annotate SDL_sound.h @ 1:508aac690b19

Whoops...changed some overlooked "voice" to "sound".
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 17 Sep 2001 07:07:51 +0000
parents 1078b3528e6f
children fd6cd0e04e6f
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1 /*
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2 * SDL_sound -- An abstract sound format decoding API.
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3 * Copyright (C) 2001 Ryan C. Gordon.
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4 *
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5 * This library is free software; you can redistribute it and/or
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6 * modify it under the terms of the GNU Lesser General Public
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7 * License as published by the Free Software Foundation; either
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8 * version 2.1 of the License, or (at your option) any later version.
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9 *
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10 * This library is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 * Lesser General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU Lesser General Public
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16 * License along with this library; if not, write to the Free Software
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17 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18 */
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19
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20 /**
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21 * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data
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22 * into this library, and SDL_sound will take that data, in one of several
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23 * popular formats, and decode it into raw waveform data in the format of
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24 * your choice. This gives you a nice abstraction for getting sound into your
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25 * game or application; just feed it to SDL_sound, and it will handle
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26 * decoding and converting, so you can just pass it to your SDL audio
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27 * callback (or whatever). Since it gets data from a SDL_RWops, you can get
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28 * the initial sound data from any number of sources: file, memory buffer,
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29 * network connection, etc.
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30 *
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31 * As the name implies, this library depends on SDL: Simple Directmedia Layer,
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32 * which is a powerful, free, and cross-platform multimedia library. It can
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33 * be found at http://www.libsdl.org/
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34 *
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35 * Support is in place or planned for the following sound formats:
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36 * - .WAV (Microsoft WAVfile RIFF data, internal.)
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37 * - .VOC (Creative Labs' Voice format, internal.)
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38 * - .MP3 (MPEG-1 layer 3 support, via the SMPEG library.)
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39 * - .MID (MIDI music converted to Waveform data, via Timidity.)
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40 * - .MOD (MOD files, via MikMod.)
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41 * - .OGG (Ogg files, via Ogg Vorbis libraries.)
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42 * - .RAWDATA (Raw sound data in any format, internal.)
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43 * - .CDA (CD audio read into a sound buffer, internal.)
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44 * - .AU
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45 * - .AIFF
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46 *
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47 * (...and more to come...)
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48 *
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49 * Please see the file LICENSE in the source's root directory.
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50 *
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51 * This file written by Ryan C. Gordon. (icculus@clutteredmind.org)
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52 */
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53
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54 #ifndef _INCLUDE_SDL_SOUND_H_
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55 #define _INCLUDE_SDL_SOUND_H_
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56
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57 #include "SDL.h"
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58
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59 #ifdef __cplusplus
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60 extern "C" {
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61 #endif
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62
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63 /*
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64 * These are flags that are used in a Sound_Sample (below) to show various
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65 * states.
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66 *
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67 * To use: "if (sample->flags & SOUND_SAMPLEFLAGS_ERROR) { dosomething(); }"
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68 */
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69 typedef enum __SOUND_SAMPLEFLAGS__
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70 {
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71 SOUND_SAMPLEFLAG_NONE = 0, /* Null flag. */
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72
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73 /* these are set at sample creation time... */
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74 SOUND_SAMPLEFLAG_NEEDSEEK = 1, /* SDL_RWops must be able to seek. */
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75 SOUND_SAMPLEFLAG_STREAMING = 1 << 1, /* source is streaming (no EOF). */
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76
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77 /* these are set during decoding... */
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78 SOUND_SAMPLEFLAG_EOF = 1 << 29, /* end of input stream. */
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79 SOUND_SAMPLEFLAG_ERROR = 1 << 30, /* unrecoverable error. */
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80 SOUND_SAMPLEFLAG_AGAIN = 1 << 31 /* couldn't read without blocking. */
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81 } Sound_SampleFlags;
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82
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83
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84 /*
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85 * The Sound_Sample structure is the heart of SDL_sound. This holds
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86 * information about a source of sound data as it is being decoded.
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87 * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to
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88 * change them.
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89 */
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90 typedef struct __SOUND_SAMPLE__
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91 {
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92 void *opaque; /* Internal use only. */
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93 Sound_DecoderInfo *decoder; /* Decoder used for this sample. */
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94 SDL_AudioSpec desired; /* Desired audio format for conversion. */
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95 SDL_AudioSpec actual; /* Actual audio format of sample. */
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96 void *buffer; /* Decoded sound data lands in here. */
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97 Uint32 buffer_size; /* Current size of (buffer), in bytes. */
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98 Sound_SampleFlags flags; /* Flags relating to this sample. */
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99 } Sound_Sample;
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100
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101
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102 /*
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103 * Each decoder sets up one of these structs, which can be retrieved via
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104 * the Sound_AvailableDecoders() function.
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105 */
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106 typedef struct __PHYSFS_ARCHIVEINFO__
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107 {
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108 const char *extension; /* Case sensitive standard file extension. */
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109 const char *description; /* Human readable description of decoder. */
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110 const char *author; /* "Name Of Author (email@emailhost.dom)" */
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111 const char *url; /* URL specific to this decoder. */
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112 } PHYSFS_ArchiveInfo;
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113
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114
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115 /*
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116 * Just what it says: a x.y.z style version number...
