annotate SDL_sound.h @ 438:72ccb2916418

Initial add.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 12 Jan 2003 21:11:15 +0000
parents ba94ffe34a47
children b9856ba6fb4e
rev   line source
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1 /** \file SDL_sound.h */
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2
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3 /*
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4 * SDL_sound -- An abstract sound format decoding API.
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5 * Copyright (C) 2001 Ryan C. Gordon.
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6 *
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7 * This library is free software; you can redistribute it and/or
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8 * modify it under the terms of the GNU Lesser General Public
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9 * License as published by the Free Software Foundation; either
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10 * version 2.1 of the License, or (at your option) any later version.
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11 *
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12 * This library is distributed in the hope that it will be useful,
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13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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15 * Lesser General Public License for more details.
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16 *
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17 * You should have received a copy of the GNU Lesser General Public
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18 * License along with this library; if not, write to the Free Software
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19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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20 */
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21
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22 /**
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23 * \mainpage SDL_sound
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24 *
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25 * The latest version of SDL_sound can be found at:
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26 * http://icculus.org/SDL_sound/
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27 *
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28 * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data
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29 * into this library, and SDL_sound will take that data, in one of several
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30 * popular formats, and decode it into raw waveform data in the format of
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31 * your choice. This gives you a nice abstraction for getting sound into your
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32 * game or application; just feed it to SDL_sound, and it will handle
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33 * decoding and converting, so you can just pass it to your SDL audio
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34 * callback (or whatever). Since it gets data from an SDL_RWops, you can get
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35 * the initial sound data from any number of sources: file, memory buffer,
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36 * network connection, etc.
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37 *
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38 * As the name implies, this library depends on SDL: Simple Directmedia Layer,
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39 * which is a powerful, free, and cross-platform multimedia library. It can
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40 * be found at http://www.libsdl.org/
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41 *
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42 * Support is in place or planned for the following sound formats:
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43 * - .WAV (Microsoft WAVfile RIFF data, internal.)
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44 * - .VOC (Creative Labs' Voice format, internal.)
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45 * - .MP3 (MPEG-1 Layer 3 support, via the SMPEG and mpglib libraries.)
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46 * - .MID (MIDI music converted to Waveform data, internal.)
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47 * - .MOD (MOD files, via MikMod and ModPlug.)
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48 * - .OGG (Ogg files, via Ogg Vorbis libraries.)
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49 * - .SHN (Shorten files, internal.)
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50 * - .RAW (Raw sound data in any format, internal.)
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51 * - .AU (Sun's Audio format, internal.)
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52 * - .AIFF (Audio Interchange format, internal.)
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53 * - .FLAC (Lossless audio compression, via libFLAC.)
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54 *
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55 * (...and more to come...)
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56 *
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57 * Please see the file COPYING in the source's root directory.
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58 *
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59 * \author Ryan C. Gordon (icculus@clutteredmind.org)
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60 * \author many others, please see CREDITS in the source's root directory.
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61 */
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62
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63 #ifndef _INCLUDE_SDL_SOUND_H_
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64 #define _INCLUDE_SDL_SOUND_H_
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65
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66 #include "SDL.h"
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67 #include "SDL_endian.h"
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68
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69 #ifdef __cplusplus
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70 extern "C" {
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71 #endif
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72
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73 #ifndef DOXYGEN_SHOULD_IGNORE_THIS
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74
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75 #ifndef SDLCALL /* may not be defined with older SDL releases. */
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76 #define SDLCALL
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77 #endif
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78
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79 #ifdef SDL_SOUND_DLL_EXPORTS
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80 # define SNDDECLSPEC __declspec(dllexport)
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81 #else
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82 # define SNDDECLSPEC
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83 #endif
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84
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85 #define SOUND_VER_MAJOR 1
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86 #define SOUND_VER_MINOR 0
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87 #define SOUND_VER_PATCH 0
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88 #endif
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90
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91 /**
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92 * \enum Sound_SampleFlags
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93 * \brief Flags that are used in a Sound_Sample to show various states.
