Mercurial > SDL_sound_CoreAudio
annotate SDL_sound.h @ 131:692dfde9564e
Updated.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Wed, 10 Oct 2001 00:43:09 +0000 |
parents | ac49f81e42d6 |
children | 1df5c106504e |
rev | line source |
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0 | 1 /* |
2 * SDL_sound -- An abstract sound format decoding API. | |
3 * Copyright (C) 2001 Ryan C. Gordon. | |
4 * | |
5 * This library is free software; you can redistribute it and/or | |
6 * modify it under the terms of the GNU Lesser General Public | |
7 * License as published by the Free Software Foundation; either | |
8 * version 2.1 of the License, or (at your option) any later version. | |
9 * | |
10 * This library is distributed in the hope that it will be useful, | |
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
13 * Lesser General Public License for more details. | |
14 * | |
15 * You should have received a copy of the GNU Lesser General Public | |
16 * License along with this library; if not, write to the Free Software | |
17 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
18 */ | |
19 | |
20 /** | |
21 * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data | |
22 * into this library, and SDL_sound will take that data, in one of several | |
23 * popular formats, and decode it into raw waveform data in the format of | |
24 * your choice. This gives you a nice abstraction for getting sound into your | |
25 * game or application; just feed it to SDL_sound, and it will handle | |
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 an SDL_RWops, you can get |
0 | 28 * the initial sound data from any number of sources: file, memory buffer, |
29 * network connection, etc. | |
30 * | |
31 * As the name implies, this library depends on SDL: Simple Directmedia Layer, | |
32 * which is a powerful, free, and cross-platform multimedia library. It can | |
33 * be found at http://www.libsdl.org/ | |
34 * | |
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.) |
11 | 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 * - .RAW (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 |
0 | 46 * |
47 * (...and more to come...) | |
48 * | |
49 * Please see the file LICENSE in the source's root directory. | |
50 * | |
51 * This file written by Ryan C. Gordon. (icculus@clutteredmind.org) | |
52 */ | |
53 | |
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54 #ifndef _INCLUDE_SDL_SOUND_H_ |
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55 #define _INCLUDE_SDL_SOUND_H_ |
0 | 56 |
57 #include "SDL.h" | |
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58 #include "SDL_endian.h" |
0 | 59 |
60 #ifdef __cplusplus | |
61 extern "C" { | |
62 #endif | |
63 | |
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64 #ifdef SDL_SOUND_DLL_EXPORTS |
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65 # undef DECLSPEC |
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66 # define DECLSPEC __declspec(dllexport) |
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67 #endif |
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68 |
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69 |
29 | 70 #define SOUND_VER_MAJOR 0 |
71 #define SOUND_VER_MINOR 1 | |
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72 #define SOUND_VER_PATCH 3 |
29 | 73 |
74 | |
0 | 75 /* |
76 * These are flags that are used in a Sound_Sample (below) to show various | |
77 * states. | |
78 * | |
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79 * To use: "if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); }" |
0 | 80 */ |
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81 typedef enum __SOUND_SAMPLEFLAGS__ |
0 | 82 { |
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83 SOUND_SAMPLEFLAG_NONE = 0, /* Null flag. */ |
0 | 84 |
85 /* these are set at sample creation time... */ | |
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86 SOUND_SAMPLEFLAG_NEEDSEEK = 1, /* SDL_RWops must be able to seek. */ |
0 | 87 |
88 /* these are set during decoding... */ | |
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89 SOUND_SAMPLEFLAG_EOF = 1 << 29, /* end of input stream. */ |
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90 SOUND_SAMPLEFLAG_ERROR = 1 << 30, /* unrecoverable error. */ |
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91 SOUND_SAMPLEFLAG_EAGAIN = 1 << 31 /* would block, or temp error. */ |
0 | 92 } Sound_SampleFlags; |
93 | |
94 | |
95 /* | |
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96 * Basics of a decoded sample's data structure: data format (see AUDIO_U8 and |
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97 * friends in SDL_audio.h), number of channels, and sample rate. If you need |
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98 * more explanation than that, you should stop developing sound code right |
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99 * now. |
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100 */ |
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101 typedef struct __SOUND_AUDIOINFO__ |
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102 { |
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103 Uint16 format; |
