Mercurial > SDL_sound_CoreAudio
annotate SDL_sound.h @ 490:c7ab783f05d3
Patched to compile.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Wed, 14 Sep 2005 16:01:27 +0000 |
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1 /** \file SDL_sound.h */ |
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2 |
0 | 3 /* |
4 * SDL_sound -- An abstract sound format decoding API. | |
5 * Copyright (C) 2001 Ryan C. Gordon. | |
6 * | |
7 * This library is free software; you can redistribute it and/or | |
8 * modify it under the terms of the GNU Lesser General Public | |
9 * License as published by the Free Software Foundation; either | |
10 * version 2.1 of the License, or (at your option) any later version. | |
11 * | |
12 * This library is distributed in the hope that it will be useful, | |
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
15 * Lesser General Public License for more details. | |
16 * | |
17 * You should have received a copy of the GNU Lesser General Public | |
18 * License along with this library; if not, write to the Free Software | |
19 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
20 */ | |
21 | |
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 * |
0 | 28 * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data |
29 * into this library, and SDL_sound will take that data, in one of several | |
30 * popular formats, and decode it into raw waveform data in the format of | |
31 * your choice. This gives you a nice abstraction for getting sound into your | |
32 * game or application; just feed it to SDL_sound, and it will handle | |
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 |
0 | 35 * the initial sound data from any number of sources: file, memory buffer, |
36 * network connection, etc. | |
37 * | |
38 * As the name implies, this library depends on SDL: Simple Directmedia Layer, | |
39 * which is a powerful, free, and cross-platform multimedia library. It can | |
40 * be found at http://www.libsdl.org/ | |
41 * | |
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 * - .SPX (Speex files, via libspeex.) |
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50 * - .SHN (Shorten files, internal.) |
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51 * - .RAW (Raw sound data in any format, internal.) |
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52 * - .AU (Sun's Audio format, internal.) |
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53 * - .AIFF (Audio Interchange format, internal.) |
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54 * - .FLAC (Lossless audio compression, via libFLAC.) |
0 | 55 * |
56 * (...and more to come...) | |
57 * | |
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58 * Please see the file COPYING in the source's root directory. |
0 | 59 * |
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60 * \author Ryan C. Gordon (icculus@clutteredmind.org) |
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61 * \author many others, please see CREDITS in the source's root directory. |
0 | 62 */ |
63 | |
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64 #ifndef _INCLUDE_SDL_SOUND_H_ |
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65 #define _INCLUDE_SDL_SOUND_H_ |
0 | 66 |
67 #include "SDL.h" | |
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68 #include "SDL_endian.h" |
0 | 69 |
70 #ifdef __cplusplus | |
71 extern "C" { | |
72 #endif | |
73 | |
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74 #ifndef DOXYGEN_SHOULD_IGNORE_THIS |
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75 |
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76 #ifndef SDLCALL /* may not be defined with older SDL releases. */ |
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77 #define SDLCALL |
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78 #endif |
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79 |
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80 #ifdef SDL_SOUND_DLL_EXPORTS |
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81 # define SNDDECLSPEC __declspec(dllexport) |
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82 #else |
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83 # define SNDDECLSPEC |
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84 #endif |
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85 |
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86 #define SOUND_VER_MAJOR 1 |
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87 #define SOUND_VER_MINOR 0 |
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88 #define SOUND_VER_PATCH 1 |
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89 #endif |
29 | 90 |
91 | |
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92 /** |
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93 * \enum Sound_SampleFlags |
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94 * \brief Flags that are used in a Sound_Sample to show various states. |
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95 * |
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96 * To use: |
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97 * \code |
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98 * if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); } |
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99 * \endcode |
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100 * |
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101 * \sa Sound_SampleNew |
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102 * \sa Sound_SampleNewFromFile |
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103 * \sa Sound_SampleDecode |
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104 * \sa Sound_SampleDecodeAll |
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105 * \sa Sound_SampleSeek |
0 | 106 */ |
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107 typedef enum |
0 | 108 { |
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109 SOUND_SAMPLEFLAG_NONE = 0, /**< No special attributes. */ |
0 | 110 |
111 /* these are set at sample creation time... */ | |
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112 SOUND_SAMPLEFLAG_CANSEEK = 1, /**< Sample can seek to arbitrary points. */ |
0 | 113 |
114 /* these are set during decoding... */ | |
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115 SOUND_SAMPLEFLAG_EOF = 1 << 29, /**< End of input stream. */ |
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116 SOUND_SAMPLEFLAG_ERROR = 1 << 30, /**< Unrecoverable error. */ |
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117 SOUND_SAMPLEFLAG_EAGAIN = 1 << 31 /**< Function would block, or temp error. */ |
0 | 118 } Sound_SampleFlags; |
119 | |
120 | |
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121 /** |
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122 * \struct Sound_AudioInfo |
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123 * \brief Information about an existing sample's format. |
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124 * |
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125 * These are the basics of a decoded sample's data structure: data format |