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94 *
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95 * To use:
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96 * \code
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97 * if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); }
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98 * \endcode
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99 *
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100 * \sa Sound_SampleNew
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101 * \sa Sound_SampleNewFromFile
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102 * \sa Sound_SampleDecode
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103 * \sa Sound_SampleDecodeAll
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104 * \sa Sound_SampleSeek
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105 */
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106 typedef enum
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107 {
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108 SOUND_SAMPLEFLAG_NONE = 0, /**< No special attributes. */
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109
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110 /* these are set at sample creation time... */
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111 SOUND_SAMPLEFLAG_CANSEEK = 1, /**< Sample can seek to arbitrary points. */
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112
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113 /* these are set during decoding... */
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114 SOUND_SAMPLEFLAG_EOF = 1 << 29, /**< End of input stream. */
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115 SOUND_SAMPLEFLAG_ERROR = 1 << 30, /**< Unrecoverable error. */
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116 SOUND_SAMPLEFLAG_EAGAIN = 1 << 31 /**< Function would block, or temp error. */
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117 } Sound_SampleFlags;
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118
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119
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120 /**
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121 * \struct Sound_AudioInfo
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122 * \brief Information about an existing sample's format.
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123 *
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124 * These are the basics of a decoded sample's data structure: data format
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125 * (see AUDIO_U8 and friends in SDL_audio.h), number of channels, and sample
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126 * rate. If you need more explanation than that, you should stop developing
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127 * sound code right now.
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128 *
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129 * \sa Sound_SampleNew
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130 * \sa Sound_SampleNewFromFile
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131 */
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132 typedef struct
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133 {
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134 Uint16 format; /**< Equivalent of SDL_AudioSpec.format. */
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135 Uint8 channels; /**< Number of sound channels. 1 == mono, 2 == stereo. */
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136 Uint32 rate; /**< Sample rate; frequency of sample points per second. */
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137 } Sound_AudioInfo;
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138
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139
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140 /**
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141 * \struct Sound_DecoderInfo
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142 * \brief Information about available soudn decoders.
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143 *
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144 * Each decoder sets up one of these structs, which can be retrieved via
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145 * the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY.
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146 *
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147 * The extensions field is a NULL-terminated list of ASCIZ strings. You
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148 * should read it like this:
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149 *
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150 * \code
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151 * const char **ext;
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152 * for (ext = info->extensions; *ext != NULL; ext++) {
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153 * printf(" File extension \"%s\"\n", *ext);
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154 * }
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155 * \endcode
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156 *
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157 * \sa Sound_AvailableDecoders
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158 */
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159 typedef struct
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160 {
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161 const char **extensions; /**< File extensions, list ends with NULL. */
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162 const char *description; /**< Human readable description of decoder. */
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163 const char *author; /**< "Name Of Author \<email@emailhost.dom\>" */
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164 const char *url; /**< URL specific to this decoder. */
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165 } Sound_DecoderInfo;
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166
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167
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168
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169 /**
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170 * \struct Sound_Sample
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171 * \brief Represents sound data in the process of being decoded.
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172 *
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173 * The Sound_Sample structure is the heart of SDL_sound. This holds
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174 * information about a source of sound data as it is being decoded.
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175 * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to
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176 * change them.
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177 */
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178 typedef struct
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179 {
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180 void *opaque; /**< Internal use only. Don't touch. */
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181 const Sound_DecoderInfo *decoder; /**< Decoder used for this sample. */
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182 Sound_AudioInfo desired; /**< Desired audio format for conversion. */
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183 Sound_AudioInfo actual; /**< Actual audio format of sample. */
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184 void *buffer; /**< Decoded sound data lands in here. */
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185 Uint32 buffer_size; /**< Current size of (buffer), in bytes (Uint8). */
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186 Sound_SampleFlags flags; /**< Flags relating to this sample. */
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187 } Sound_Sample;
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188
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189
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190 /**
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191 * \struct Sound_Version
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192 * \brief Information the version of SDL_sound in use.
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193 *
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194 * Represents the library's version as three levels: major revision
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195 * (increments with massive changes, additions, and enhancements),
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196 * minor revision (increments with backwards-compatible changes to the
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197 * major revision), and patchlevel (increments with fixes to the minor
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198 * revision).
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199 *
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200 * \sa SOUND_VERSION
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201 * \sa Sound_GetLinkedVersion
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202 */
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203 typedef struct
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204 {
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205 int major; /**< major revision */
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206 int minor; /**< minor revision */
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207 int patch; /**< patchlevel */
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208 } Sound_Version;
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209
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210
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211 /* functions and macros... */
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212
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213 /**
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214 * \def SOUND_VERSION(x)
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215 * \brief Macro to determine SDL_sound version program was compiled against.
