will stop flowing
|
|
* through them all unbound streams on the same device at the same time).
|
|
*
|
|
* Unbinding a stream that isn't bound to a device is a legal no-op.
|
|
*
|
|
* \param streams an array of audio streams to unbind.
|
|
* \param num_streams Number streams listed in the `streams` array.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_BindAudioStreams
|
|
* \sa SDL_BindAudioStream
|
|
* \sa SDL_UnbindAudioStream
|
|
* \sa SDL_GetAudioStreamBinding
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams);
|
|
|
|
/**
|
|
* Unbind a single audio stream from its audio device.
|
|
*
|
|
* This is a convenience function, equivalent to calling
|
|
* `SDL_UnbindAudioStreams(&stream, 1)`.
|
|
*
|
|
* \param stream an audio stream to unbind from a device.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_BindAudioStream
|
|
* \sa SDL_BindAudioStreams
|
|
* \sa SDL_UnbindAudioStreams
|
|
* \sa SDL_GetAudioStreamBinding
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Query an audio stream for its currently-bound device.
|
|
*
|
|
* This reports the audio device that an audio stream is currently bound to.
|
|
*
|
|
* If not bound, or invalid, this returns zero, which is not a valid device ID.
|
|
*
|
|
* \param stream the audio stream to query.
|
|
* \returns The bound audio device, or 0 if not bound or invalid.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_BindAudioStream
|
|
* \sa SDL_BindAudioStreams
|
|
* \sa SDL_UnbindAudioStream
|
|
* \sa SDL_UnbindAudioStreams
|
|
*/
|
|
extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamBinding(SDL_AudioStream *stream);
|
|
|
|
|
|
/**
|
|
* Create a new audio stream.
|
|
*
|
|
* \param src_spec The format details of the input audio
|
|
* \param dst_spec The format details of the output audio
|
|
* \returns 0 on success, or -1 on error.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_PutAudioStreamData
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_GetAudioStreamAvailable
|
|
* \sa SDL_FlushAudioStream
|
|
* \sa SDL_ClearAudioStream
|
|
* \sa SDL_ChangeAudioStreamOutput
|
|
* \sa SDL_DestroyAudioStream
|
|
*/
|
|
extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec);
|
|
|
|
|
|
/**
|
|
* Query the current format of an audio stream.
|
|
*
|
|
* \param stream the SDL_AudioStream to query.
|
|
* \param src_spec Where to store the input audio format; ignored if NULL.
|
|
* \param dst_spec Where to store the output audio format; ignored if NULL.
|
|
* \returns 0 on success, or -1 on error.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread, as it holds
|
|
* a stream-specific mutex while running.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream,
|
|
SDL_AudioSpec *src_spec,
|
|
SDL_AudioSpec *dst_spec);
|
|
|
|
/**
|
|
* Change the input and output formats of an audio stream.
|
|
*
|
|
* Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData
|
|
* will reflect the new format, and future calls to SDL_PutAudioStreamData
|
|
* must provide data in the new input formats.
|
|
*
|
|
* \param stream The stream the format is being changed
|
|
* \param src_spec The new format of the audio input; if NULL, it is not changed.
|
|
* \param dst_spec The new format of the audio output; if NULL, it is not changed.
|
|
* \returns 0 on success, or -1 on error.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread, as it holds
|
|
* a stream-specific mutex while running.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetAudioStreamFormat
|
|
* \sa SDL_PutAudioStreamData
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_GetAudioStreamAvailable
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream,
|
|
const SDL_AudioSpec *src_spec,
|
|
const SDL_AudioSpec *dst_spec);
|
|
|
|
/**
|
|
* Add data to be converted/resampled to the stream.
|
|
*
|
|
* This data must match the format/channels/samplerate specified in the latest
|
|
* call to SDL_SetAudioStreamFormat, or the format specified when creating the
|
|
* stream if it hasn't been changed.
|
|
*
|
|
* Note that this call simply queues unconverted data for later. This is
|
|
* different than SDL2, where data was converted during the Put call and the
|
|
* Get call would just dequeue the previously-converted data.
