annotate SDL_sound.h @ 305:c345a40a8a99

VERY preliminary work on Sound_Seek() API.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 21 Apr 2002 17:48:11 +0000
parents c54eae85f5f1
children 2740fad98dfe
rev   line source
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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 and mpglib libraries.)
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41 * - .MID (MIDI music converted to Waveform data, internal.)
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42 * - .MOD (MOD files, via MikMod and ModPlug.)
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43 * - .OGG (Ogg files, via Ogg Vorbis libraries.)
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44 * - .SHN (Shorten files, internal.)
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45 * - .RAW (Raw sound data in any format, internal.)
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46 * - .AU (Sun's Audio format, internal.)
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47 * - .AIFF (Audio Interchange format, internal.)
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48 * - .FLAC (Lossless audio compression, via libFLAC.)
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49 *
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50 * (...and more to come...)
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51 *
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52 * Please see the file COPYING in the source's root directory.
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53 *
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54 * This file written by Ryan C. Gordon. (icculus@clutteredmind.org)
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55 */
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56
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57 #ifndef _INCLUDE_SDL_SOUND_H_
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58 #define _INCLUDE_SDL_SOUND_H_
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59
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60 #include "SDL.h"
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61 #include "SDL_endian.h"
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62
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63 #ifdef __cplusplus
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64 extern "C" {
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65 #endif
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66
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67 #ifdef SDL_SOUND_DLL_EXPORTS
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68 # undef DECLSPEC
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69 # define DECLSPEC __declspec(dllexport)
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70 #endif
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72
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73 #define SOUND_VER_MAJOR 0
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74 #define SOUND_VER_MINOR 1
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75 #define SOUND_VER_PATCH 5
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78 /**
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79 * These are flags that are used in a Sound_Sample to show various states.
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80 *
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81 * To use: "if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); }"
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82 *
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83 * @param SOUND_SAMPLEFLAG_NONE null flag.
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84 * @param SOUND_SAMPLEFLAG_CANSEEK sample can seek to arbitrary points.
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85 * @param SOUND_SAMPLEFLAG_EOF end of input stream.
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86 * @param SOUND_SAMPLEFLAG_ERROR unrecoverable error.
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87 * @param SOUND_SAMPLEFLAG_EAGAIN function would block, or temp error.
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88 */
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89 typedef enum __SOUND_SAMPLEFLAGS__
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90 {
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91 SOUND_SAMPLEFLAG_NONE = 0,
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92
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93 /* these are set at sample creation time... */
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94 SOUND_SAMPLEFLAG_CANSEEK = 1,
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96 /* these are set during decoding... */
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97 SOUND_SAMPLEFLAG_EOF = 1 << 29,
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98 SOUND_SAMPLEFLAG_ERROR = 1 << 30,
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99 SOUND_SAMPLEFLAG_EAGAIN = 1 << 31
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100 } Sound_SampleFlags;
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101
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102
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103 /**
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104 * These are the basics of a decoded sample's data structure: data format
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105 * (see AUDIO_U8 and friends in SDL_audio.h), number of channels, and sample
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106 * rate. If you need more explanation than that, you should stop developing
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107 * sound code right now.
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108 *
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109 * @param format Equivalent of SDL_AudioSpec.format.
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110 * @param channels Number of sound channels. 1 == mono, 2 == stereo.
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111 * @param rate Sample rate; frequency of sample points per second (44100,
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112 * 22050, 8000, etc.)
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113 */
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114 typedef struct __SOUND_AUDIOINFO__
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115 {
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116 Uint16 format;
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117 Uint8 channels;
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118 Uint32 rate;
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119 } Sound_AudioInfo;
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120
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121
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122 /**
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123 * Each decoder sets up one of these structs, which can be retrieved via
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124 * the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY.
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125 *
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126 * @param extensions File extensions, list ends with NULL. Read it like this:
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127 * const char **ext;
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128 * for (ext = info->extensions; *ext != NULL; ext++)
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129 * printf(" File extension \"%s\"\n", *ext);
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130 * @param description Human readable description of decoder.
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131 * @param author "Name Of Author <email@emailhost.dom>"
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132 * @param url URL specific to this decoder.
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133 */
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134 typedef struct __SOUND_DECODERINFO__
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135 {
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136 const char **extensions;
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137 const char *description;
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138 const char *author;
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139 const char *url;
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140 } Sound_DecoderInfo;
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141
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143
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144 /**
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145 * The Sound_Sample structure is the heart of SDL_sound. This holds
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146 * information about a source of sound data as it is being decoded.