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216 *
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217 * This macro fills in a Sound_Version structure with the version of the
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218 * library you compiled against. This is determined by what header the
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219 * compiler uses. Note that if you dynamically linked the library, you might
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220 * have a slightly newer or older version at runtime. That version can be
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221 * determined with Sound_GetLinkedVersion(), which, unlike SOUND_VERSION,
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222 * is not a macro.
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223 *
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224 * \param x A pointer to a Sound_Version struct to initialize.
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225 *
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226 * \sa Sound_Version
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227 * \sa Sound_GetLinkedVersion
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228 */
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229 #define SOUND_VERSION(x) \
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230 { \
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231 (x)->major = SOUND_VER_MAJOR; \
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232 (x)->minor = SOUND_VER_MINOR; \
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233 (x)->patch = SOUND_VER_PATCH; \
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234 }
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235
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236
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237 /**
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238 * \fn void Sound_GetLinkedVersion(Sound_Version *ver)
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239 * \brief Get the version of SDL_sound that is linked against your program.
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240 *
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241 * If you are using a shared library (DLL) version of SDL_sound, then it is
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242 * possible that it will be different than the version you compiled against.
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243 *
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244 * This is a real function; the macro SOUND_VERSION tells you what version
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245 * of SDL_sound you compiled against:
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246 *
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247 * \code
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248 * Sound_Version compiled;
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249 * Sound_Version linked;
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250 *
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251 * SOUND_VERSION(&compiled);
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252 * Sound_GetLinkedVersion(&linked);
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253 * printf("We compiled against SDL_sound version %d.%d.%d ...\n",
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254 * compiled.major, compiled.minor, compiled.patch);
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255 * printf("But we linked against SDL_sound version %d.%d.%d.\n",
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256 * linked.major, linked.minor, linked.patch);
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257 * \endcode
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258 *
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259 * This function may be called safely at any time, even before Sound_Init().
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260 *
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261 * \param ver Sound_Version structure to fill with shared library's version.
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262 *
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263 * \sa Sound_Version
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264 * \sa SOUND_VERSION
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265 */
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266 SNDDECLSPEC void SDLCALL Sound_GetLinkedVersion(Sound_Version *ver);
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267
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268
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269 /**
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270 * \fn Sound_Init(void)
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271 * \brief Initialize SDL_sound.
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272 *
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273 * This must be called before any other SDL_sound function (except perhaps
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274 * Sound_GetLinkedVersion()). You should call SDL_Init() before calling this.
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275 * Sound_Init() will attempt to call SDL_Init(SDL_INIT_AUDIO), just in case.
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276 * This is a safe behaviour, but it may not configure SDL to your liking by
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277 * itself.
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278 *
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279 * \return nonzero on success, zero on error. Specifics of the
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280 * error can be gleaned from Sound_GetError().
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281 *
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282 * \sa Sound_Quit
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283 */
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284 SNDDECLSPEC int SDLCALL Sound_Init(void);
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285
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286
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287 /**
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288 * \fn Sound_Quit(void)
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289 * \brief Shutdown SDL_sound.
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290 *
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291 * This closes any SDL_RWops that were being used as sound sources, and frees
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292 * any resources in use by SDL_sound.
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293 *
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294 * All Sound_Sample pointers you had prior to this call are INVALIDATED.
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295 *
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296 * Once successfully deinitialized, Sound_Init() can be called again to
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297 * restart the subsystem. All default API states are restored at this
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298 * point.
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299 *
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300 * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit()
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301 * for you!
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302 *
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303 * \return nonzero on success, zero on error. Specifics of the error
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304 * can be gleaned from Sound_GetError(). If failure, state of
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305 * SDL_sound is undefined, and probably badly screwed up.
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306 *
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307 * \sa Sound_Init
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308 */
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309 SNDDECLSPEC int SDLCALL Sound_Quit(void);
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310
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311
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312 /**
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313 * \fn const Sound_DecoderInfo **Sound_AvailableDecoders(void)
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314 * \brief Get a list of sound formats supported by this version of SDL_sound.
