annotate SDL_sound.h @ 8:dca15bb29d35

Initial add.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 18 Sep 2001 10:54:21 +0000
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children 5ff1dce70aec
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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 * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data
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22 * into this library, and SDL_sound will take that data, in one of several
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23 * popular formats, and decode it into raw waveform data in the format of
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24 * your choice. This gives you a nice abstraction for getting sound into your
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25 * game or application; just feed it to SDL_sound, and it will handle
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26 * decoding and converting, so you can just pass it to your SDL audio
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27 * callback (or whatever). Since it gets data from an SDL_RWops, you can get
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28 * the initial sound data from any number of sources: file, memory buffer,
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29 * network connection, etc.
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30 *
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31 * As the name implies, this library depends on SDL: Simple Directmedia Layer,
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32 * which is a powerful, free, and cross-platform multimedia library. It can
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33 * be found at http://www.libsdl.org/
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34 *
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35 * Support is in place or planned for the following sound formats:
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36 * - .WAV (Microsoft WAVfile RIFF data, internal.)
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37 * - .VOC (Creative Labs' Voice format, internal.)
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38 * - .MP3 (MPEG-1 layer 3 support, via the SMPEG library.)
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39 * - .MID (MIDI music converted to Waveform data, via Timidity.)
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40 * - .MOD (MOD files, via MikMod.)
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41 * - .OGG (Ogg files, via Ogg Vorbis libraries.)
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42 * - .RAW (Raw sound data in any format, internal.)
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43 * - .CDA (CD audio read into a sound buffer, internal.)
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44 * - .AU
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45 * - .AIFF
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46 *
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47 * (...and more to come...)
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48 *
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49 * Please see the file LICENSE in the source's root directory.
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50 *
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51 * This file written by Ryan C. Gordon. (icculus@clutteredmind.org)
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52 */
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53
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54 #ifndef _INCLUDE_SDL_SOUND_H_
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55 #define _INCLUDE_SDL_SOUND_H_
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56
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57 #include "SDL.h"
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58
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59 #ifdef __cplusplus
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60 extern "C" {
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61 #endif
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62
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63 /*
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64 * These are flags that are used in a Sound_Sample (below) to show various
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65 * states.
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66 *
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67 * To use: "if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); }"
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68 */
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69 typedef enum __SOUND_SAMPLEFLAGS__
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70 {
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71 SOUND_SAMPLEFLAG_NONE = 0, /* Null flag. */
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72
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73 /* these are set at sample creation time... */
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74 SOUND_SAMPLEFLAG_NEEDSEEK = 1, /* SDL_RWops must be able to seek. */
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75
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76 /* these are set during decoding... */
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77 SOUND_SAMPLEFLAG_EOF = 1 << 29, /* end of input stream. */
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78 SOUND_SAMPLEFLAG_ERROR = 1 << 30, /* unrecoverable error. */
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79 SOUND_SAMPLEFLAG_EAGAIN = 1 << 31 /* would block, or temp error. */
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80 } Sound_SampleFlags;
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81
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82
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83 /*
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84 * Basics of a decoded sample's data structure: data format (see AUDIO_U8 and
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85 * friends in SDL_audio.h), number of channels, and sample rate. If you need
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86 * more explanation than that, you should stop developing sound code right
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87 * now.
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88 */
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89 typedef struct __SOUND_AUDIOINFO__
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90 {
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91 Uint16 format;
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92 Uint8 channels;
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93 Uint32 rate;
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94 } Sound_AudioInfo;
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95
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96
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97 /*
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98 * Each decoder sets up one of these structs, which can be retrieved via
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99 * the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY.
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100 */
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101 typedef struct __SOUND_DECODERINFO__
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102 {
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103 const char *extension; /* standard file extension. "MP3", "WAV"... */
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104 const char *description; /* Human readable description of decoder. */
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105 const char *author; /* "Name Of Author <email@emailhost.dom>" */
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106 const char *url; /* URL specific to this decoder. */
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107 } Sound_DecoderInfo;
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108
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109
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110
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111 /*
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112 * The Sound_Sample structure is the heart of SDL_sound. This holds
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113 * information about a source of sound data as it is being decoded.
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114 * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to
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115 * change them.