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147 * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to
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148 * change them.
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149 *
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150 * @param opaque Internal use only. Don't touch.
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151 * @param decoder Decoder used for this sample.
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152 * @param desired Desired audio format for conversion.
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153 * @param actual Actual audio format of sample.
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154 * @param buffer Decoded sound data lands in here.
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155 * @param buffer_size Current size of (buffer), in bytes (Uint8).
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156 * @param flags Flags relating to this sample.
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157 */
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158 typedef struct __SOUND_SAMPLE__
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159 {
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160 void *opaque;
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161 const Sound_DecoderInfo *decoder;
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162 Sound_AudioInfo desired;
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163 Sound_AudioInfo actual;
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164 void *buffer;
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165 Uint32 buffer_size;
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166 Sound_SampleFlags flags;
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167 } Sound_Sample;
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168
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169
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170 /**
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171 * Just what it says: a major.minor.patch style version number...
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172 *
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173 * @param major The major version number.
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174 * @param minor The minor version number.
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175 * @param patch The patchlevel version number.
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176 */
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177 typedef struct __SOUND_VERSION__
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178 {
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179 int major;
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180 int minor;
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181 int patch;
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182 } Sound_Version;
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183
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184
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185
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186 /* functions and macros... */
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187
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188 #define SOUND_VERSION(x) { \
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189 (x)->major = SOUND_VER_MAJOR; \
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190 (x)->minor = SOUND_VER_MINOR; \
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191 (x)->patch = SOUND_VER_PATCH; \
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192 }
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193
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194 /**
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195 * Get the version of SDL_sound that is linked against your program. If you
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196 * are using a shared library (DLL) version of SDL_sound, then it is possible
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197 * that it will be different than the version you compiled against.
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198 *
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199 * This is a real function; the macro SOUND_VERSION tells you what version
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200 * of SDL_sound you compiled against:
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201 *
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202 * Sound_Version compiled;
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203 * Sound_Version linked;
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204 *
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205 * SOUND_VERSION(&compiled);
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206 * Sound_GetLinkedVersion(&linked);
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207 * printf("We compiled against SDL_sound version %d.%d.%d ...\n",
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208 * compiled.major, compiled.minor, compiled.patch);
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209 * printf("But we linked against SDL_sound version %d.%d.%d.\n",
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210 * linked.major, linked.minor, linked.patch);
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211 *
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212 * This function may be called safely at any time, even before Sound_Init().
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213 *
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214 * @param ver Sound_Version structure to fill with shared library's version.
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215 */
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216 extern DECLSPEC void Sound_GetLinkedVersion(Sound_Version *ver);
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217
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218
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219 /**
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220 * Initialize SDL_sound. This must be called before any other SDL_sound
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221 * function (except perhaps Sound_GetLinkedVersion()). You should call
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222 * SDL_Init() before calling this. Sound_Init() will attempt to call
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223 * SDL_Init(SDL_INIT_AUDIO), just in case. This is a safe behaviour, but it
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224 * may not configure SDL to your liking by itself.
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225 *
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226 * @returns nonzero on success, zero on error. Specifics of the
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227 * error can be gleaned from Sound_GetError().
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228 */
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229 extern DECLSPEC int Sound_Init(void);
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230
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231
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232 /**
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233 * Shutdown SDL_sound. This closes any SDL_RWops that were being used as
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234 * sound sources, and frees any resources in use by SDL_sound.
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235 *
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236 * All Sound_Sample pointers you had prior to this call are INVALIDATED.
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237 *
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238 * Once successfully deinitialized, Sound_Init() can be called again to
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239 * restart the subsystem. All default API states are restored at this
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240 * point.
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241 *
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242 * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit()
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243 * for you!
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244 *
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245 * @returns nonzero on success, zero on error. Specifics of the error
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246 * can be gleaned from Sound_GetError(). If failure, state of
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247 * SDL_sound is undefined, and probably badly screwed up.
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248 */
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249 extern DECLSPEC int Sound_Quit(void);
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250
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251
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252 /**
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253 * Get a list of sound formats supported by this implementation of SDL_sound.
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254 * This is for informational purposes only. Note that the extension listed is
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255 * merely convention: if we list "MP3", you can open an MPEG-1 Layer 3 audio
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256 * file with an extension of "XYZ", if you like. The file extensions are
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257 * informational, and only required as a hint to choosing the correct
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258 * decoder, since the sound data may not be coming from a file at all, thanks
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259 * to the abstraction that an SDL_RWops provides.
