annotate SDL_sound.h @ 186:70561bf8d5fd

Updated and clarified some documentation.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 27 Dec 2001 23:05:32 +0000
parents 47cc2de2ae36
children e2cb8bfe8051
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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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20 /**
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21 * @overview
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22 *
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23 * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data
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24 * into this library, and SDL_sound will take that data, in one of several
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25 * popular formats, and decode it into raw waveform data in the format of
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26 * your choice. This gives you a nice abstraction for getting sound into your
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27 * game or application; just feed it to SDL_sound, and it will handle
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28 * decoding and converting, so you can just pass it to your SDL audio
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29 * callback (or whatever). Since it gets data from an SDL_RWops, you can get
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30 * the initial sound data from any number of sources: file, memory buffer,
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31 * network connection, etc.
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32 *
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33 * As the name implies, this library depends on SDL: Simple Directmedia Layer,
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34 * which is a powerful, free, and cross-platform multimedia library. It can
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35 * be found at http://www.libsdl.org/
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36 *
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37 * Support is in place or planned for the following sound formats:
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38 * - .WAV (Microsoft WAVfile RIFF data, internal.)
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39 * - .VOC (Creative Labs' Voice format, internal.)
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40 * - .MP3 (MPEG-1 Layer 3 support, via the SMPEG library.)
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41 * - .MID (MIDI music converted to Waveform data, via Timidity.)
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42 * - .MOD (MOD files, via MikMod.)
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43 * - .OGG (Ogg files, via Ogg Vorbis libraries.)
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44 * - .RAW (Raw sound data in any format, internal.)
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45 * - .CDA (CD audio read into a sound buffer, internal.)
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46 * - .AU
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47 * - .AIFF
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48 *
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49 * (...and more to come...)
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50 *
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51 * Please see the file COPYING in the source's root directory.
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52 *
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53 * This file written by Ryan C. Gordon. (icculus@clutteredmind.org)
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54 */
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55
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56 #ifndef _INCLUDE_SDL_SOUND_H_
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57 #define _INCLUDE_SDL_SOUND_H_
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58
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59 #include "SDL.h"
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60 #include "SDL_endian.h"
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61
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62 #ifdef __cplusplus
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63 extern "C" {
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64 #endif
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65
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66 #ifdef SDL_SOUND_DLL_EXPORTS
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67 # undef DECLSPEC
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68 # define DECLSPEC __declspec(dllexport)
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69 #endif
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71
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72 #define SOUND_VER_MAJOR 0
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73 #define SOUND_VER_MINOR 1
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74 #define SOUND_VER_PATCH 3
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76
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77 /**
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78 * These are flags that are used in a Sound_Sample to show various states.
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79 *
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80 * To use: "if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); }"
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81 *
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82 * @param SOUND_SAMPLEFLAG_NONE null flag.
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83 * @param SOUND_SAMPLEFLAG_NEEDSEEK SDL_RWops must be able to seek.
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84 * @param SOUND_SAMPLEFLAG_EOF end of input stream.
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85 * @param SOUND_SAMPLEFLAG_ERROR unrecoverable error.
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86 * @param SOUND_SAMPLEFLAG_EAGAIN function would block, or temp error.
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87 */
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88 typedef enum __SOUND_SAMPLEFLAGS__
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89 {
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90 SOUND_SAMPLEFLAG_NONE = 0,
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91
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92 /* these are set at sample creation time... */
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93 SOUND_SAMPLEFLAG_NEEDSEEK = 1,
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94
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95 /* these are set during decoding... */
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96 SOUND_SAMPLEFLAG_EOF = 1 << 29,
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97 SOUND_SAMPLEFLAG_ERROR = 1 << 30,
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98 SOUND_SAMPLEFLAG_EAGAIN = 1 << 31
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99 } Sound_SampleFlags;
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100
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101
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102 /**
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103 * These are the basics of a decoded sample's data structure: data format
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104 * (see AUDIO_U8 and friends in SDL_audio.h), number of channels, and sample
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105 * rate. If you need more explanation than that, you should stop developing
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106 * sound code right now.