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116 */
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117 typedef struct __SOUND_SAMPLE__
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118 {
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119 void *opaque; /* Internal use only. */
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120 const Sound_DecoderInfo *decoder; /* Decoder used for this sample. */
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121 Sound_AudioInfo desired; /* Desired audio format for conversion. */
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122 Sound_AudioInfo actual; /* Actual audio format of sample. */
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123 void *buffer; /* Decoded sound data lands in here. */
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124 Uint32 buffer_size; /* Current size of (buffer), in bytes. */
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125 Sound_SampleFlags flags; /* Flags relating to this sample. */
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126 } Sound_Sample;
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127
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128
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129 /*
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130 * Just what it says: a x.y.z style version number...
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131 */
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132 typedef struct __SOUND_VERSION__
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133 {
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134 int major;
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135 int minor;
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136 int patch;
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137 } Sound_Version;
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138
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139
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140
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141 /* functions and macros... */
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142
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143 #define SOUND_VER_MAJOR 0
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144 #define SOUND_VER_MINOR 0
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145 #define SOUND_VER_PATCH 1
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146
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147 #define SOUND_VERSION(x) { \
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148 (x)->major = SOUND_VER_MAJOR; \
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149 (x)->minor = SOUND_VER_MINOR; \
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150 (x)->patch = SOUND_VER_PATCH; \
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151 }
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152
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153 /**
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154 * Get the version of SDL_sound that is linked against your program. If you
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155 * are using a shared library (DLL) version of SDL_sound, then it is possible
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156 * that it will be different than the version you compiled against.
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157 *
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158 * This is a real function; the macro SOUND_VERSION tells you what version
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159 * of SDL_sound you compiled against:
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160 *
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161 * Sound_Version compiled;
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162 * Sound_Version linked;
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163 *
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164 * SOUND_VERSION(&compiled);
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165 * Sound_GetLinkedVersion(&linked);
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166 * printf("We compiled against SDL_sound version %d.%d.%d ...\n",
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167 * compiled.major, compiled.minor, compiled.patch);
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168 * printf("But we linked against SDL_sound version %d.%d.%d.\n",
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169 * linked.major, linked.minor, linked.patch);
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170 *
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171 * This function may be called safely at any time, even before Sound_Init().
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172 */
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173 extern DECLSPEC void Sound_GetLinkedVersion(Sound_Version *ver);
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174
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175
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176 /**
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177 * Initialize SDL_sound. This must be called before any other SDL_sound
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178 * function (except perhaps Sound_GetLinkedVersion()). You should call
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179 * SDL_Init() before calling this. Sound_Init() will attempt to call
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180 * SDL_Init(SDL_INIT_AUDIO), just in case. This is a safe behaviour, but it
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181 * may not configure SDL to your liking by itself.
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182 *
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183 * @return nonzero on success, zero on error. Specifics of the error can be
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184 * gleaned from Sound_GetLastError().
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185 */
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186 extern DECLSPEC int Sound_Init(void);
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187
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188
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189 /**
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190 * Shutdown SDL_sound. This closes any SDL_RWops that were being used as
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191 * sound sources, and frees any resources in use by SDL_sound.
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192 *
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193 * All Sound_Sample pointers you had prior to this call are INVALIDATED.
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194 *
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195 * Once successfully deinitialized, Sound_Init() can be called again to
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196 * restart the subsystem. All default API states are restored at this
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197 * point.
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198 *
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199 * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit()
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200 * for you!
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201 *
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202 * @return nonzero on success, zero on error. Specifics of the error can be
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203 * gleaned from Sound_GetLastError(). If failure, state of SDL_sound
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204 * is undefined, and probably badly screwed up.
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205 */
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206 extern DECLSPEC int Sound_Quit(void);
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207
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208
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209 /**
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210 * Get a list of sound formats supported by this implementation of SDL_sound.
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211 * This is for informational purposes only. Note that the extension listed is
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212 * merely convention: if we list "MP3", you can open an MPEG Audio layer 3
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213 * file with an extension of "XYZ", if you like. The file extensions are
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214 * informational, and only required as a hint to choosing the correct
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215 * decoder, since the sound data may not be coming from a file at all, thanks
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216 * to the abstraction that an SDL_RWops provides.
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217 *
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218 * The returned value is an array of pointers to Sound_DecoderInfo structures,
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219 * with a NULL entry to signify the end of the list:
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220 *
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221 * Sound_DecoderInfo **i;
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222 *
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223 * for (i = Sound_AvailableDecoders(); *i != NULL; i++)
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224 * {
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225 * printf("Supported sound format: [%s], which is [%s].\n",
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226 * i->extension, i->description);
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227 * // ...and other fields...
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228 * }
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229 *
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230 * The return values are pointers to static internal memory, and should
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231 * be considered READ ONLY, and never freed.
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232 *
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233 * @return READ ONLY Null-terminated array of READ ONLY structures.