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315 *
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316 * This is for informational purposes only. Note that the extension listed is
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317 * merely convention: if we list "MP3", you can open an MPEG-1 Layer 3 audio
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318 * file with an extension of "XYZ", if you like. The file extensions are
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319 * informational, and only required as a hint to choosing the correct
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320 * decoder, since the sound data may not be coming from a file at all, thanks
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321 * to the abstraction that an SDL_RWops provides.
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322 *
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323 * The returned value is an array of pointers to Sound_DecoderInfo structures,
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324 * with a NULL entry to signify the end of the list:
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325 *
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326 * \code
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327 * Sound_DecoderInfo **i;
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328 *
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329 * for (i = Sound_AvailableDecoders(); *i != NULL; i++)
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330 * {
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331 * printf("Supported sound format: [%s], which is [%s].\n",
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332 * i->extension, i->description);
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333 * // ...and other fields...
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334 * }
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335 * \endcode
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336 *
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337 * The return values are pointers to static internal memory, and should
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338 * be considered READ ONLY, and never freed.
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339 *
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340 * \return READ ONLY Null-terminated array of READ ONLY structures.
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341 *
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342 * \sa Sound_DecoderInfo
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343 */
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344 SNDDECLSPEC const Sound_DecoderInfo ** SDLCALL Sound_AvailableDecoders(void);
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345
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346
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347 /**
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348 * \fn const char *Sound_GetError(void)
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349 * \brief Get the last SDL_sound error message as a null-terminated string.
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350 *
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351 * This will be NULL if there's been no error since the last call to this
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352 * function. The pointer returned by this call points to an internal buffer,
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353 * and should not be deallocated. Each thread has a unique error state
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354 * associated with it, but each time a new error message is set, it will
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355 * overwrite the previous one associated with that thread. It is safe to call
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356 * this function at anytime, even before Sound_Init().
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357 *
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358 * \return READ ONLY string of last error message.
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359 *
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360 * \sa Sound_ClearError
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361 */
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362 SNDDECLSPEC const char * SDLCALL Sound_GetError(void);
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363
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364
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365 /**
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366 * \fn void Sound_ClearError(void)
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367 * \brief Clear the current error message.
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368 *
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369 * The next call to Sound_GetError() after Sound_ClearError() will return NULL.
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370 *
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371 * \sa Sound_GetError
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372 */
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373 SNDDECLSPEC void SDLCALL Sound_ClearError(void);
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374
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375
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376 /**
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377 * \fn Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext, Sound_AudioInfo *desired, Uint32 bufferSize)
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378 * \brief Start decoding a new sound sample.
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379 *
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380 * The data is read via an SDL_RWops structure (see SDL_rwops.h in the SDL
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381 * include directory), so it may be coming from memory, disk, network stream,
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382 * etc. The (ext) parameter is merely a hint to determining the correct
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383 * decoder; if you specify, for example, "mp3" for an extension, and one of
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384 * the decoders lists that as a handled extension, then that decoder is given
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385 * first shot at trying to claim the data for decoding. If none of the
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386 * extensions match (or the extension is NULL), then every decoder examines
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387 * the data to determine if it can handle it, until one accepts it. In such a
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388 * case your SDL_RWops will need to be capable of rewinding to the start of
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389 * the stream.
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390 *
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391 * If no decoders can handle the data, a NULL value is returned, and a human
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392 * readable error message can be fetched from Sound_GetError().
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393 *
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394 * Optionally, a desired audio format can be specified. If the incoming data
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395 * is in a different format, SDL_sound will convert it to the desired format
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396 * on the fly. Note that this can be an expensive operation, so it may be
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397 * wise to convert data before you need to play it back, if possible, or
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398 * make sure your data is initially in the format that you need it in.
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399 * If you don't want to convert the data, you can specify NULL for a desired
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400 * format. The incoming format of the data, preconversion, can be found
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401 * in the Sound_Sample structure.
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402 *
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403 * Note that the raw sound data "decoder" needs you to specify both the
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404 * extension "RAW" and a "desired" format, or it will refuse to handle
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405 * the data. This is to prevent it from catching all formats unsupported
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406 * by the other decoders.