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126 * (see AUDIO_U8 and friends in SDL_audio.h), number of channels, and sample |
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127 * rate. If you need more explanation than that, you should stop developing |
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128 * sound code right now. |
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129 * |
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130 * \sa Sound_SampleNew |
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131 * \sa Sound_SampleNewFromFile |
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132 */ |
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133 typedef struct |
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134 { |
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135 Uint16 format; /**< Equivalent of SDL_AudioSpec.format. */ |
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136 Uint8 channels; /**< Number of sound channels. 1 == mono, 2 == stereo. */ |
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137 Uint32 rate; /**< Sample rate; frequency of sample points per second. */ |
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138 } Sound_AudioInfo; |
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139 |
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140 |
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141 /** |
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142 * \struct Sound_DecoderInfo |
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143 * \brief Information about available soudn decoders. |
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144 * |
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145 * Each decoder sets up one of these structs, which can be retrieved via |
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146 * the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY. |
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147 * |
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148 * The extensions field is a NULL-terminated list of ASCIZ strings. You |
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149 * should read it like this: |
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150 * |
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151 * \code |
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152 * const char **ext; |
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153 * for (ext = info->extensions; *ext != NULL; ext++) { |
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154 * printf(" File extension \"%s\"\n", *ext); |
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155 * } |
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156 * \endcode |
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157 * |
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158 * \sa Sound_AvailableDecoders |
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159 */ |
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160 typedef struct |
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161 { |
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162 const char **extensions; /**< File extensions, list ends with NULL. */ |
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163 const char *description; /**< Human readable description of decoder. */ |
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164 const char *author; /**< "Name Of Author \<email@emailhost.dom\>" */ |
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165 const char *url; /**< URL specific to this decoder. */ |
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166 } Sound_DecoderInfo; |
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167 |
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168 |
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169 |
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170 /** |
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171 * \struct Sound_Sample |
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172 * \brief Represents sound data in the process of being decoded. |
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173 * |
0 | 174 * The Sound_Sample structure is the heart of SDL_sound. This holds |
175 * information about a source of sound data as it is being decoded. | |
176 * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to | |
177 * change them. | |
178 */ | |
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179 typedef struct |
0 | 180 { |
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181 void *opaque; /**< Internal use only. Don't touch. */ |
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182 const Sound_DecoderInfo *decoder; /**< Decoder used for this sample. */ |
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183 Sound_AudioInfo desired; /**< Desired audio format for conversion. */ |
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184 Sound_AudioInfo actual; /**< Actual audio format of sample. */ |
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185 void *buffer; /**< Decoded sound data lands in here. */ |
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186 Uint32 buffer_size; /**< Current size of (buffer), in bytes (Uint8). */ |
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187 Sound_SampleFlags flags; /**< Flags relating to this sample. */ |
0 | 188 } Sound_Sample; |
189 | |
190 | |
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191 /** |
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192 * \struct Sound_Version |
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193 * \brief Information the version of SDL_sound in use. |
184
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194 * |
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195 * Represents the library's version as three levels: major revision |
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196 * (increments with massive changes, additions, and enhancements), |
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197 * minor revision (increments with backwards-compatible changes to the |
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198 * major revision), and patchlevel (increments with fixes to the minor |
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199 * revision). |
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200 * |
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201 * \sa SOUND_VERSION |
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202 * \sa Sound_GetLinkedVersion |
0 | 203 */ |
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204 typedef struct |
0 | 205 { |
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206 int major; /**< major revision */ |
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207 int minor; /**< minor revision */ |
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208 int patch; /**< patchlevel */ |
0 | 209 } Sound_Version; |
210 | |
211 | |
212 /* functions and macros... */ | |
213 | |
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214 /** |
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215 * \def SOUND_VERSION(x) |
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216 * \brief Macro to determine SDL_sound version program was compiled against. |