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234 */
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235 extern DECLSPEC const Sound_DecoderInfo **Sound_AvailableDecoders(void);
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236
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237
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238 /**
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239 * Get the last SDL_sound error message as a null-terminated string.
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240 * This will be NULL if there's been no error since the last call to this
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241 * function. The pointer returned by this call points to an internal buffer.
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242 * Each thread has a unique error state associated with it, but each time
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243 * a new error message is set, it will overwrite the previous one associated
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244 * with that thread. It is safe to call this function at anytime, even
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245 * before Sound_Init().
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246 *
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247 * @return READ ONLY string of last error message.
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248 */
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249 extern DECLSPEC const char *Sound_GetError(void);
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250
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251
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252 /**
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253 * Clear the current error message, so the next call to Sound_GetError() will
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254 * return NULL.
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255 */
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256 extern DECLSPEC void Sound_ClearError(void);
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257
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258
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259 /**
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260 * Start decoding a new sound sample. The data is read via an SDL_RWops
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261 * structure (see SDL_rwops.h in the SDL include directory), so it may be
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262 * coming from memory, disk, network stream, etc. The (ext) parameter is
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263 * merely a hint to determining the correct decoder; if you specify, for
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264 * example, "mp3" for an extension, and one of the decoders lists that
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265 * as a handled extension, then that decoder is given first shot at trying
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266 * to claim the data for decoding. If none of the extensions match (or the
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267 * extension is NULL), then every decoder examines the data to determine if
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268 * it can handle it, until one accepts it. In such a case your SDL_RWops will
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269 * need to be capable of rewinding to the start of the stream.
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270 * If no decoders can handle the data, a NULL value is returned, and a human
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271 * readable error message can be fetched from Sound_GetLastError().
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272 * Optionally, a desired audio format can be specified. If the incoming data
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273 * is in a different format, SDL_sound will convert it to the desired format
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274 * on the fly. Note that this can be an expensive operation, so it may be
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275 * wise to convert data before you need to play it back, if possible, or
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276 * make sure your data is initially in the format that you need it in.
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277 * If you don't want to convert the data, you can specify NULL for a desired
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278 * format. The incoming format of the data, preconversion, can be found
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279 * in the Sound_Sample structure.
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280 * Note that the raw sound data "decoder" needs you to specify both the
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281 * extension "RAW" and a "desired" format, or it will refuse to handle
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282 * the data. This is to prevent it from catching all formats unsupported
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283 * by the other decoders.
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284 * Finally, specify an initial buffer size; this is the number of bytes that
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285 * will be allocated to store each read from the sound buffer. The more you
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286 * can safely allocate, the more decoding can be done in one block, but the
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287 * more resources you have to use up, and the longer each decoding call will
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288 * take. Note that different data formats require more or less space to
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289 * store. This buffer can be resized via Sound_SetBufferSize() ...
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290 * The buffer size specified must be a multiple of the size of a single
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291 * sample (not to be confused with a single Sound_Sample). So, if you want
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292 * 16-bit, stereo samples, then your sample size is (2 channels * 16 bits),
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293 * or 32 bits per sample, which is four bytes. In such a case, you could
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294 * specify 128 or 132 bytes for a buffer, but not 129, 130, or 131, although
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295 * in reality, you'll want to specify a MUCH larger buffer.
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296 * When you are done with this Sound_Sample pointer, you can dispose of it
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297 * via Sound_FreeSample().
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298 * You do not have to keep a reference to (rw) around. If this function
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299 * suceeds, it stores (rw) internally (and disposes of it during the call
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300 * to Sound_FreeSample()). If this function fails, it will dispose of the
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301 * SDL_RWops for you.
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302 *
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303 * @param rw SDL_RWops with sound data.
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304 * @param ext File extension normally associated with a data format.
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305 * Can usually be NULL.
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306 * @param desired Format to convert sound data into. Can usually be NULL,
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307 * if you don't need conversion.
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308 * @return Sound_Sample pointer, which is used as a handle to several other
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309 * SDL_sound APIs. NULL on error. If error, use
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310 * Sound_GetLastError() to see what went wrong.
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311 */
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312 extern DECLSPEC Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext,
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313 Sound_AudioInfo *desired,
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314 Uint32 bufferSize);
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315
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316 /**
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317 * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you
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318 * from the file located in (filename). Note that (filename) is specified in
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319 * platform-dependent notation. ("C:\\music\\mysong.mp3" on windows, and
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320 * "/home/icculus/music/mysong.mp3" or whatever on Unix, etc.)