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407 *
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408 * Finally, specify an initial buffer size; this is the number of bytes that
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409 * will be allocated to store each read from the sound buffer. The more you
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410 * can safely allocate, the more decoding can be done in one block, but the
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411 * more resources you have to use up, and the longer each decoding call will
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412 * take. Note that different data formats require more or less space to
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413 * store. This buffer can be resized via Sound_SetBufferSize() ...
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414 *
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415 * The buffer size specified must be a multiple of the size of a single
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416 * sample point. So, if you want 16-bit, stereo samples, then your sample
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417 * point size is (2 channels * 16 bits), or 32 bits per sample, which is four
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418 * bytes. In such a case, you could specify 128 or 132 bytes for a buffer,
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419 * but not 129, 130, or 131 (although in reality, you'll want to specify a
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420 * MUCH larger buffer).
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421 *
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422 * When you are done with this Sound_Sample pointer, you can dispose of it
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423 * via Sound_FreeSample().
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424 *
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425 * You do not have to keep a reference to (rw) around. If this function
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426 * suceeds, it stores (rw) internally (and disposes of it during the call
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427 * to Sound_FreeSample()). If this function fails, it will dispose of the
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428 * SDL_RWops for you.
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429 *
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430 * \param rw SDL_RWops with sound data.
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431 * \param ext File extension normally associated with a data format.
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432 * Can usually be NULL.
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433 * \param desired Format to convert sound data into. Can usually be NULL,
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434 * if you don't need conversion.
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435 * \param bufferSize Size, in bytes, to allocate for the decoding buffer.
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436 * \return Sound_Sample pointer, which is used as a handle to several other
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437 * SDL_sound APIs. NULL on error. If error, use
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438 * Sound_GetError() to see what went wrong.
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439 *
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440 * \sa Sound_NewSampleFromFile
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441 * \sa Sound_SetBufferSize
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442 * \sa Sound_Decode
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443 * \sa Sound_DecodeAll
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444 * \sa Sound_Seek
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445 * \sa Sound_Rewind
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446 * \sa Sound_FreeSample
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447 */
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448 SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSample(SDL_RWops *rw,
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449 const char *ext,
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450 Sound_AudioInfo *desired,
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451 Uint32 bufferSize);
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452
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453 /**
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454 * \fn Sound_Sample *Sound_NewSampleFromFile(const char *filename, Sound_AudioInfo *desired, Uint32 bufferSize)
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455 * \brief Start decoding a new sound sample from a file on disk.
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456 *
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457 * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you
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458 * from the file located in (filename). Note that (filename) is specified in
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459 * platform-dependent notation. ("C:\\music\\mysong.mp3" on windows, and
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460 * "/home/icculus/music/mysong.mp3" or whatever on Unix, etc.)
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461 * Sound_NewSample()'s "ext" parameter is gleaned from the contents of
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462 * (filename).
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463 *
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464 * \param filename file containing sound data.
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465 * \param desired Format to convert sound data into. Can usually be NULL,
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466 * if you don't need conversion.
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467 * \param bufferSize size, in bytes, of initial read buffer.
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468 * \return Sound_Sample pointer, which is used as a handle to several other
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469 * SDL_sound APIs. NULL on error. If error, use
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470 * Sound_GetError() to see what went wrong.
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471 *
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472 * \sa Sound_NewSample
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473 * \sa Sound_SetBufferSize
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474 * \sa Sound_Decode
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475 * \sa Sound_DecodeAll
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476 * \sa Sound_Seek
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477 * \sa Sound_Rewind
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478 * \sa Sound_FreeSample
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479 */
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480 SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSampleFromFile(const char *fname,
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481 Sound_AudioInfo *desired,
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482 Uint32 bufferSize);
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483
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484 /**
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485 * \fn void Sound_FreeSample(Sound_Sample *sample)
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486 * \brief Dispose of a Sound_Sample.
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487 *
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488 * This will also close/dispose of the SDL_RWops that was used at creation
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489 * time, so there's no need to keep a reference to that around.
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490 * The Sound_Sample pointer is invalid after this call, and will almost
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491 * certainly result in a crash if you attempt to keep using it.
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492 *
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493 * \param sample The Sound_Sample to delete.
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494 *
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495 * \sa Sound_NewSample
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496 * \sa Sound_NewSampleFromFile
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497 */
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498 SNDDECLSPEC void SDLCALL Sound_FreeSample(Sound_Sample *sample);
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499
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500
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501 /**
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502 * \fn int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size)
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503 * \brief Change the current buffer size for a sample.