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104 Uint8 channels; |
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105 Uint32 rate; |
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106 } Sound_AudioInfo; |
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107 |
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108 |
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109 /* |
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110 * Each decoder sets up one of these structs, which can be retrieved via |
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111 * the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY. |
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112 */ |
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113 typedef struct __SOUND_DECODERINFO__ |
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114 { |
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115 const char *extension; /* standard file extension. "MP3", "WAV"... */ |
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116 const char *description; /* Human readable description of decoder. */ |
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117 const char *author; /* "Name Of Author <email@emailhost.dom>" */ |
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118 const char *url; /* URL specific to this decoder. */ |
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119 } Sound_DecoderInfo; |
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120 |
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121 |
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122 |
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123 /* |
0 | 124 * The Sound_Sample structure is the heart of SDL_sound. This holds |
125 * information about a source of sound data as it is being decoded. | |
126 * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to | |
127 * change them. | |
128 */ | |
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129 typedef struct __SOUND_SAMPLE__ |
0 | 130 { |
131 void *opaque; /* Internal use only. */ | |
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132 const Sound_DecoderInfo *decoder; /* Decoder used for this sample. */ |
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133 Sound_AudioInfo desired; /* Desired audio format for conversion. */ |
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134 Sound_AudioInfo actual; /* Actual audio format of sample. */ |
0 | 135 void *buffer; /* Decoded sound data lands in here. */ |
136 Uint32 buffer_size; /* Current size of (buffer), in bytes. */ | |
137 Sound_SampleFlags flags; /* Flags relating to this sample. */ | |
138 } Sound_Sample; | |
139 | |
140 | |
141 /* | |
142 * Just what it says: a x.y.z style version number... | |
143 */ | |
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144 typedef struct __SOUND_VERSION__ |
0 | 145 { |
146 int major; | |
147 int minor; | |
148 int patch; | |
149 } Sound_Version; | |
150 | |
151 | |
152 | |
153 /* functions and macros... */ | |
154 | |
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155 #define SOUND_VERSION(x) { \ |
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156 (x)->major = SOUND_VER_MAJOR; \ |
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157 (x)->minor = SOUND_VER_MINOR; \ |
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158 (x)->patch = SOUND_VER_PATCH; \ |
0 | 159 } |
160 | |
161 /** | |
162 * Get the version of SDL_sound that is linked against your program. If you | |
163 * are using a shared library (DLL) version of SDL_sound, then it is possible | |
164 * that it will be different than the version you compiled against. | |
165 * | |
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166 * This is a real function; the macro SOUND_VERSION tells you what version |
0 | 167 * of SDL_sound you compiled against: |
168 * | |
169 * Sound_Version compiled; | |
170 * Sound_Version linked; | |
171 * | |
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172 * SOUND_VERSION(&compiled); |
0 | 173 * Sound_GetLinkedVersion(&linked); |
174 * printf("We compiled against SDL_sound version %d.%d.%d ...\n", | |
175 * compiled.major, compiled.minor, compiled.patch); | |
176 * printf("But we linked against SDL_sound version %d.%d.%d.\n", | |
177 * linked.major, linked.minor, linked.patch); | |
178 * | |
179 * This function may be called safely at any time, even before Sound_Init(). | |
180 */ | |
181 extern DECLSPEC void Sound_GetLinkedVersion(Sound_Version *ver); | |
182 | |
183 | |
184 /** | |
185 * Initialize SDL_sound. This must be called before any other SDL_sound | |
186 * function (except perhaps Sound_GetLinkedVersion()). You should call | |
187 * SDL_Init() before calling this. Sound_Init() will attempt to call | |
188 * SDL_Init(SDL_INIT_AUDIO), just in case. This is a safe behaviour, but it | |
189 * may not configure SDL to your liking by itself. | |
190 * | |
191 * @return nonzero on success, zero on error. Specifics of the error can be | |
192 * gleaned from Sound_GetLastError(). | |
193 */ | |
194 extern DECLSPEC int Sound_Init(void); | |
195 | |
196 | |
197 /** | |
198 * Shutdown SDL_sound. This closes any SDL_RWops that were being used as | |