|
|
*
|
|
* \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
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread, but if the
|
|
* stream has a callback set, the caller might need to manage
|
|
* extra locking.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateAudioStream
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_GetAudioStreamAvailable
|
|
* \sa SDL_FlushAudioStream
|
|
* \sa SDL_ClearAudioStream
|
|
* \sa SDL_DestroyAudioStream
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len);
|
|
|
|
/**
|
|
* Get converted/resampled data from the stream.
|
|
*
|
|
* The input/output data format/channels/samplerate is specified when creating
|
|
* the stream, and can be changed after creation by calling
|
|
* SDL_SetAudioStreamFormat.
|
|
*
|
|
* Note that any conversion and resampling necessary is done during this call,
|
|
* and SDL_PutAudioStreamData simply queues unconverted data for later. This
|
|
* is different than SDL2, where that work was done while inputting new data
|
|
* to the stream and requesting the output just copied the converted data.
|
|
*
|
|
* \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
|
|
* \returns the number of bytes read from the stream, or -1 on error
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread, but if the
|
|
* stream has a callback set, the caller might need to manage
|
|
* extra locking.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateAudioStream
|
|
* \sa SDL_PutAudioStreamData
|
|
* \sa SDL_GetAudioStreamAvailable
|
|
* \sa SDL_SetAudioStreamFormat
|
|
* \sa SDL_FlushAudioStream
|
|
* \sa SDL_ClearAudioStream
|
|
* \sa SDL_DestroyAudioStream
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len);
|
|
|
|
/**
|
|
* Get the number of converted/resampled bytes available.
|
|
*
|
|
* The stream may be buffering data behind the scenes until it has enough to
|
|
* resample correctly, so this number might be lower than what you expect, or
|
|
* even be zero. Add more data or flush the stream if you need the data now.
|
|
*
|
|
* If the stream has so much data that it would overflow an int, the return
|
|
* value is clamped to a maximum value, but no queued data is lost; if there
|
|
* are gigabytes of data queued, the app might need to read some of it with
|
|
* SDL_GetAudioStreamData before this function's return value is no longer
|
|
* clamped.
|
|
*
|
|
* \param stream The audio stream to query
|
|
* \returns the number of converted/resampled bytes available.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateAudioStream
|
|
* \sa SDL_PutAudioStreamData
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_FlushAudioStream
|
|
* \sa SDL_ClearAudioStream
|
|
* \sa SDL_DestroyAudioStream
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Tell the stream that you're done sending data, and anything being buffered
|
|
* should be converted/resampled and made available immediately.
|
|
*
|
|
* It is legal to add more data to a stream after flushing, but there will be
|
|
* audio gaps in the output. Generally this is intended to signal the end of
|
|
* input, so the complete output becomes available.
|
|
*
|
|
* \param stream The audio stream to flush
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateAudioStream
|
|
* \sa SDL_PutAudioStreamData
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_GetAudioStreamAvailable
|
|
* \sa SDL_ClearAudioStream
|
|
* \sa SDL_DestroyAudioStream
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Clear any pending data in the stream without converting it
|
|
*
|
|
* \param stream The audio stream to clear
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateAudioStream
|
|
* \sa SDL_PutAudioStreamData
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_GetAudioStreamAvailable
|
|
* \sa SDL_FlushAudioStream
|
|
* \sa SDL_DestroyAudioStream
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Lock an audio stream for serialized access.
|
|
*
|
|
* Each SDL_AudioStream has an internal mutex it uses to
|
|
* protect its data structures from threading conflicts. This function
|
|
* allows an app to lock that mutex, which could be useful if
|
|
* registering callbacks on this stream.
|
|
*
|
|
* One does not need to lock a stream to use in it most cases,
|
|
* as the stream manages this lock internally. However, this lock
|
|
* is held during callbacks, which may run from arbitrary threads
|
|
* at any time, so if an app needs to protect shared data during
|
|
* those callbacks, locking the stream guarantees that the
|
|
* callback is not running while the lock is held.
|
|
*
|
|
* As this is just a wrapper over SDL_LockMutex for an internal
|
|
* lock, it has all the same attributes (recursive locks are
|
|
* allowed, etc).
|
|
*
|
|
* \param stream The audio stream to lock.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_UnlockAudioStream
|
|
* \sa SDL_SetAudioStreamPutCallback
|
|
* \sa SDL_SetAudioStreamGetCallback
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream);
|
|
|
|
|
|
/**
|
|
* Unlock an audio stream for serialized access.
|
|
*
|
|
* This unlocks an audio stream after a call to SDL_LockAudioStream.
|
|
*
|
|
* \param stream The audio stream to unlock.