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107 *
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108 * @param format Equivalent of SDL_AudioSpec.format.
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109 * @param channels Number of sound channels. 1 == mono, 2 == stereo.
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110 * @param rate Sample rate; frequency of sample points per second (44100,
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111 * 22050, 8000, etc.)
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112 */
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113 typedef struct __SOUND_AUDIOINFO__
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114 {
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115 Uint16 format;
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116 Uint8 channels;
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117 Uint32 rate;
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118 } Sound_AudioInfo;
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119
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120
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121 /**
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122 * Each decoder sets up one of these structs, which can be retrieved via
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123 * the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY.
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124 *
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125 * @param extensions File extensions, list ends with NULL. Read it like this:
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126 * const char **ext;
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127 * for (ext = info->extensions; *ext != NULL; ext++)
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128 * printf(" File extension \"%s\"\n", *ext);
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129 * @param description Human readable description of decoder.
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130 * @param author "Name Of Author <email@emailhost.dom>"
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131 * @param url URL specific to this decoder.
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132 */
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133 typedef struct __SOUND_DECODERINFO__
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134 {
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135 const char **extensions;
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136 const char *description;
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137 const char *author;
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138 const char *url;
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139 } Sound_DecoderInfo;
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140
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141
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142
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143 /**
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144 * The Sound_Sample structure is the heart of SDL_sound. This holds
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145 * information about a source of sound data as it is being decoded.
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146 * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to
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147 * change them.
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148 *
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149 * @param opaque Internal use only. Don't touch.
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150 * @param decoder Decoder used for this sample.
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151 * @param desired Desired audio format for conversion.
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152 * @param actual Actual audio format of sample.
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153 * @param buffer Decoded sound data lands in here.
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154 * @param buffer_size Current size of (buffer), in bytes (Uint8).
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155 * @param flags Flags relating to this sample.
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156 */
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157 typedef struct __SOUND_SAMPLE__
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158 {
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159 void *opaque;
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160 const Sound_DecoderInfo *decoder;
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161 Sound_AudioInfo desired;
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162 Sound_AudioInfo actual;
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163 void *buffer;
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164 Uint32 buffer_size;
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165 Sound_SampleFlags flags;
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166 } Sound_Sample;
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167
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168
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169 /**
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170 * Just what it says: a major.minor.patch style version number...
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171 *
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172 * @param major The major version number.
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173 * @param minor The minor version number.
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174 * @param patch The patchlevel version number.
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175 */
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176 typedef struct __SOUND_VERSION__
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177 {
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178 int major;
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179 int minor;
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180 int patch;
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181 } Sound_Version;
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182
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183
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184
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185 /* functions and macros... */
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186
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187 #define SOUND_VERSION(x) { \
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188 (x)->major = SOUND_VER_MAJOR; \
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189 (x)->minor = SOUND_VER_MINOR; \
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190 (x)->patch = SOUND_VER_PATCH; \
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191 }
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192
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193 /**
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194 * Get the version of SDL_sound that is linked against your program. If you
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195 * are using a shared library (DLL) version of SDL_sound, then it is possible
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196 * that it will be different than the version you compiled against.
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197 *
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198 * This is a real function; the macro SOUND_VERSION tells you what version
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199 * of SDL_sound you compiled against:
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200 *
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201 * Sound_Version compiled;
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202 * Sound_Version linked;
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203 *
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204 * SOUND_VERSION(&compiled);
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205 * Sound_GetLinkedVersion(&linked);
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206 * printf("We compiled against SDL_sound version %d.%d.%d ...\n",
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207 * compiled.major, compiled.minor, compiled.patch);
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208 * printf("But we linked against SDL_sound version %d.%d.%d.\n",
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209 * linked.major, linked.minor, linked.patch);
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210 *
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211 * This function may be called safely at any time, even before Sound_Init().
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212 *
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213 * @param ver Sound_Version structure to fill with shared library's version.