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217 * |
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218 * This macro fills in a Sound_Version structure with the version of the |
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219 * library you compiled against. This is determined by what header the |
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220 * compiler uses. Note that if you dynamically linked the library, you might |
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221 * have a slightly newer or older version at runtime. That version can be |
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222 * determined with Sound_GetLinkedVersion(), which, unlike SOUND_VERSION, |
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223 * is not a macro. |
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224 * |
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225 * \param x A pointer to a Sound_Version struct to initialize. |
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226 * |
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227 * \sa Sound_Version |
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228 * \sa Sound_GetLinkedVersion |
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229 */ |
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230 #define SOUND_VERSION(x) \ |
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231 { \ |
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232 (x)->major = SOUND_VER_MAJOR; \ |
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233 (x)->minor = SOUND_VER_MINOR; \ |
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234 (x)->patch = SOUND_VER_PATCH; \ |
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235 } |
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236 |
0 | 237 |
238 /** | |
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239 * \fn void Sound_GetLinkedVersion(Sound_Version *ver) |
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240 * \brief Get the version of SDL_sound that is linked against your program. |
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241 * |
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242 * If you are using a shared library (DLL) version of SDL_sound, then it is |
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243 * possible that it will be different than the version you compiled against. |
0 | 244 * |
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245 * This is a real function; the macro SOUND_VERSION tells you what version |
0 | 246 * of SDL_sound you compiled against: |
247 * | |
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248 * \code |
0 | 249 * Sound_Version compiled; |
250 * Sound_Version linked; | |
251 * | |
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252 * SOUND_VERSION(&compiled); |
0 | 253 * Sound_GetLinkedVersion(&linked); |
254 * printf("We compiled against SDL_sound version %d.%d.%d ...\n", | |
255 * compiled.major, compiled.minor, compiled.patch); | |
256 * printf("But we linked against SDL_sound version %d.%d.%d.\n", | |
257 * linked.major, linked.minor, linked.patch); | |
353
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258 * \endcode |
0 | 259 * |
260 * This function may be called safely at any time, even before Sound_Init(). | |
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261 * |
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262 * \param ver Sound_Version structure to fill with shared library's version. |
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263 * |
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264 * \sa Sound_Version |
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265 * \sa SOUND_VERSION |
0 | 266 */ |
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267 SNDDECLSPEC void SDLCALL Sound_GetLinkedVersion(Sound_Version *ver); |
0 | 268 |
269 | |
270 /** | |
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271 * \fn Sound_Init(void) |
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272 * \brief Initialize SDL_sound. |
0 | 273 * |
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274 * This must be called before any other SDL_sound function (except perhaps |
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275 * Sound_GetLinkedVersion()). You should call SDL_Init() before calling this. |
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276 * Sound_Init() will attempt to call SDL_Init(SDL_INIT_AUDIO), just in case. |
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277 * This is a safe behaviour, but it may not configure SDL to your liking by |
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278 * itself. |
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279 * |
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280 * \return nonzero on success, zero on error. Specifics of the |
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281 * error can be gleaned from Sound_GetError(). |
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282 * |
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283 * \sa Sound_Quit |
0 | 284 */ |
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285 SNDDECLSPEC int SDLCALL Sound_Init(void); |
0 | 286 |
287 | |
288 /** | |
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289 * \fn Sound_Quit(void) |
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290 * \brief Shutdown SDL_sound. |
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291 * |
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292 * This closes any SDL_RWops that were being used as sound sources, and frees |
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293 * any resources in use by SDL_sound. |
0 | 294 * |
295 * All Sound_Sample pointers you had prior to this call are INVALIDATED. | |
296 * | |
297 * Once successfully deinitialized, Sound_Init() can be called again to | |
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298 * restart the subsystem. All default API states are restored at this |
0 | 299 * point. |
300 * | |
301 * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit() | |
302 * for you! | |
303 * | |
353
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304 * \return nonzero on success, zero on error. Specifics of the error |
357
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305 * can be gleaned from Sound_GetError(). If failure, state of |
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306 * SDL_sound is undefined, and probably badly screwed up. |
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307 * |
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308 * \sa Sound_Init |
0 | 309 */ |
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310 SNDDECLSPEC int SDLCALL Sound_Quit(void); |
0 | 311 |
312 | |
313 /** | |
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314 * \fn const Sound_DecoderInfo **Sound_AvailableDecoders(void) |
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315 * \brief Get a list of sound formats supported by this version of SDL_sound. |
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316 * |