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321 * Sound_NewSample()'s "ext" parameter is gleaned from the contents of
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322 * (filename).
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323 *
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324 * @param filename file containing sound data.
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325 * @param desired Format to convert sound data into. Can usually be NULL,
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326 * if you don't need conversion.
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327 * @param bufferSize size, in bytes, of initial read buffer.
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328 * @return Sound_Sample pointer, which is used as a handle to several other
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329 * SDL_sound APIs. NULL on error. If error, use
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330 * Sound_GetLastError() to see what went wrong.
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331 */
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332 extern DECLSPEC Sound_Sample *Sound_NewSampleFromFile(const char *filename,
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333 Sound_AudioInfo *desired,
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334 Uint32 bufferSize);
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335
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336 /**
0
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337 * Dispose of a Sound_Sample pointer that was returned from Sound_NewSample().
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338 * This will also close/dispose of the SDL_RWops that was used at creation
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339 * time, so there's no need to keep a reference to that around.
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340 * The Sound_Sample pointer is invalid after this call, and will almost
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341 * certainly result in a crash if you attempt to keep using it.
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342 *
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343 * @param sample The Sound_Sample to delete.
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344 */
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345 extern DECLSPEC void Sound_FreeSample(Sound_Sample *sample);
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346
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347
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348 /**
3
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349 * Change the current buffer size for a sample. If the buffer size could
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350 * be changed, then the sample->buffer and sample->buffer_size fields will
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351 * reflect that. If they could not be changed, then your original sample
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352 * state is preserved. If the buffer is shrinking, the data at the end of
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353 * buffer is truncated. If the buffer is growing, the contents of the new
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354 * space at the end is undefined until you decode more into it or initialize
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355 * it yourself.
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356 *
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357 * The buffer size specified must be a multiple of the size of a single
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358 * sample (not to be confused with a single Sound_Sample). So, if you want
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359 * 16-bit, stereo samples, then your sample size is (2 channels * 16 bits),
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360 * or 32 bits per sample, which is four bytes. In such a case, you could
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361 * specify 128 or 132 bytes for a buffer, but not 129, 130, or 131, although
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362 * in reality, you'll want to specify a MUCH larger buffer.
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363 *
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364 * @param sample The Sound_Sample whose buffer to modify.
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365 * @param new_size The desired size, in bytes, of the new buffer.
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366 * @return non-zero if buffer size changed, zero on failure.
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367 */
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368 extern DECLSPEC int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size);
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369
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370
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371 /**
0
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372 * Decode more of the sound data in a Sound_Sample. It will decode at most
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373 * sample->buffer_size bytes into sample->buffer in the desired format, and
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374 * return the number of decoded bytes.
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375 * If sample->buffer_size bytes could not be decoded, then please refer to
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376 * sample->flags to determine if this was an End-of-stream or error condition.
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377 *
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378 * @param sample Do more decoding to this Sound_Sample.
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379 * @return number of bytes decoded into sample->buffer. If it is less than
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380 * sample->buffer_size, then you should check sample->flags to see
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381 * what the current state of the sample is (EOF, error, read again).
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382 */
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383 extern DECLSPEC Uint32 Sound_Decode(Sound_Sample *sample);
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384
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385
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386 /**
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387 * Decode the remainder of the sound data in a Sound_Sample. This will
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388 * dynamically allocate memory for the ENTIRE remaining sample.
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389 * sample->buffer_size and sample->buffer will be updated to reflect the
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390 * new buffer. Please refer to sample->flags to determine if the decoding
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391 * finished due to an End-of-stream or error condition.
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392 *
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393 * Be aware that sound data can take a large amount of memory, and that
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394 * this function may block for quite awhile while processing. Also note
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395 * that a streaming source (for example, from a SDL_RWops that is getting
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396 * fed from an Internet radio feed that doesn't end) may fill all available
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397 * memory before giving up...be sure to use this on finite sound sources
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398 * only!
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399 *
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400 * @param sample Do all decoding for this Sound_Sample.
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401 * @return number of bytes decoded into sample->buffer. If it is less than
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402 * sample->buffer_size, then you should check sample->flags to see
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403 * what the current state of the sample is (EOF, error, read again).
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404 */
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405 extern DECLSPEC Uint32 Sound_DecodeAll(Sound_Sample *sample);
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406
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407 #ifdef __cplusplus
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408 }
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409 #endif
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410
1
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411 #endif /* !defined _INCLUDE_SDL_SOUND_H_ */
0
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412
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413 /* end of SDL_sound.h ... */
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414