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117 */
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118 typedef struct __SOUND_VERSION__
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119 {
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120 int major;
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121 int minor;
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122 int patch;
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123 } Sound_Version;
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124
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125
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126
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127 /* functions and macros... */
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128
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129 #define SOUND_VER_MAJOR 0
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130 #define SOUND_VER_MINOR 0
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131 #define SOUND_VER_PATCH 1
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132
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133 #define SOUND_VERSION(x) { \
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134 (x)->major = SOUND_VER_MAJOR; \
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135 (x)->minor = SOUND_VER_MINOR; \
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136 (x)->patch = SOUND_VER_PATCH; \
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137 }
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138
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139 /**
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140 * Get the version of SDL_sound that is linked against your program. If you
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141 * are using a shared library (DLL) version of SDL_sound, then it is possible
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142 * that it will be different than the version you compiled against.
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143 *
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144 * This is a real function; the macro SOUND_VERSION tells you what version
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145 * of SDL_sound you compiled against:
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146 *
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147 * Sound_Version compiled;
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148 * Sound_Version linked;
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149 *
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150 * SOUND_VERSION(&compiled);
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151 * Sound_GetLinkedVersion(&linked);
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152 * printf("We compiled against SDL_sound version %d.%d.%d ...\n",
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153 * compiled.major, compiled.minor, compiled.patch);
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154 * printf("But we linked against SDL_sound version %d.%d.%d.\n",
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155 * linked.major, linked.minor, linked.patch);
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156 *
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157 * This function may be called safely at any time, even before Sound_Init().
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158 */
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159 extern DECLSPEC void Sound_GetLinkedVersion(Sound_Version *ver);
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160
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161
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162 /**
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163 * Initialize SDL_sound. This must be called before any other SDL_sound
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164 * function (except perhaps Sound_GetLinkedVersion()). You should call
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165 * SDL_Init() before calling this. Sound_Init() will attempt to call
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166 * SDL_Init(SDL_INIT_AUDIO), just in case. This is a safe behaviour, but it
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167 * may not configure SDL to your liking by itself.
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168 *
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169 * @return nonzero on success, zero on error. Specifics of the error can be
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170 * gleaned from Sound_GetLastError().
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171 */
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172 extern DECLSPEC int Sound_Init(void);
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173
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174
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175 /**
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176 * Shutdown SDL_sound. This closes any SDL_RWops that were being used as
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177 * sound sources, and frees any resources in use by SDL_sound.
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178 *
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179 * All Sound_Sample pointers you had prior to this call are INVALIDATED.
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180 *
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181 * Once successfully deinitialized, Sound_Init() can be called again to
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182 * restart the subsystem. All defaults API states are restored at this
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183 * point.
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184 *
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185 * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit()
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186 * for you!
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187 *
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188 * @return nonzero on success, zero on error. Specifics of the error can be
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189 * gleaned from Sound_GetLastError(). If failure, state of SDL_sound
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190 * is undefined, and probably badly screwed up.
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191 */
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192 extern DECLSPEC int Sound_Quit(void);
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193
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194
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195 /**
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196 * Get a list of sound formats supported by this implementation of SDL_sound.
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197 * This is for informational purposes only. Note that the extension listed is
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198 * merely convention: if we list "MP3", you can open an MPEG Audio layer 3
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199 * file with an extension of "XYZ", if you like. The file extensions are
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200 * informational, and only required as a hint to choosing the correct
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201 * decoder, since the sound data may not be coming from a file at all, thanks
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202 * to the abstraction that an SDL_RWops provides.
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203 *
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204 * The returned value is an array of pointers to Sound_DecoderInfo structures,
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205 * with a NULL entry to signify the end of the list:
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206 *
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207 * Sound_DecoderInfo **i;
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208 *
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209 * for (i = Sound_AvailableDecoders(); *i != NULL; i++)
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210 * {
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211 * printf("Supported sound format: [%s], which is [%s].\n",
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212 * i->extension, i->description);
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213 * // ...and other fields...
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214 * }
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215 *
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216 * The return values are pointers to static internal memory, and should
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217 * be considered READ ONLY, and never freed.
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218 *
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219 * @return READ ONLY Null-terminated array of READ ONLY structures.
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220 */
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221 extern DECLSPEC const Sound_DecoderInfo **Sound_AvailableDecoders(void);
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222
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223
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224 /**
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225 * Get the last SDL_sound error message as a null-terminated string.
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226 * This will be NULL if there's been no error since the last call to this
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227 * function. The pointer returned by this call points to an internal buffer.
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228 * Each thread has a unique error state associated with it, but each time
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229 * a new error message is set, it will overwrite the previous one associated
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230 * with that thread. It is safe to call this function at anytime, even
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231 * before Sound_Init().
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232 *
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233 * @return READ ONLY string of last error message.