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317 * This is for informational purposes only. Note that the extension listed is |
11 | 318 * merely convention: if we list "MP3", you can open an MPEG-1 Layer 3 audio |
0 | 319 * file with an extension of "XYZ", if you like. The file extensions are |
320 * informational, and only required as a hint to choosing the correct | |
321 * decoder, since the sound data may not be coming from a file at all, thanks | |
322 * to the abstraction that an SDL_RWops provides. | |
323 * | |
324 * The returned value is an array of pointers to Sound_DecoderInfo structures, | |
325 * with a NULL entry to signify the end of the list: | |
326 * | |
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327 * \code |
0 | 328 * Sound_DecoderInfo **i; |
329 * | |
330 * for (i = Sound_AvailableDecoders(); *i != NULL; i++) | |
331 * { | |
332 * printf("Supported sound format: [%s], which is [%s].\n", | |
333 * i->extension, i->description); | |
334 * // ...and other fields... | |
335 * } | |
353
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336 * \endcode |
0 | 337 * |
338 * The return values are pointers to static internal memory, and should | |
339 * be considered READ ONLY, and never freed. | |
340 * | |
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341 * \return READ ONLY Null-terminated array of READ ONLY structures. |
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342 * |
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343 * \sa Sound_DecoderInfo |
0 | 344 */ |
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345 SNDDECLSPEC const Sound_DecoderInfo ** SDLCALL Sound_AvailableDecoders(void); |
0 | 346 |
347 | |
348 /** | |
353
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349 * \fn const char *Sound_GetError(void) |
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350 * \brief Get the last SDL_sound error message as a null-terminated string. |
0 | 351 * |
353
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352 * This will be NULL if there's been no error since the last call to this |
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353 * function. The pointer returned by this call points to an internal buffer, |
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354 * and should not be deallocated. Each thread has a unique error state |
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355 * associated with it, but each time a new error message is set, it will |
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356 * overwrite the previous one associated with that thread. It is safe to call |
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357 * this function at anytime, even before Sound_Init(). |
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358 * |
357
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359 * \return READ ONLY string of last error message. |
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360 * |
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361 * \sa Sound_ClearError |
0 | 362 */ |
417
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363 SNDDECLSPEC const char * SDLCALL Sound_GetError(void); |
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364 |
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365 |
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366 /** |
353
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367 * \fn void Sound_ClearError(void) |
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368 * \brief Clear the current error message. |
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369 * |
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370 * The next call to Sound_GetError() after Sound_ClearError() will return NULL. |
357
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371 * |
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372 * \sa Sound_GetError |
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373 */ |
417
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374 SNDDECLSPEC void SDLCALL Sound_ClearError(void); |
0 | 375 |
376 | |
377 /** | |
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378 * \fn Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext, Sound_AudioInfo *desired, Uint32 bufferSize) |
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379 * \brief Start decoding a new sound sample. |
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380 * |
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381 * The data is read via an SDL_RWops structure (see SDL_rwops.h in the SDL |
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382 * include directory), so it may be coming from memory, disk, network stream, |
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383 * etc. The (ext) parameter is merely a hint to determining the correct |
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384 * decoder; if you specify, for example, "mp3" for an extension, and one of |
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385 * the decoders lists that as a handled extension, then that decoder is given |
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386 * first shot at trying to claim the data for decoding. If none of the |
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387 * extensions match (or the extension is NULL), then every decoder examines |
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388 * the data to determine if it can handle it, until one accepts it. In such a |
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389 * case your SDL_RWops will need to be capable of rewinding to the start of |
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390 * the stream. |
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391 * |
0 | 392 * If no decoders can handle the data, a NULL value is returned, and a human |
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393 * readable error message can be fetched from Sound_GetError(). |
353
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394 * |
0 | 395 * Optionally, a desired audio format can be specified. If the incoming data |
396 * is in a different format, SDL_sound will convert it to the desired format | |
397 * on the fly. Note that this can be an expensive operation, so it may be | |
398 * wise to convert data before you need to play it back, if possible, or | |
399 * make sure your data is initially in the format that you need it in. | |
400 * If you don't want to convert the data, you can specify NULL for a desired | |
401 * format. The incoming format of the data, preconversion, can be found | |
402 * in the Sound_Sample structure. | |
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403 * |
0 | 404 * Note that the raw sound data "decoder" needs you to specify both the |
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405 * extension "RAW" and a "desired" format, or it will refuse to handle |
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406 * the data. This is to prevent it from catching all formats unsupported |
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407 * by the other decoders. |
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408 * |
0 | 409 * Finally, specify an initial buffer size; this is the number of bytes that |