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504 *
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505 * If the buffer size could be changed, then the sample->buffer and
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506 * sample->buffer_size fields will reflect that. If they could not be
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507 * changed, then your original sample state is preserved. If the buffer is
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508 * shrinking, the data at the end of buffer is truncated. If the buffer is
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509 * growing, the contents of the new space at the end is undefined until you
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510 * decode more into it or initialize it yourself.
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511 *
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512 * The buffer size specified must be a multiple of the size of a single
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513 * sample point. So, if you want 16-bit, stereo samples, then your sample
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514 * point size is (2 channels * 16 bits), or 32 bits per sample, which is four
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515 * bytes. In such a case, you could specify 128 or 132 bytes for a buffer,
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516 * but not 129, 130, or 131 (although in reality, you'll want to specify a
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517 * MUCH larger buffer).
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518 *
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519 * \param sample The Sound_Sample whose buffer to modify.
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520 * \param new_size The desired size, in bytes, of the new buffer.
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521 * \return non-zero if buffer size changed, zero on failure.
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522 *
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523 * \sa Sound_Decode
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524 * \sa Sound_DecodeAll
353
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525 */
417
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526 SNDDECLSPEC int SDLCALL Sound_SetBufferSize(Sound_Sample *sample,
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527 Uint32 new_size);
353
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528
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529
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530 /**
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531 * \fn Uint32 Sound_Decode(Sound_Sample *sample)
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532 * \brief Decode more of the sound data in a Sound_Sample.
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533 *
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534 * It will decode at most sample->buffer_size bytes into sample->buffer in the
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535 * desired format, and return the number of decoded bytes.
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536 * If sample->buffer_size bytes could not be decoded, then please refer to
357
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537 * sample->flags to determine if this was an end-of-stream or error condition.
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538 *
353
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539 * \param sample Do more decoding to this Sound_Sample.
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540 * \return number of bytes decoded into sample->buffer. If it is less than
0
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541 * sample->buffer_size, then you should check sample->flags to see
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542 * what the current state of the sample is (EOF, error, read again).
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543 *
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544 * \sa Sound_DecodeAll
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545 * \sa Sound_SetBufferSize
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546 * \sa Sound_Seek
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547 * \sa Sound_Rewind
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548 */
417
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549 SNDDECLSPEC Uint32 SDLCALL Sound_Decode(Sound_Sample *sample);
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550
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551
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552 /**
353
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553 * \fn Uint32 Sound_DecodeAll(Sound_Sample *sample)
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554 * \brief Decode the remainder of the sound data in a Sound_Sample.
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555 *
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556 * This will dynamically allocate memory for the ENTIRE remaining sample.
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557 * sample->buffer_size and sample->buffer will be updated to reflect the
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558 * new buffer. Please refer to sample->flags to determine if the decoding
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559 * finished due to an End-of-stream or error condition.
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560 *
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561 * Be aware that sound data can take a large amount of memory, and that
1078b3528e6f Initial revision
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562 * this function may block for quite awhile while processing. Also note
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563 * that a streaming source (for example, from a SDL_RWops that is getting
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564 * fed from an Internet radio feed that doesn't end) may fill all available
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565 * memory before giving up...be sure to use this on finite sound sources
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566 * only!
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567 *
170
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568 * When decoding the sample in its entirety, the work is done one buffer at a
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569 * time. That is, sound is decoded in sample->buffer_size blocks, and
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570 * appended to a continually-growing buffer until the decoding completes.
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571 * That means that this function will need enough RAM to hold approximately
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572 * sample->buffer_size bytes plus the complete decoded sample at most. The
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diff changeset
573 * larger your buffer size, the less overhead this function needs, but beware
e91fb8d5bd62 Updated Sound_DecodeAll()'s comments.
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574 * the possibility of paging to disk. Best to make this user-configurable if
e91fb8d5bd62 Updated Sound_DecodeAll()'s comments.
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575 * the sample isn't specific and small.
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576 *
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577 * \param sample Do all decoding for this Sound_Sample.
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578 * \return number of bytes decoded into sample->buffer. You should check
170
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diff changeset
579 * sample->flags to see what the current state of the sample is
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580 * (EOF, error, read again).