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214 */
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215 extern DECLSPEC void Sound_GetLinkedVersion(Sound_Version *ver);
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216
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217
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218 /**
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219 * Initialize SDL_sound. This must be called before any other SDL_sound
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220 * function (except perhaps Sound_GetLinkedVersion()). You should call
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221 * SDL_Init() before calling this. Sound_Init() will attempt to call
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222 * SDL_Init(SDL_INIT_AUDIO), just in case. This is a safe behaviour, but it
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223 * may not configure SDL to your liking by itself.
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224 *
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225 * @returns nonzero on success, zero on error. Specifics of the
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226 * error can be gleaned from Sound_GetError().
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227 */
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228 extern DECLSPEC int Sound_Init(void);
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229
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230
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231 /**
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232 * Shutdown SDL_sound. This closes any SDL_RWops that were being used as
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233 * sound sources, and frees any resources in use by SDL_sound.
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234 *
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235 * All Sound_Sample pointers you had prior to this call are INVALIDATED.
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236 *
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237 * Once successfully deinitialized, Sound_Init() can be called again to
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238 * restart the subsystem. All default API states are restored at this
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239 * point.
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240 *
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241 * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit()
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242 * for you!
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243 *
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244 * @returns nonzero on success, zero on error. Specifics of the error
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245 * can be gleaned from Sound_GetError(). If failure, state of
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246 * SDL_sound is undefined, and probably badly screwed up.
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247 */
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248 extern DECLSPEC int Sound_Quit(void);
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249
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250
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251 /**
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252 * Get a list of sound formats supported by this implementation of SDL_sound.
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253 * This is for informational purposes only. Note that the extension listed is
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254 * merely convention: if we list "MP3", you can open an MPEG-1 Layer 3 audio
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255 * file with an extension of "XYZ", if you like. The file extensions are
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256 * informational, and only required as a hint to choosing the correct
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257 * decoder, since the sound data may not be coming from a file at all, thanks
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258 * to the abstraction that an SDL_RWops provides.
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259 *
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260 * The returned value is an array of pointers to Sound_DecoderInfo structures,
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261 * with a NULL entry to signify the end of the list:
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262 *
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263 * Sound_DecoderInfo **i;
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264 *
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265 * for (i = Sound_AvailableDecoders(); *i != NULL; i++)
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266 * {
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267 * printf("Supported sound format: [%s], which is [%s].\n",
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268 * i->extension, i->description);
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269 * // ...and other fields...
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270 * }
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271 *
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272 * The return values are pointers to static internal memory, and should
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273 * be considered READ ONLY, and never freed.
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274 *
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275 * @returns READ ONLY Null-terminated array of READ ONLY structures.
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276 */
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277 extern DECLSPEC const Sound_DecoderInfo **Sound_AvailableDecoders(void);
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278
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279
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280 /**
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281 * Get the last SDL_sound error message as a null-terminated string.
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282 * This will be NULL if there's been no error since the last call to this
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283 * function. The pointer returned by this call points to an internal buffer.
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284 * Each thread has a unique error state associated with it, but each time
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285 * a new error message is set, it will overwrite the previous one associated
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286 * with that thread. It is safe to call this function at anytime, even
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287 * before Sound_Init().
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288 *
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289 * @returns READ ONLY string of last error message.
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290 */
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291 extern DECLSPEC const char *Sound_GetError(void);
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292
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293
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294 /**
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295 * Clear the current error message, so the next call to Sound_GetError() will
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296 * return NULL.
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297 */
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298 extern DECLSPEC void Sound_ClearError(void);
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299
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300
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301 /**
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302 * Start decoding a new sound sample. The data is read via an SDL_RWops
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303 * structure (see SDL_rwops.h in the SDL include directory), so it may be
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304 * coming from memory, disk, network stream, etc. The (ext) parameter is
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305 * merely a hint to determining the correct decoder; if you specify, for
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306 * example, "mp3" for an extension, and one of the decoders lists that
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307 * as a handled extension, then that decoder is given first shot at trying
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308 * to claim the data for decoding. If none of the extensions match (or the
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309 * extension is NULL), then every decoder examines the data to determine if
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310 * it can handle it, until one accepts it. In such a case your SDL_RWops will
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311 * need to be capable of rewinding to the start of the stream.