410 * will be allocated to store each read from the sound buffer. The more you | |
411 * can safely allocate, the more decoding can be done in one block, but the | |
412 * more resources you have to use up, and the longer each decoding call will | |
413 * take. Note that different data formats require more or less space to | |
414 * store. This buffer can be resized via Sound_SetBufferSize() ... | |
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415 * |
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416 * The buffer size specified must be a multiple of the size of a single |
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417 * sample point. So, if you want 16-bit, stereo samples, then your sample |
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418 * point size is (2 channels * 16 bits), or 32 bits per sample, which is four |
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419 * bytes. In such a case, you could specify 128 or 132 bytes for a buffer, |
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420 * but not 129, 130, or 131 (although in reality, you'll want to specify a |
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421 * MUCH larger buffer). |
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422 * |
353
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423 * When you are done with this Sound_Sample pointer, you can dispose of it |
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424 * via Sound_FreeSample(). |
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425 * |
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426 * You do not have to keep a reference to (rw) around. If this function |
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427 * suceeds, it stores (rw) internally (and disposes of it during the call |
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428 * to Sound_FreeSample()). If this function fails, it will dispose of the |
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429 * SDL_RWops for you. |
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430 * |
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431 * \param rw SDL_RWops with sound data. |
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432 * \param ext File extension normally associated with a data format. |
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433 * Can usually be NULL. |
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434 * \param desired Format to convert sound data into. Can usually be NULL, |
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435 * if you don't need conversion. |
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436 * \param bufferSize Size, in bytes, to allocate for the decoding buffer. |
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437 * \return Sound_Sample pointer, which is used as a handle to several other |
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438 * SDL_sound APIs. NULL on error. If error, use |
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439 * Sound_GetError() to see what went wrong. |
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440 * |
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441 * \sa Sound_NewSampleFromFile |
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442 * \sa Sound_SetBufferSize |
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443 * \sa Sound_Decode |
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444 * \sa Sound_DecodeAll |
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445 * \sa Sound_Seek |
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446 * \sa Sound_Rewind |
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447 * \sa Sound_FreeSample |
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448 */ |
417
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449 SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSample(SDL_RWops *rw, |
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450 const char *ext, |
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451 Sound_AudioInfo *desired, |
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452 Uint32 bufferSize); |
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453 |
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454 /** |
485
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455 * \fn Sound_Sample *Sound_NewSampleFromMem(const Uint8 *data, Sound_AudioInfo *desired, Uint32 bufferSize) |
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456 * \brief Start decoding a new sound sample from a file on disk. |
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457 * |
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458 * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you |
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459 * from the (size) bytes of memory referenced by (data). |
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460 * |
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461 * This can pool RWops structures, so it may fragment the heap less over time |
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462 * than using SDL_RWFromMem(). |
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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_NewSampleFromMem(const Uint8 *data, |
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481 Uint32 size, |
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482 const char *ext, |
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483 Sound_AudioInfo *desired, |
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484 Uint32 bufferSize); |
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485 |
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486 |
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487 /** |
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488 * \fn Sound_Sample *Sound_NewSampleFromFile(const char *filename, Sound_AudioInfo *desired, Uint32 bufferSize) |
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489 * \brief Start decoding a new sound sample from a file on disk. |
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490 * |
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491 * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you |
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492 * from the file located in (filename). Note that (filename) is specified in |
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493 * platform-dependent notation. ("C:\\music\\mysong.mp3" on windows, and |
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494 * "/home/icculus/music/mysong.mp3" or whatever on Unix, etc.) |
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495 * Sound_NewSample()'s "ext" parameter is gleaned from the contents of |
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496 * (filename). |
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497 * |
485
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498 * This can pool RWops structures, so it may fragment the heap less over time |
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499 * than using SDL_RWFromFile(). |
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500 * |