357
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581 *
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582 * \sa Sound_Decode
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583 * \sa Sound_SetBufferSize
0
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584 */
417
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diff changeset
585 SNDDECLSPEC Uint32 SDLCALL Sound_DecodeAll(Sound_Sample *sample);
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586
223
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diff changeset
587
353
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diff changeset
588 /**
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589 * \fn int Sound_Rewind(Sound_Sample *sample)
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590 * \brief Rewind a sample to the start.
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diff changeset
591 *
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diff changeset
592 * Restart a sample at the start of its waveform data, as if newly
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diff changeset
593 * created with Sound_NewSample(). If successful, the next call to
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diff changeset
594 * Sound_Decode[All]() will give audio data from the earliest point
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595 * in the stream.
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596 *
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597 * Beware that this function will fail if the SDL_RWops that feeds the
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598 * decoder can not be rewound via it's seek method, but this can
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599 * theoretically be avoided by wrapping it in some sort of buffering
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600 * SDL_RWops.
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601 *
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602 * This function should ONLY fail if the RWops is not seekable, or
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603 * SDL_sound is not initialized. Both can be controlled by the application,
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604 * and thus, it is up to the developer's paranoia to dictate whether this
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605 * function's return value need be checked at all.
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606 *
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607 * If this function fails, the state of the sample is undefined, but it
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608 * is still safe to call Sound_FreeSample() to dispose of it.
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609 *
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610 * On success, ERROR, EOF, and EAGAIN are cleared from sample->flags. The
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611 * ERROR flag is set on error.
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612 *
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613 * \param sample The Sound_Sample to rewind.
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614 * \return nonzero on success, zero on error. Specifics of the
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615 * error can be gleaned from Sound_GetError().
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616 *
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617 * \sa Sound_Seek
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618 */
417
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619 SNDDECLSPEC int SDLCALL Sound_Rewind(Sound_Sample *sample);
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620
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621
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622 /**
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623 * \fn int Sound_Seek(Sound_Sample *sample, Uint32 ms)
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624 * \brief Seek to a different point in a sample.
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625 *
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626 * Reposition a sample's stream. If successful, the next call to
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627 * Sound_Decode[All]() will give audio data from the offset you
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628 * specified.
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629 *
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630 * The offset is specified in milliseconds from the start of the
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631 * sample.
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632 *
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633 * Beware that this function can fail for several reasons. If the
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634 * SDL_RWops that feeds the decoder can not seek, this call will almost
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635 * certainly fail, but this can theoretically be avoided by wrapping it
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636 * in some sort of buffering SDL_RWops. Some decoders can never seek,
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637 * others can only seek with certain files. The decoders will set a flag
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638 * in the sample at creation time to help you determine this.
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639 *
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640 * You should check sample->flags & SOUND_SAMPLEFLAG_CANSEEK
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641 * before attempting. Sound_Seek() reports failure immediately if this
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642 * flag isn't set. This function can still fail for other reasons if the
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643 * flag is set.
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644 *
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645 * This function can be emulated in the application with Sound_Rewind()
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646 * and predecoding a specific amount of the sample, but this can be
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647 * extremely inefficient. Sound_Seek() accelerates the seek on a
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648 * with decoder-specific code.
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649 *
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650 * If this function fails, the sample should continue to function as if
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651 * this call was never made. If there was an unrecoverable error,
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652 * sample->flags & SOUND_SAMPLEFLAG_ERROR will be set, which you regular
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653 * decoding loop can pick up.
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654 *
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655 * On success, ERROR, EOF, and EAGAIN are cleared from sample->flags.
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656 *
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657 * \param sample The Sound_Sample to seek.
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658 * \param ms The new position, in milliseconds from start of sample.
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659 * \return nonzero on success, zero on error. Specifics of the
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660 * error can be gleaned from Sound_GetError().
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661 *
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662 * \sa Sound_Rewind
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663 */
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664 SNDDECLSPEC int SDLCALL Sound_Seek(Sound_Sample *sample, Uint32 ms);
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665
0
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666 #ifdef __cplusplus
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667 }
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668 #endif
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669
1
508aac690b19 Whoops...changed some overlooked "voice" to "sound".
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670 #endif /* !defined _INCLUDE_SDL_SOUND_H_ */
0
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671
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672 /* end of SDL_sound.h ... */
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673