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260 *
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261 * The returned value is an array of pointers to Sound_DecoderInfo structures,
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262 * with a NULL entry to signify the end of the list:
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263 *
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264 * Sound_DecoderInfo **i;
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265 *
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266 * for (i = Sound_AvailableDecoders(); *i != NULL; i++)
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267 * {
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268 * printf("Supported sound format: [%s], which is [%s].\n",
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269 * i->extension, i->description);
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270 * // ...and other fields...
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271 * }
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272 *
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273 * The return values are pointers to static internal memory, and should
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274 * be considered READ ONLY, and never freed.
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275 *
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276 * @returns READ ONLY Null-terminated array of READ ONLY structures.
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277 */
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278 extern DECLSPEC const Sound_DecoderInfo **Sound_AvailableDecoders(void);
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279
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280
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281 /**
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282 * Get the last SDL_sound error message as a null-terminated string.
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283 * This will be NULL if there's been no error since the last call to this
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284 * function. The pointer returned by this call points to an internal buffer.
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285 * Each thread has a unique error state associated with it, but each time
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286 * a new error message is set, it will overwrite the previous one associated
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287 * with that thread. It is safe to call this function at anytime, even
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288 * before Sound_Init().
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289 *
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290 * @returns READ ONLY string of last error message.
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291 */
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292 extern DECLSPEC const char *Sound_GetError(void);
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293
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294
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295 /**
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296 * Clear the current error message, so the next call to Sound_GetError() will
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297 * return NULL.
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298 */
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299 extern DECLSPEC void Sound_ClearError(void);
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300
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301
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302 /**
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303 * Start decoding a new sound sample. The data is read via an SDL_RWops
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304 * structure (see SDL_rwops.h in the SDL include directory), so it may be
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305 * coming from memory, disk, network stream, etc. The (ext) parameter is
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306 * merely a hint to determining the correct decoder; if you specify, for
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307 * example, "mp3" for an extension, and one of the decoders lists that
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308 * as a handled extension, then that decoder is given first shot at trying
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309 * to claim the data for decoding. If none of the extensions match (or the
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310 * extension is NULL), then every decoder examines the data to determine if
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311 * it can handle it, until one accepts it. In such a case your SDL_RWops will
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312 * need to be capable of rewinding to the start of the stream.
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313 * If no decoders can handle the data, a NULL value is returned, and a human
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314 * readable error message can be fetched from Sound_GetError().
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315 * Optionally, a desired audio format can be specified. If the incoming data
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316 * is in a different format, SDL_sound will convert it to the desired format
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317 * on the fly. Note that this can be an expensive operation, so it may be
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318 * wise to convert data before you need to play it back, if possible, or
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319 * make sure your data is initially in the format that you need it in.
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320 * If you don't want to convert the data, you can specify NULL for a desired
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321 * format. The incoming format of the data, preconversion, can be found
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322 * in the Sound_Sample structure.
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323 * Note that the raw sound data "decoder" needs you to specify both the
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324 * extension "RAW" and a "desired" format, or it will refuse to handle
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325 * the data. This is to prevent it from catching all formats unsupported
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326 * by the other decoders.
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327 * Finally, specify an initial buffer size; this is the number of bytes that
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328 * will be allocated to store each read from the sound buffer. The more you
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329 * can safely allocate, the more decoding can be done in one block, but the
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330 * more resources you have to use up, and the longer each decoding call will
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331 * take. Note that different data formats require more or less space to
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332 * store. This buffer can be resized via Sound_SetBufferSize() ...
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333 * The buffer size specified must be a multiple of the size of a single
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334 * sample point. So, if you want 16-bit, stereo samples, then your sample
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335 * point size is (2 channels * 16 bits), or 32 bits per sample, which is four
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336 * bytes. In such a case, you could specify 128 or 132 bytes for a buffer,
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337 * but not 129, 130, or 131 (although in reality, you'll want to specify a
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338 * MUCH larger buffer).
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339 * When you are done with this Sound_Sample pointer, you can dispose of it
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340 * via Sound_FreeSample().
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341 * You do not have to keep a reference to (rw) around. If this function
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342 * suceeds, it stores (rw) internally (and disposes of it during the call
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343 * to Sound_FreeSample()). If this function fails, it will dispose of the
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344 * SDL_RWops for you.
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345 *
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346 * @param rw SDL_RWops with sound data.
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347 * @param ext File extension normally associated with a data format.