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234 */
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235 extern DECLSPEC const char *Sound_GetLastError(void);
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236
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237
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238 /**
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239 * Start decoding a new sound sample. The data is read via an SDL_RWops
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240 * structure (see SDL_rwops.h in the SDL include directory), so it may be
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241 * coming from memory, disk, network stream, etc. The (ext) parameter is
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242 * merely a hint to determining the correct decoder; if you specify, for
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243 * example, "mp3" for an extension, and one of the decoders lists that
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244 * (case sensitive) as a handled extension, then that decoder is given
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245 * first shot at trying to claim the data for decoding. If none of the
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246 * extensions match (or the extension is NULL), then every decoder examines
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247 * the data to determine if it can handle it, until one accepts it.
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248 * If no decoders can handle the data, a NULL value is returned, and a human
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249 * readable error message can be fetched from Sound_GetLastError().
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250 * Optionally, a desired audio format can be specified. If the incoming data
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251 * is in a different format, SDL_sound will convert it to the desired format
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252 * on the fly. Note that this can be an expensive operation, so it may be
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253 * wise to convert data before you need to play it back, if possible, or
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254 * make sure your data is initially in the format that you need it in.
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255 * If you don't want to convert the data, you can specify NULL for a desired
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256 * format. The incoming format of the data, preconversion, can be found
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257 * in the Sound_Sample structure.
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258 * Note that the raw sound data "decoder" needs you to specify both the
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259 * extension "RAWDATA" and a "desired" format, or it will refuse to handle
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260 * the data.
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261 * Finally, specify an initial buffer size; this is the number of bytes that
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262 * will be allocated to store each read from the sound buffer. The more you
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263 * can safely allocate, the more decoding can be done in one block, but the
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264 * more resources you have to use up, and the longer each decoding call will
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265 * take. Note that different data formats require more or less space to
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266 * store. This buffer can be resized via Sound_SetBufferSize() ...
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267 *
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268 * When you are done with this Sound_Sample pointer, you can dispose of it
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269 * via Sound_FreeSample().
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270 *
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271 * @param rw SDL_RWops with sound data.
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272 * @param ext File extension normally associated with a data format.
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273 * Can usually be NULL.
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274 * @param desired Format to convert sound data into. Can usually be NULL,
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275 * if you don't need conversion.
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276 * @return Sound_Sample pointer, which is used as a handle to several other
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277 * SDL_sound APIs. NULL on error. If error, use
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278 * Sound_GetLastError() to see what went wrong.
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279 */
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280 extern DECLSPEC Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext,
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281 SDL_AudioInfo *desired,
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282 Uint32 bufferSize);
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283
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284 /**
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285 * Dispose of a Sound_Sample pointer that was returned from Sound_NewSample().
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286 * This will also close/dispose of the SDL_RWops that was used at creation
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287 * time, so there's no need to keep a reference to that around.
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288 * The Sound_Sample pointer is invalid after this call, and will almost
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289 * certainly result in a crash if you attempt to keep using it.
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290 *
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291 * @param sample The Sound_Sample to delete.
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292 */
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293 extern DECLSPEC void Sound_FreeSample(Sound_Sample *sample);
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294
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295
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296 /**
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297 * Decode more of the sound data in a Sound_Sample. It will decode at most
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298 * sample->buffer_size bytes into sample->buffer in the desired format, and
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299 * return the number of decoded bytes.
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300 * If sample->buffer_size bytes could not be decoded, then please refer to
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301 * sample->flags to determine if this was an End-of-stream or error condition.
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302 *
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303 * @param sample Do more decoding to this Sound_Sample.
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304 * @return number of bytes decoded into sample->buffer. If it is less than
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305 * sample->buffer_size, then you should check sample->flags to see
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306 * what the current state of the sample is (EOF, error, read again).
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307 */
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308 extern DECLSPEC Uint32 Sound_Decode(Sound_Sample *sample);
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309
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310
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311 /**
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312 * Decode the remainder of the sound data in a Sound_Sample. This will
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313 * dynamically allocate memory for the ENTIRE remaining sample.
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314 * sample->buffer_size and sample->buffer will be updated to reflect the
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315 * new buffer. Please refer to sample->flags to determine if the decoding
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316 * finished due to an End-of-stream or error condition.
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317 *
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318 * Be aware that sound data can take a large amount of memory, and that
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319 * this function may block for quite awhile while processing. Also note
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320 * that a streaming source (for example, from a SDL_RWops that is getting
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321 * fed from an Internet radio feed that doesn't end) may fill all available
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322 * memory before giving up...be sure to use this on finite sound sources
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323 * only!
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324 *
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325 * @param sample Do all decoding for this Sound_Sample.
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326 * @return number of bytes decoded into sample->buffer. If it is less than
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327 * sample->buffer_size, then you should check sample->flags to see
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328 * what the current state of the sample is (EOF, error, read again).
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329 */
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330 extern DECLSPEC Uint32 Sound_DecodeAll(Sound_Sample *sample);
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331
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332 #ifdef __cplusplus
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333 }
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334 #endif
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335
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508aac690b19 Whoops...changed some overlooked "voice" to "sound".
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336 #endif /* !defined _INCLUDE_SDL_SOUND_H_ */
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337
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338 /* end of SDL_sound.h ... */
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339