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501 * \param filename file containing sound data. |
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502 * \param desired Format to convert sound data into. Can usually be NULL, |
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503 * if you don't need conversion. |
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504 * \param bufferSize size, in bytes, of initial read buffer. |
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505 * \return Sound_Sample pointer, which is used as a handle to several other |
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506 * SDL_sound APIs. NULL on error. If error, use |
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507 * Sound_GetError() to see what went wrong. |
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508 * |
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509 * \sa Sound_NewSample |
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510 * \sa Sound_SetBufferSize |
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511 * \sa Sound_Decode |
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512 * \sa Sound_DecodeAll |
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513 * \sa Sound_Seek |
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514 * \sa Sound_Rewind |
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515 * \sa Sound_FreeSample |
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516 */ |
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517 SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSampleFromFile(const char *fname, |
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518 Sound_AudioInfo *desired, |
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519 Uint32 bufferSize); |
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520 |
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521 /** |
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522 * \fn void Sound_FreeSample(Sound_Sample *sample) |
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523 * \brief Dispose of a Sound_Sample. |
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524 * |
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525 * This will also close/dispose of the SDL_RWops that was used at creation |
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526 * time, so there's no need to keep a reference to that around. |
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527 * The Sound_Sample pointer is invalid after this call, and will almost |
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528 * certainly result in a crash if you attempt to keep using it. |
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529 * |
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530 * \param sample The Sound_Sample to delete. |
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531 * |
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532 * \sa Sound_NewSample |
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533 * \sa Sound_NewSampleFromFile |
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534 */ |
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535 SNDDECLSPEC void SDLCALL Sound_FreeSample(Sound_Sample *sample); |
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536 |
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537 |
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538 /** |
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539 * \fn Sint32 Sound_GetDuration(Sound_Sample *sample) |
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540 * \brief Retrieve total play time of sample, in milliseconds. |
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541 * |
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542 * Report total time length of sample, in milliseconds. This is a fast |
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543 * call. Duration is calculated during Sound_NewSample*, so this is just |
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544 * an accessor into otherwise opaque data. |
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545 * |
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546 * Please note that not all formats can determine a total time, some can't |
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547 * be exact without fully decoding the data, and thus will estimate the |
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548 * duration. Many decoders will require the ability to seek in the data |
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549 * stream to calculate this, so even if we can tell you how long an .ogg |
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550 * file will be, the same data set may fail if it's, say, streamed over an |
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551 * HTTP connection. Plan accordingly. |
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552 * |
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553 * Most people won't need this function to just decode and playback, but it |
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554 * can be useful for informational purposes in, say, a music player's UI. |
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555 * |
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556 * \param sample Sound_Sample from which to retrieve duration information. |
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557 * \return Sample length in milliseconds, or -1 if duration can't be |
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558 * determined for any reason. |
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559 */ |
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560 SNDDECLSPEC Sint32 SDLCALL Sound_GetDuration(Sound_Sample *sample); |
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561 |
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562 |
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563 /** |
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564 * \fn int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size) |
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565 * \brief Change the current buffer size for a sample. |
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566 * |
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567 * If the buffer size could be changed, then the sample->buffer and |
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568 * sample->buffer_size fields will reflect that. If they could not be |
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569 * changed, then your original sample state is preserved. If the buffer is |
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570 * shrinking, the data at the end of buffer is truncated. If the buffer is |
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571 * growing, the contents of the new space at the end is undefined until you |
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572 * decode more into it or initialize it yourself. |
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573 * |
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574 * The buffer size specified must be a multiple of the size of a single |