199 * sound sources, and frees any resources in use by SDL_sound. | |
200 * | |
201 * All Sound_Sample pointers you had prior to this call are INVALIDATED. | |
202 * | |
203 * Once successfully deinitialized, Sound_Init() can be called again to | |
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204 * restart the subsystem. All default API states are restored at this |
0 | 205 * point. |
206 * | |
207 * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit() | |
208 * for you! | |
209 * | |
210 * @return nonzero on success, zero on error. Specifics of the error can be | |
211 * gleaned from Sound_GetLastError(). If failure, state of SDL_sound | |
212 * is undefined, and probably badly screwed up. | |
213 */ | |
214 extern DECLSPEC int Sound_Quit(void); | |
215 | |
216 | |
217 /** | |
218 * Get a list of sound formats supported by this implementation of SDL_sound. | |
219 * This is for informational purposes only. Note that the extension listed is | |
11 | 220 * merely convention: if we list "MP3", you can open an MPEG-1 Layer 3 audio |
0 | 221 * file with an extension of "XYZ", if you like. The file extensions are |
222 * informational, and only required as a hint to choosing the correct | |
223 * decoder, since the sound data may not be coming from a file at all, thanks | |
224 * to the abstraction that an SDL_RWops provides. | |
225 * | |
226 * The returned value is an array of pointers to Sound_DecoderInfo structures, | |
227 * with a NULL entry to signify the end of the list: | |
228 * | |
229 * Sound_DecoderInfo **i; | |
230 * | |
231 * for (i = Sound_AvailableDecoders(); *i != NULL; i++) | |
232 * { | |
233 * printf("Supported sound format: [%s], which is [%s].\n", | |
234 * i->extension, i->description); | |
235 * // ...and other fields... | |
236 * } | |
237 * | |
238 * The return values are pointers to static internal memory, and should | |
239 * be considered READ ONLY, and never freed. | |
240 * | |
241 * @return READ ONLY Null-terminated array of READ ONLY structures. | |
242 */ | |
243 extern DECLSPEC const Sound_DecoderInfo **Sound_AvailableDecoders(void); | |
244 | |
245 | |
246 /** | |
247 * Get the last SDL_sound error message as a null-terminated string. | |
248 * This will be NULL if there's been no error since the last call to this | |
249 * function. The pointer returned by this call points to an internal buffer. | |
250 * Each thread has a unique error state associated with it, but each time | |
251 * a new error message is set, it will overwrite the previous one associated | |
252 * with that thread. It is safe to call this function at anytime, even | |
253 * before Sound_Init(). | |
254 * | |
255 * @return READ ONLY string of last error message. | |
256 */ | |
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257 extern DECLSPEC const char *Sound_GetError(void); |
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258 |
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259 |
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260 /** |
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261 * Clear the current error message, so the next call to Sound_GetError() will |
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262 * return NULL. |
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263 */ |
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264 extern DECLSPEC void Sound_ClearError(void); |
0 | 265 |
266 | |
267 /** | |
268 * Start decoding a new sound sample. The data is read via an SDL_RWops | |
269 * structure (see SDL_rwops.h in the SDL include directory), so it may be | |
270 * coming from memory, disk, network stream, etc. The (ext) parameter is | |
271 * merely a hint to determining the correct decoder; if you specify, for | |
272 * example, "mp3" for an extension, and one of the decoders lists that | |
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273 * as a handled extension, then that decoder is given first shot at trying |
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274 * to claim the data for decoding. If none of the extensions match (or the |
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275 * extension is NULL), then every decoder examines the data to determine if |
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276 * it can handle it, until one accepts it. In such a case your SDL_RWops will |
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277 * need to be capable of rewinding to the start of the stream. |
0 | 278 * If no decoders can handle the data, a NULL value is returned, and a human |
279 * readable error message can be fetched from Sound_GetLastError(). | |
280 * Optionally, a desired audio format can be specified. If the incoming data | |
281 * is in a different format, SDL_sound will convert it to the desired format | |
282 * on the fly. Note that this can be an expensive operation, so it may be | |
283 * wise to convert data before you need to play it back, if possible, or | |
284 * make sure your data is initially in the format that you need it in. | |
285 * If you don't want to convert the data, you can specify NULL for a desired | |