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312 * If no decoders can handle the data, a NULL value is returned, and a human
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313 * readable error message can be fetched from Sound_GetError().
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314 * Optionally, a desired audio format can be specified. If the incoming data
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315 * is in a different format, SDL_sound will convert it to the desired format
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316 * on the fly. Note that this can be an expensive operation, so it may be
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317 * wise to convert data before you need to play it back, if possible, or
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318 * make sure your data is initially in the format that you need it in.
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319 * If you don't want to convert the data, you can specify NULL for a desired
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320 * format. The incoming format of the data, preconversion, can be found
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321 * in the Sound_Sample structure.
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322 * Note that the raw sound data "decoder" needs you to specify both the
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323 * extension "RAW" and a "desired" format, or it will refuse to handle
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324 * the data. This is to prevent it from catching all formats unsupported
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325 * by the other decoders.
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326 * Finally, specify an initial buffer size; this is the number of bytes that
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327 * will be allocated to store each read from the sound buffer. The more you
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328 * can safely allocate, the more decoding can be done in one block, but the
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329 * more resources you have to use up, and the longer each decoding call will
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330 * take. Note that different data formats require more or less space to
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331 * store. This buffer can be resized via Sound_SetBufferSize() ...
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332 * The buffer size specified must be a multiple of the size of a single
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333 * sample point. So, if you want 16-bit, stereo samples, then your sample
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334 * point size is (2 channels * 16 bits), or 32 bits per sample, which is four
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335 * bytes. In such a case, you could specify 128 or 132 bytes for a buffer,
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336 * but not 129, 130, or 131 (although in reality, you'll want to specify a
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337 * MUCH larger buffer).
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338 * When you are done with this Sound_Sample pointer, you can dispose of it
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339 * via Sound_FreeSample().
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340 * You do not have to keep a reference to (rw) around. If this function
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341 * suceeds, it stores (rw) internally (and disposes of it during the call
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342 * to Sound_FreeSample()). If this function fails, it will dispose of the
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343 * SDL_RWops for you.
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344 *
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345 * @param rw SDL_RWops with sound data.
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346 * @param ext File extension normally associated with a data format.
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347 * Can usually be NULL.
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348 * @param desired Format to convert sound data into. Can usually be NULL,
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349 * if you don't need conversion.
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350 * @returns Sound_Sample pointer, which is used as a handle to several other
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351 * SDL_sound APIs. NULL on error. If error, use
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352 * Sound_GetError() to see what went wrong.
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353 */
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354 extern DECLSPEC Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext,
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355 Sound_AudioInfo *desired,
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356 Uint32 bufferSize);
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357
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358 /**
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359 * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you
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360 * from the file located in (filename). Note that (filename) is specified in
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361 * platform-dependent notation. ("C:\\music\\mysong.mp3" on windows, and
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362 * "/home/icculus/music/mysong.mp3" or whatever on Unix, etc.)
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363 * Sound_NewSample()'s "ext" parameter is gleaned from the contents of
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364 * (filename).
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365 *
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366 * @param filename file containing sound data.
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367 * @param desired Format to convert sound data into. Can usually be NULL,
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368 * if you don't need conversion.
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369 * @param bufferSize size, in bytes, of initial read buffer.
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370 * @returns Sound_Sample pointer, which is used as a handle to several other
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371 * SDL_sound APIs. NULL on error. If error, use
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372 * Sound_GetError() to see what went wrong.
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373 */
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374 extern DECLSPEC Sound_Sample *Sound_NewSampleFromFile(const char *filename,
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375 Sound_AudioInfo *desired,
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376 Uint32 bufferSize);
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377
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378 /**
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379 * Dispose of a Sound_Sample pointer that was returned from Sound_NewSample().
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380 * This will also close/dispose of the SDL_RWops that was used at creation
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381 * time, so there's no need to keep a reference to that around.