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety You should only call this from the same thread that
|
|
* previously called SDL_LockAudioStream.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_LockAudioStream
|
|
* \sa SDL_SetAudioStreamPutCallback
|
|
* \sa SDL_SetAudioStreamGetCallback
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* A callback that fires when data passes through an SDL_AudioStream.
|
|
*
|
|
* Apps can (optionally) register a callback with an audio stream that
|
|
* is called when data is added with SDL_PutAudioStreamData, or requested
|
|
* with SDL_GetAudioStreamData. These callbacks may run from any
|
|
* thread, so if you need to protect shared data, you should use
|
|
* SDL_LockAudioStream to serialize access; this lock will be held by
|
|
* before your callback is called, so your callback does not need to
|
|
* manage the lock explicitly.
|
|
*
|
|
* \param stream The SDL audio stream associated with this callback.
|
|
* \param approx_request The _approximate_ amout of data, in bytes, that is requested.
|
|
* This might be slightly overestimated due to buffering or
|
|
* resampling, and may change from call to call anyhow.
|
|
* \param userdata An opaque pointer provided by the app for their personal use.
|
|
*/
|
|
typedef void (SDLCALL *SDL_AudioStreamRequestCallback)(SDL_AudioStream *stream, int approx_request, void *userdata);
|
|
|
|
/**
|
|
* Set a callback that runs when data is requested from an audio stream.
|
|
*
|
|
* This callback is called _before_ data is obtained from the stream,
|
|
* giving the callback the chance to add more on-demand.
|
|
*
|
|
* The callback can (optionally) call SDL_PutAudioStreamData() to add
|
|
* more audio to the stream during this call; if needed, the request
|
|
* that triggered this callback will obtain the new data immediately.
|
|
*
|
|
* The callback's `approx_request` argument is roughly how many bytes
|
|
* of _unconverted_ data (in the stream's input format) is needed by
|
|
* the caller, although this may overestimate a little for safety.
|
|
* This takes into account how much is already in the stream and only
|
|
* asks for any extra necessary to resolve the request, which means
|
|
* the callback may be asked for zero bytes, and a different amount
|
|
* on each call.
|
|
*
|
|
* The callback is not required to supply exact amounts; it is allowed
|
|
* to supply too much or too little or none at all. The caller will
|
|
* get what's available, up to the amount they requested, regardless
|
|
* of this callback's outcome.
|
|
*
|
|
* Clearing or flushing an audio stream does not call this callback.
|
|
*
|
|
* This function obtains the stream's lock, which means any existing
|
|
* callback (get or put) in progress will finish running before setting
|
|
* the new callback.
|
|
*
|
|
* Setting a NULL function turns off the callback.
|
|
*
|
|
* \param stream the audio stream to set the new callback on.
|
|
* \param callback the new callback function to call when data is added to the stream.
|
|
* \param userdata an opaque pointer provided to the callback for its own personal use.
|
|
* \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAudioStreamPutCallback
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamRequestCallback callback, void *userdata);
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/**
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* Set a callback that runs when data is added to an audio stream.
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*
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* This callback is called _after_ the data is added to the stream,
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* giving the callback the chance to obtain it immediately.
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*
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* The callback can (optionally) call SDL_GetAudioStreamData() to
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* obtain audio from the stream during this call.
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*
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* The callback's `approx_request` argument is how many bytes
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* of _converted_ data (in the stream's output format) was provided
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* by the caller, although this may underestimate a little for safety.
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* This value might be less than what is currently available in the
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* stream, if data was already there, and might be less than the
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* caller provided if the stream needs to keep a buffer to aid in
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* resampling. Which means the callback may be provided with zero
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* bytes, and a different amount on each call.