286 * format. The incoming format of the data, preconversion, can be found | |
287 * in the Sound_Sample structure. | |
288 * Note that the raw sound data "decoder" needs you to specify both the | |
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289 * extension "RAW" and a "desired" format, or it will refuse to handle |
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290 * the data. This is to prevent it from catching all formats unsupported |
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291 * by the other decoders. |
0 | 292 * Finally, specify an initial buffer size; this is the number of bytes that |
293 * will be allocated to store each read from the sound buffer. The more you | |
294 * can safely allocate, the more decoding can be done in one block, but the | |
295 * more resources you have to use up, and the longer each decoding call will | |
296 * take. Note that different data formats require more or less space to | |
297 * store. This buffer can be resized via Sound_SetBufferSize() ... | |
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298 * The buffer size specified must be a multiple of the size of a single |
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299 * sample (not to be confused with a single Sound_Sample). So, if you want |
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300 * 16-bit, stereo samples, then your sample size is (2 channels * 16 bits), |
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301 * or 32 bits per sample, which is four bytes. In such a case, you could |
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302 * specify 128 or 132 bytes for a buffer, but not 129, 130, or 131, although |
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303 * in reality, you'll want to specify a MUCH larger buffer. |
0 | 304 * When you are done with this Sound_Sample pointer, you can dispose of it |
305 * via Sound_FreeSample(). | |
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306 * You do not have to keep a reference to (rw) around. If this function |
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307 * suceeds, it stores (rw) internally (and disposes of it during the call |
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308 * to Sound_FreeSample()). If this function fails, it will dispose of the |
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309 * SDL_RWops for you. |
0 | 310 * |
311 * @param rw SDL_RWops with sound data. | |
312 * @param ext File extension normally associated with a data format. | |
313 * Can usually be NULL. | |
314 * @param desired Format to convert sound data into. Can usually be NULL, | |
315 * if you don't need conversion. | |
316 * @return Sound_Sample pointer, which is used as a handle to several other | |
317 * SDL_sound APIs. NULL on error. If error, use | |
318 * Sound_GetLastError() to see what went wrong. | |
319 */ | |
320 extern DECLSPEC Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext, | |
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321 Sound_AudioInfo *desired, |
0 | 322 Uint32 bufferSize); |
323 | |
324 /** | |
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325 * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you |
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326 * from the file located in (filename). Note that (filename) is specified in |
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327 * platform-dependent notation. ("C:\\music\\mysong.mp3" on windows, and |
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328 * "/home/icculus/music/mysong.mp3" or whatever on Unix, etc.) |
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329 * Sound_NewSample()'s "ext" parameter is gleaned from the contents of |
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330 * (filename). |
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331 * |
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332 * @param filename file containing sound data. |
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333 * @param desired Format to convert sound data into. Can usually be NULL, |
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334 * if you don't need conversion. |
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335 * @param bufferSize size, in bytes, of initial read buffer. |
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336 * @return Sound_Sample pointer, which is used as a handle to several other |
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337 * SDL_sound APIs. NULL on error. If error, use |
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338 * Sound_GetLastError() to see what went wrong. |
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339 */ |
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340 extern DECLSPEC Sound_Sample *Sound_NewSampleFromFile(const char *filename, |
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341 Sound_AudioInfo *desired, |
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342 Uint32 bufferSize); |
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343 |
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344 /** |
0 | 345 * Dispose of a Sound_Sample pointer that was returned from Sound_NewSample(). |