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575 * sample point. So, if you want 16-bit, stereo samples, then your sample |
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576 * point size is (2 channels * 16 bits), or 32 bits per sample, which is four |
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577 * bytes. In such a case, you could specify 128 or 132 bytes for a buffer, |
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578 * but not 129, 130, or 131 (although in reality, you'll want to specify a |
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579 * MUCH larger buffer). |
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580 * |
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581 * \param sample The Sound_Sample whose buffer to modify. |
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582 * \param new_size The desired size, in bytes, of the new buffer. |
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583 * \return non-zero if buffer size changed, zero on failure. |
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584 * |
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585 * \sa Sound_Decode |
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586 * \sa Sound_DecodeAll |
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587 */ |
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588 SNDDECLSPEC int SDLCALL Sound_SetBufferSize(Sound_Sample *sample, |
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589 Uint32 new_size); |
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590 |
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591 |
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592 /** |
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593 * \fn Uint32 Sound_Decode(Sound_Sample *sample) |
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594 * \brief Decode more of the sound data in a Sound_Sample. |
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595 * |
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596 * It will decode at most sample->buffer_size bytes into sample->buffer in the |
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597 * desired format, and return the number of decoded bytes. |
0 | 598 * If sample->buffer_size bytes could not be decoded, then please refer to |
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599 * sample->flags to determine if this was an end-of-stream or error condition. |
0 | 600 * |
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601 * \param sample Do more decoding to this Sound_Sample. |
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602 * \return number of bytes decoded into sample->buffer. If it is less than |
0 | 603 * sample->buffer_size, then you should check sample->flags to see |
604 * what the current state of the sample is (EOF, error, read again). | |
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605 * |
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606 * \sa Sound_DecodeAll |
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607 * \sa Sound_SetBufferSize |
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608 * \sa Sound_Seek |
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609 * \sa Sound_Rewind |
0 | 610 */ |
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611 SNDDECLSPEC Uint32 SDLCALL Sound_Decode(Sound_Sample *sample); |
0 | 612 |
613 | |
614 /** | |
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615 * \fn Uint32 Sound_DecodeAll(Sound_Sample *sample) |
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616 * \brief Decode the remainder of the sound data in a Sound_Sample. |
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617 * |
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618 * This will dynamically allocate memory for the ENTIRE remaining sample. |
0 | 619 * sample->buffer_size and sample->buffer will be updated to reflect the |
620 * new buffer. Please refer to sample->flags to determine if the decoding | |
621 * finished due to an End-of-stream or error condition. | |
622 * | |
623 * Be aware that sound data can take a large amount of memory, and that | |
624 * this function may block for quite awhile while processing. Also note | |
625 * that a streaming source (for example, from a SDL_RWops that is getting | |
626 * fed from an Internet radio feed that doesn't end) may fill all available | |
627 * memory before giving up...be sure to use this on finite sound sources | |
628 * only! | |
629 * | |
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630 * When decoding the sample in its entirety, the work is done one buffer at a |
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631 * time. That is, sound is decoded in sample->buffer_size blocks, and |
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632 * appended to a continually-growing buffer until the decoding completes. |
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633 * That means that this function will need enough RAM to hold approximately |
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634 * sample->buffer_size bytes plus the complete decoded sample at most. The |
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635 * larger your buffer size, the less overhead this function needs, but beware |
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636 * the possibility of paging to disk. Best to make this user-configurable if |
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637 * the sample isn't specific and small. |
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638 * |
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639 * \param sample Do all decoding for this Sound_Sample. |
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640 * \return number of bytes decoded into sample->buffer. You should check |
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641 * sample->flags to see what the current state of the sample is |
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642 * (EOF, error, read again). |
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643 * |
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644 * \sa Sound_Decode |
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645 * \sa Sound_SetBufferSize |
0 | 646 */ |
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647 SNDDECLSPEC Uint32 SDLCALL Sound_DecodeAll(Sound_Sample *sample); |
0 | 648 |
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649 |
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650 /** |
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651 * \fn int Sound_Rewind(Sound_Sample *sample) |
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652 * \brief Rewind a sample to the start. |
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653 * |
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654 * Restart a sample at the start of its waveform data, as if newly |
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655 * created with Sound_NewSample(). If successful, the next call to |
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656 * Sound_Decode[All]() will give audio data from the earliest point |