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*
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* The callback may call SDL_GetAudioStreamAvailable to see the
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* total amount currently available to read from the stream, instead
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* of the total provided by the current call.
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*
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* The callback is not required to obtain all data. It is allowed
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* to read less or none at all. Anything not read now simply remains
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* in the stream for later access.
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*
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* Clearing or flushing an audio stream does not call this callback.
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*
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* This function obtains the stream's lock, which means any existing
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* callback (get or put) in progress will finish running before setting
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* the new callback.
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*
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* Setting a NULL function turns off the callback.
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*
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* \param stream the audio stream to set the new callback on.
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* \param callback the new callback function to call when data is added to the stream.
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* \param userdata an opaque pointer provided to the callback for its own personal use.
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* \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_SetAudioStreamGetCallback
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*/
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extern DECLSPEC int SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamRequestCallback callback, void *userdata);
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/**
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* Free an audio stream
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*
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* \param stream The audio stream to free
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_CreateAudioStream
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* \sa SDL_PutAudioStreamData
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* \sa SDL_GetAudioStreamData
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* \sa SDL_GetAudioStreamAvailable
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* \sa SDL_FlushAudioStream
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* \sa SDL_ClearAudioStream
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*/
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extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
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/**
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* Convenience function to create and bind an audio stream in one step.
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*
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* This manages the creation of an audio stream, and setting its format
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* correctly to match both the app and the audio device's needs. This is
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* optional, but slightly less cumbersome to set up for a common use case.
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*
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* The `spec` parameter represents the app's side of the audio stream. That
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* is, for recording audio, this will be the output format, and for playing
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* audio, this will be the input format. This function will set the other
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* side of the audio stream to the device's format.
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*
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* \param devid an audio device to bind a stream to. This must be an opened device, and can not be zero.
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* \param spec the audio stream's input format
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* \returns a bound audio stream on success, ready to use. NULL on error; call SDL_GetError() for more information.
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*
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* \threadsafety It is safe to call this function from any thread.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_BindAudioStreams
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* \sa SDL_UnbindAudioStreams
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* \sa SDL_UnbindAudioStream
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*/
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extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAndBindAudioStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
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|
|
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/**
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* Load the audio data of a WAVE file into memory.
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*
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* Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
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* be valid pointers. The entire data portion of the file is then loaded into
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* memory and decoded if necessary.
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*
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* If `freesrc` is non-zero, the data source gets automatically closed and
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* freed before the function returns.
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*
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* Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
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* 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
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* A-law and mu-law (8 bits). Other formats are currently unsupported and
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* cause an error.
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*
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* If this function succeeds, the return value is zero and the pointer to the
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* audio data allocated by the function is written to `audio_buf` and its
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* length in bytes to `audio_len`. The SDL_AudioSpec members `freq`,
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* `channels`, and `format` are set to the values of the audio data in the
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* buffer. The `samples` member is set to a sane default and all
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* others are set to zero.
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*
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* It's necessary to use SDL_free() to free the audio data returned in
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* `audio_buf` when it is no longer used.
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*
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* Because of the underspecification of the .WAV format, there are many
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* problematic files in the wild that cause issues with strict decoders. To
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* provide compatibility with these files, this decoder is lenient in regards
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* to the truncation of the file, the fact chunk, and the size of the RIFF
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* chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
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* `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
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* tune the behavior of the loading process.
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*
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* Any file that is invalid (due to truncation, corruption, or wrong values in
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* the headers), too big, or unsupported causes an error. Additionally, any
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* critical I/O error from the data source will terminate the loading process
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* with an error. The function returns NULL on error and in all cases (with
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* the exception of `src` being NULL), an appropriate error message will be
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* set.
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*
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* It is required that the data source supports seeking.
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*
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* Example:
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*
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* ```c
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* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
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* ```
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*
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* Note that the SDL_LoadWAV function does this same thing for you, but in a
|
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* less messy way:
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*
|
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* ```c
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* SDL_LoadWAV("sample.wav", &spec, &buf, &len);
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* ```
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*
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* \param src The data source for the WAVE data
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* \param freesrc If non-zero, SDL will _always_ free the data source
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* \param spec A pointer to an SDL_AudioSpec that will be set to the
|
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* WAVE data's format details on successful return.