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348 * Can usually be NULL.
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349 * @param desired Format to convert sound data into. Can usually be NULL,
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350 * if you don't need conversion.
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351 * @returns Sound_Sample pointer, which is used as a handle to several other
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352 * SDL_sound APIs. NULL on error. If error, use
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353 * Sound_GetError() to see what went wrong.
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354 */
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355 extern DECLSPEC Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext,
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356 Sound_AudioInfo *desired,
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357 Uint32 bufferSize);
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358
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359 /**
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360 * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you
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361 * from the file located in (filename). Note that (filename) is specified in
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362 * platform-dependent notation. ("C:\\music\\mysong.mp3" on windows, and
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363 * "/home/icculus/music/mysong.mp3" or whatever on Unix, etc.)
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364 * Sound_NewSample()'s "ext" parameter is gleaned from the contents of
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365 * (filename).
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366 *
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367 * @param filename file containing sound data.
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368 * @param desired Format to convert sound data into. Can usually be NULL,
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369 * if you don't need conversion.
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370 * @param bufferSize size, in bytes, of initial read buffer.
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371 * @returns Sound_Sample pointer, which is used as a handle to several other
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372 * SDL_sound APIs. NULL on error. If error, use
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373 * Sound_GetError() to see what went wrong.
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374 */
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375 extern DECLSPEC Sound_Sample *Sound_NewSampleFromFile(const char *filename,
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376 Sound_AudioInfo *desired,
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377 Uint32 bufferSize);
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378
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379 /**
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380 * Dispose of a Sound_Sample pointer that was returned from Sound_NewSample().
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381 * This will also close/dispose of the SDL_RWops that was used at creation
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382 * time, so there's no need to keep a reference to that around.
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383 * The Sound_Sample pointer is invalid after this call, and will almost
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384 * certainly result in a crash if you attempt to keep using it.
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385 *
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386 * @param sample The Sound_Sample to delete.
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387 */
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388 extern DECLSPEC void Sound_FreeSample(Sound_Sample *sample);
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389
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390
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391 /**
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392 * Change the current buffer size for a sample. If the buffer size could
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393 * be changed, then the sample->buffer and sample->buffer_size fields will
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394 * reflect that. If they could not be changed, then your original sample
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395 * state is preserved. If the buffer is shrinking, the data at the end of
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396 * buffer is truncated. If the buffer is growing, the contents of the new
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397 * space at the end is undefined until you decode more into it or initialize
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398 * it yourself.
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399 *
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400 * The buffer size specified must be a multiple of the size of a single
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401 * sample point. So, if you want 16-bit, stereo samples, then your sample
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402 * point size is (2 channels * 16 bits), or 32 bits per sample, which is four
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403 * bytes. In such a case, you could specify 128 or 132 bytes for a buffer,
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404 * but not 129, 130, or 131 (although in reality, you'll want to specify a
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405 * MUCH larger buffer).
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406 *
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407 * @param sample The Sound_Sample whose buffer to modify.
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408 * @param new_size The desired size, in bytes, of the new buffer.
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409 * @returns non-zero if buffer size changed, zero on failure.
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410 */
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411 extern DECLSPEC int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size);
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412
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413
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414 /**
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415 * Decode more of the sound data in a Sound_Sample. It will decode at most
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416 * sample->buffer_size bytes into sample->buffer in the desired format, and
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417 * return the number of decoded bytes.
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418 * If sample->buffer_size bytes could not be decoded, then please refer to
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419 * sample->flags to determine if this was an End-of-stream or error condition.
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420 *
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421 * @param sample Do more decoding to this Sound_Sample.
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422 * @returns number of bytes decoded into sample->buffer. If it is less than
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423 * sample->buffer_size, then you should check sample->flags to see
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424 * what the current state of the sample is (EOF, error, read again).
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425 */
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426 extern DECLSPEC Uint32 Sound_Decode(Sound_Sample *sample);
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427
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428
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429 /**
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430 * Decode the remainder of the sound data in a Sound_Sample. This will
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431 * dynamically allocate memory for the ENTIRE remaining sample.
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432 * sample->buffer_size and sample->buffer will be updated to reflect the
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433 * new buffer. Please refer to sample->flags to determine if the decoding
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434 * finished due to an End-of-stream or error condition.
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435 *
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436 * Be aware that sound data can take a large amount of memory, and that
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437 * this function may block for quite awhile while processing. Also note
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438 * that a streaming source (for example, from a SDL_RWops that is getting
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439 * fed from an Internet radio feed that doesn't end) may fill all available
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440 * memory before giving up...be sure to use this on finite sound sources
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441 * only!