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657 * in the stream. |
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658 * |
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659 * Beware that this function will fail if the SDL_RWops that feeds the |
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660 * decoder can not be rewound via it's seek method, but this can |
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661 * theoretically be avoided by wrapping it in some sort of buffering |
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662 * SDL_RWops. |
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663 * |
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664 * This function should ONLY fail if the RWops is not seekable, or |
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665 * SDL_sound is not initialized. Both can be controlled by the application, |
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666 * and thus, it is up to the developer's paranoia to dictate whether this |
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667 * function's return value need be checked at all. |
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668 * |
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669 * If this function fails, the state of the sample is undefined, but it |
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670 * is still safe to call Sound_FreeSample() to dispose of it. |
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671 * |
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672 * On success, ERROR, EOF, and EAGAIN are cleared from sample->flags. The |
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673 * ERROR flag is set on error. |
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674 * |
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675 * \param sample The Sound_Sample to rewind. |
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676 * \return nonzero on success, zero on error. Specifics of the |
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677 * error can be gleaned from Sound_GetError(). |
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678 * |
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679 * \sa Sound_Seek |
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680 */ |
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681 SNDDECLSPEC int SDLCALL Sound_Rewind(Sound_Sample *sample); |
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682 |
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683 |
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684 /** |
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685 * \fn int Sound_Seek(Sound_Sample *sample, Uint32 ms) |
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686 * \brief Seek to a different point in a sample. |
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687 * |
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688 * Reposition a sample's stream. If successful, the next call to |
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689 * Sound_Decode[All]() will give audio data from the offset you |
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690 * specified. |
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691 * |
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692 * The offset is specified in milliseconds from the start of the |
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693 * sample. |
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694 * |
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695 * Beware that this function can fail for several reasons. If the |
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696 * SDL_RWops that feeds the decoder can not seek, this call will almost |
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697 * certainly fail, but this can theoretically be avoided by wrapping it |
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698 * in some sort of buffering SDL_RWops. Some decoders can never seek, |
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699 * others can only seek with certain files. The decoders will set a flag |
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700 * in the sample at creation time to help you determine this. |
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701 * |
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702 * You should check sample->flags & SOUND_SAMPLEFLAG_CANSEEK |
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703 * before attempting. Sound_Seek() reports failure immediately if this |
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704 * flag isn't set. This function can still fail for other reasons if the |
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705 * flag is set. |
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706 * |
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707 * This function can be emulated in the application with Sound_Rewind() |
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708 * and predecoding a specific amount of the sample, but this can be |
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709 * extremely inefficient. Sound_Seek() accelerates the seek on a |
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710 * with decoder-specific code. |
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711 * |
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712 * If this function fails, the sample should continue to function as if |
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713 * this call was never made. If there was an unrecoverable error, |
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714 * sample->flags & SOUND_SAMPLEFLAG_ERROR will be set, which you regular |
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715 * decoding loop can pick up. |
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716 * |
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717 * On success, ERROR, EOF, and EAGAIN are cleared from sample->flags. |
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718 * |
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719 * \param sample The Sound_Sample to seek. |
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720 * \param ms The new position, in milliseconds from start of sample. |
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721 * \return nonzero on success, zero on error. Specifics of the |
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722 * error can be gleaned from Sound_GetError(). |
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723 * |
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724 * \sa Sound_Rewind |
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725 */ |
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726 SNDDECLSPEC int SDLCALL Sound_Seek(Sound_Sample *sample, Uint32 ms); |
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727 |
0 | 728 #ifdef __cplusplus |
729 } | |
730 #endif | |
731 | |
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732 #endif /* !defined _INCLUDE_SDL_SOUND_H_ */ |
0 | 733 |
734 /* end of SDL_sound.h ... */ | |
735 |