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* \param audio_buf A pointer filled with the audio data, allocated by the
|
|
* function.
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|
* \param audio_len A pointer filled with the length of the audio data buffer
|
|
* in bytes
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* \returns This function, if successfully called, returns 0. `audio_buf`
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* will be filled with a pointer to an allocated buffer
|
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* containing the audio data, and `audio_len` is filled with the
|
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* length of that audio buffer in bytes.
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*
|
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* This function returns -1 if the .WAV file cannot be opened, uses
|
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* an unknown data format, or is corrupt; call SDL_GetError() for
|
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* more information.
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*
|
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* When the application is done with the data returned in
|
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* `audio_buf`, it should call SDL_free() to dispose of it.
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*
|
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* \threadsafety It is safe to call this function from any thread.
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*
|
|
* \since This function is available since SDL 3.0.0.
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*
|
|
* \sa SDL_free
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|
* \sa SDL_LoadWAV
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*/
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extern DECLSPEC int SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, int freesrc,
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SDL_AudioSpec * spec, Uint8 ** audio_buf,
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Uint32 * audio_len);
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|
|
/**
|
|
* Loads a WAV from a file path.
|
|
*
|
|
* This is a convenience function that is effectively the same as:
|
|
*
|
|
* ```c
|
|
* SDL_LoadWAV_RW(SDL_RWFromFile(path, "rb"), 1, spec, audio_buf, audio_len);
|
|
* ```
|
|
*
|
|
* Note that in SDL2, this was a preprocessor macro and not a real function.
|
|
*
|
|
* \param path The file path of the WAV file to open.
|
|
* \param spec A pointer to an SDL_AudioSpec that will be set to the
|
|
* WAVE data's format details on successful return.
|
|
* \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 0. `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 -1 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_free() to dispose of it.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_free
|
|
* \sa SDL_LoadWAV_RW
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec * spec,
|
|
Uint8 ** audio_buf, Uint32 * audio_len);
|
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|
|
|
|
|
|
#define SDL_MIX_MAXVOLUME 128
|
|
|
|
/**
|
|
* 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
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_MixAudioFormat(Uint8 * dst,
|
|
const Uint8 * src,
|
|
SDL_AudioFormat format,
|
|
Uint32 len, int volume);
|
|
|
|
/**
|
|
* Convert some audio data of one format to another format.
|
|
*
|
|
* Please note that this function is for convenience, but should not be used
|
|
* to resample audio in blocks, as it will introduce audio artifacts on the
|
|
* boundaries. You should only use this function if you are converting audio
|
|
* data in its entirety in one call. If you want to convert audio in smaller
|
|
* chunks, use an SDL_AudioStream, which is designed for this situation.
|
|
*
|
|
* Internally, this function creates and destroys an SDL_AudioStream on each
|
|
* use, so it's also less efficient than using one directly, if you need to
|
|
* convert multiple times.
|
|
*
|
|
* \param src_spec The format details of the input audio
|
|
* \param src_data The audio data to be converted
|
|
* \param src_len The len of src_data
|
|
* \param dst_spec The format details of the output audio
|
|
* \param dst_data Will be filled with a pointer to converted audio data,
|
|
* which should be freed with SDL_free(). On error, it will be
|
|
* NULL.
|
|
* \param dst_len Will be filled with the len of dst_data
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateAudioStream
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec,
|
|
const Uint8 *src_data,
|
|
int src_len,
|
|
const SDL_AudioSpec *dst_spec,
|
|
Uint8 **dst_data,
|
|
int *dst_len);
|
|
|
|
|
|
/**
|
|
* Get the appropriate memset value for silencing an audio format.
|
|
*
|
|
* The value returned by this function can be used as the second
|
|
* argument to memset (or SDL_memset) to set an audio buffer in
|
|
* a specific format to silence.
|
|
*
|
|
* \param format the audio data format to query.
|
|
* \returns A byte value that can be passed to memset.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format);
|
|
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_audio_h_ */
|