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442 *
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443 * When decoding the sample in its entirety, the work is done one buffer at a
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444 * time. That is, sound is decoded in sample->buffer_size blocks, and
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445 * appended to a continually-growing buffer until the decoding completes.
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446 * That means that this function will need enough RAM to hold approximately
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447 * sample->buffer_size bytes plus the complete decoded sample at most. The
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448 * larger your buffer size, the less overhead this function needs, but beware
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449 * the possibility of paging to disk. Best to make this user-configurable if
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450 * the sample isn't specific and small.
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451 *
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452 * @param sample Do all decoding for this Sound_Sample.
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453 * @returns number of bytes decoded into sample->buffer. You should check
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454 * sample->flags to see what the current state of the sample is
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455 * (EOF, error, read again).
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456 */
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457 extern DECLSPEC Uint32 Sound_DecodeAll(Sound_Sample *sample);
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458
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459
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460 /**
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461 * Restart a sample at the start of its waveform data, as if newly
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462 * created with Sound_NewSample(). If successful, the next call to
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463 * Sound_Decode[All]() will give audio data from the earliest point
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464 * in the stream.
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465 *
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466 * Beware that this function will fail if the SDL_RWops that feeds the
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467 * decoder can not be rewound via it's seek method, but this can
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468 * theoretically be avoided by wrapping it in some sort of buffering
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469 * SDL_RWops.
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470 *
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471 * This function should ONLY fail if the RWops is not seekable, or
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472 * SDL_sound is not initialized. Both can be controlled by the application,
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473 * and thus, it is up to the developer's paranoia to dictate whether this
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474 * function's return value need be checked at all.
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475 *
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476 * If this function fails, the state of the sample is undefined, but it
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477 * is still safe to call Sound_FreeSample() to dispose of it.
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478 *
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479 * On success, ERROR, EOF, and EAGAIN are cleared from sample->flags. The
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480 * ERROR flag is set on error.
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481 *
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482 * @param sample The Sound_Sample to rewind.
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483 * @return nonzero on success, zero on error. Specifics of the
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484 * error can be gleaned from Sound_GetError().
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485 */
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486 extern DECLSPEC int Sound_Rewind(Sound_Sample *sample);
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487
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488
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489 /**
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490 * Reposition a sample's stream. If successful, the next call to
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491 * Sound_Decode[All]() will give audio data from the offset you
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492 * specified.
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493 *
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494 * The offset is specified in milliseconds from the start of the
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495 * sample.
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496 *
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497 * Beware that this function can fail for several reasons. If the
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498 * SDL_RWops that feeds the decoder can not seek, this call will almost
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499 * certainly fail, but this can theoretically be avoided by wrapping it
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500 * in some sort of buffering SDL_RWops. Some decoders can never seek,
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501 * others can only seek with certain files. The decoders will set a flag
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502 * in the sample at creation time to help you determine this.
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503 *
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504 * You should check sample->flags & SOUND_SAMPLEFLAG_CANSEEK
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505 * before attempting. Sound_Seek() reports failure immediately if this
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506 * flag isn't set. This function can still fail for other reasons if the
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507 * flag is set.
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508 *
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509 * This function can be emulated in the application with Sound_Rewind()
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510 * and predecoding a specific amount of the sample, but this can be
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511 * extremely inefficient. Sound_Seek() accelerates the seek on a
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512 * with decoder-specific code.
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513 *
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514 * If this function fails, the sample should continue to function as if
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515 * this call was never made. If there was an unrecoverable error,
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516 * sample->flags & SOUND_SAMPLEFLAG_ERROR will be set, which you regular
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517 * decoding loop can pick up.
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518 *
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519 * On success, ERROR, EOF, and EAGAIN are cleared from sample->flags.
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520 *
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521 * @param sample The Sound_Sample to seek.
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522 * @param ms The new position, in milliseconds from start of sample.
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523 * @return nonzero on success, zero on error. Specifics of the
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524 * error can be gleaned from Sound_GetError().
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525 */
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526 extern DECLSPEC int Sound_Seek(Sound_Sample *sample, Uint32 ms);
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527
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528
0
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529 #ifdef __cplusplus
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530 }
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531 #endif
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532
1
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533 #endif /* !defined _INCLUDE_SDL_SOUND_H_ */
0
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534
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535 /* end of SDL_sound.h ... */
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536