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382 * The Sound_Sample pointer is invalid after this call, and will almost
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383 * certainly result in a crash if you attempt to keep using it.
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384 *
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385 * @param sample The Sound_Sample to delete.
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386 */
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387 extern DECLSPEC void Sound_FreeSample(Sound_Sample *sample);
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388
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389
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390 /**
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391 * Change the current buffer size for a sample. If the buffer size could
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392 * be changed, then the sample->buffer and sample->buffer_size fields will
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393 * reflect that. If they could not be changed, then your original sample
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394 * state is preserved. If the buffer is shrinking, the data at the end of
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395 * buffer is truncated. If the buffer is growing, the contents of the new
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396 * space at the end is undefined until you decode more into it or initialize
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397 * it yourself.
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398 *
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399 * The buffer size specified must be a multiple of the size of a single
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400 * sample point. So, if you want 16-bit, stereo samples, then your sample
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401 * point size is (2 channels * 16 bits), or 32 bits per sample, which is four
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402 * bytes. In such a case, you could specify 128 or 132 bytes for a buffer,
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403 * but not 129, 130, or 131 (although in reality, you'll want to specify a
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404 * MUCH larger buffer).
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405 *
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406 * @param sample The Sound_Sample whose buffer to modify.
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407 * @param new_size The desired size, in bytes, of the new buffer.
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408 * @returns non-zero if buffer size changed, zero on failure.
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409 */
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410 extern DECLSPEC int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size);
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411
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412
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413 /**
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414 * Decode more of the sound data in a Sound_Sample. It will decode at most
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415 * sample->buffer_size bytes into sample->buffer in the desired format, and
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416 * return the number of decoded bytes.
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417 * If sample->buffer_size bytes could not be decoded, then please refer to
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418 * sample->flags to determine if this was an End-of-stream or error condition.
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419 *
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420 * @param sample Do more decoding to this Sound_Sample.
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421 * @returns number of bytes decoded into sample->buffer. If it is less than
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422 * sample->buffer_size, then you should check sample->flags to see
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423 * what the current state of the sample is (EOF, error, read again).
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424 */
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425 extern DECLSPEC Uint32 Sound_Decode(Sound_Sample *sample);
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426
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427
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428 /**
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429 * Decode the remainder of the sound data in a Sound_Sample. This will
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430 * dynamically allocate memory for the ENTIRE remaining sample.
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431 * sample->buffer_size and sample->buffer will be updated to reflect the
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432 * new buffer. Please refer to sample->flags to determine if the decoding
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433 * finished due to an End-of-stream or error condition.
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434 *
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435 * Be aware that sound data can take a large amount of memory, and that
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436 * this function may block for quite awhile while processing. Also note
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437 * that a streaming source (for example, from a SDL_RWops that is getting
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438 * fed from an Internet radio feed that doesn't end) may fill all available
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439 * memory before giving up...be sure to use this on finite sound sources
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440 * only!
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441 *
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442 * When decoding the sample in its entirety, the work is done one buffer at a
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443 * time. That is, sound is decoded in sample->buffer_size blocks, and
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444 * appended to a continually-growing buffer until the decoding completes.
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445 * That means that this function will need enough RAM to hold approximately
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446 * sample->buffer_size bytes plus the complete decoded sample at most. The
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447 * larger your buffer size, the less overhead this function needs, but beware
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448 * the possibility of paging to disk. Best to make this user-configurable if
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449 * the sample isn't specific and small.
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450 *
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451 * @param sample Do all decoding for this Sound_Sample.
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452 * @returns number of bytes decoded into sample->buffer. You should check
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453 * sample->flags to see what the current state of the sample is
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454 * (EOF, error, read again).
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455 */
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456 extern DECLSPEC Uint32 Sound_DecodeAll(Sound_Sample *sample);
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457
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458 #ifdef __cplusplus
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459 }
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460 #endif
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461
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508aac690b19 Whoops...changed some overlooked "voice" to "sound".
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462 #endif /* !defined _INCLUDE_SDL_SOUND_H_ */
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464 /* end of SDL_sound.h ... */
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465