346 * This will also close/dispose of the SDL_RWops that was used at creation | |
347 * time, so there's no need to keep a reference to that around. | |
348 * The Sound_Sample pointer is invalid after this call, and will almost | |
349 * certainly result in a crash if you attempt to keep using it. | |
350 * | |
351 * @param sample The Sound_Sample to delete. | |
352 */ | |
353 extern DECLSPEC void Sound_FreeSample(Sound_Sample *sample); | |
354 | |
355 | |
356 /** | |
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357 * Change the current buffer size for a sample. If the buffer size could |
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358 * be changed, then the sample->buffer and sample->buffer_size fields will |
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359 * reflect that. If they could not be changed, then your original sample |
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360 * state is preserved. If the buffer is shrinking, the data at the end of |
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361 * buffer is truncated. If the buffer is growing, the contents of the new |
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362 * space at the end is undefined until you decode more into it or initialize |
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363 * it yourself. |
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364 * |
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365 * The buffer size specified must be a multiple of the size of a single |
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366 * sample (not to be confused with a single Sound_Sample). So, if you want |
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367 * 16-bit, stereo samples, then your sample size is (2 channels * 16 bits), |
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368 * or 32 bits per sample, which is four bytes. In such a case, you could |
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369 * specify 128 or 132 bytes for a buffer, but not 129, 130, or 131, although |
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370 * in reality, you'll want to specify a MUCH larger buffer. |
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371 * |
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372 * @param sample The Sound_Sample whose buffer to modify. |
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373 * @param new_size The desired size, in bytes, of the new buffer. |
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374 * @return non-zero if buffer size changed, zero on failure. |
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375 */ |
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376 extern DECLSPEC int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size); |
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377 |
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378 |
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379 /** |
0 | 380 * Decode more of the sound data in a Sound_Sample. It will decode at most |
381 * sample->buffer_size bytes into sample->buffer in the desired format, and | |
382 * return the number of decoded bytes. | |
383 * If sample->buffer_size bytes could not be decoded, then please refer to | |
384 * sample->flags to determine if this was an End-of-stream or error condition. | |
385 * | |
386 * @param sample Do more decoding to this Sound_Sample. | |
387 * @return number of bytes decoded into sample->buffer. If it is less than | |
388 * sample->buffer_size, then you should check sample->flags to see | |
389 * what the current state of the sample is (EOF, error, read again). | |
390 */ | |
391 extern DECLSPEC Uint32 Sound_Decode(Sound_Sample *sample); | |
392 | |
393 | |
394 /** | |
395 * Decode the remainder of the sound data in a Sound_Sample. This will | |
396 * dynamically allocate memory for the ENTIRE remaining sample. | |
397 * sample->buffer_size and sample->buffer will be updated to reflect the | |
398 * new buffer. Please refer to sample->flags to determine if the decoding | |
399 * finished due to an End-of-stream or error condition. | |
400 * | |
401 * Be aware that sound data can take a large amount of memory, and that | |
402 * this function may block for quite awhile while processing. Also note | |
403 * that a streaming source (for example, from a SDL_RWops that is getting | |
404 * fed from an Internet radio feed that doesn't end) may fill all available | |
405 * memory before giving up...be sure to use this on finite sound sources | |
406 * only! | |
407 * | |
408 * @param sample Do all decoding for this Sound_Sample. | |
409 * @return number of bytes decoded into sample->buffer. If it is less than | |
410 * sample->buffer_size, then you should check sample->flags to see | |
411 * what the current state of the sample is (EOF, error, read again). | |
412 */ | |
413 extern DECLSPEC Uint32 Sound_DecodeAll(Sound_Sample *sample); | |
414 | |
415 #ifdef __cplusplus | |
416 } | |
417 #endif | |
418 | |
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419 #endif /* !defined _INCLUDE_SDL_SOUND_H_ */ |
0 | 420 |
421 /* end of SDL_sound.h ... */ | |
422 |