comparison SDL_sound.h @ 0:1078b3528e6f

Initial revision
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 14 Sep 2001 23:41:11 +0000
parents
children 508aac690b19
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1 /*
2 * SDL_sound -- An abstract sound format decoding API.
3 * Copyright (C) 2001 Ryan C. Gordon.
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
18 */
19
20 /**
21 * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data
22 * into this library, and SDL_sound will take that data, in one of several
23 * popular formats, and decode it into raw waveform data in the format of
24 * your choice. This gives you a nice abstraction for getting sound into your
25 * game or application; just feed it to SDL_sound, and it will handle
26 * decoding and converting, so you can just pass it to your SDL audio
27 * callback (or whatever). Since it gets data from a SDL_RWops, you can get
28 * the initial sound data from any number of sources: file, memory buffer,
29 * network connection, etc.
30 *
31 * As the name implies, this library depends on SDL: Simple Directmedia Layer,
32 * which is a powerful, free, and cross-platform multimedia library. It can
33 * be found at http://www.libsdl.org/
34 *
35 * Support is in place or planned for the following sound formats:
36 * - .WAV (Microsoft WAVfile RIFF data, internal.)
37 * - .VOC (Creative Labs' Voice format, internal.)
38 * - .MP3 (MPEG-1 layer 3 support, via the SMPEG library.)
39 * - .MID (MIDI music converted to Waveform data, via Timidity.)
40 * - .MOD (MOD files, via MikMod.)
41 * - .OGG (Ogg files, via Ogg Vorbis libraries.)
42 * - .RAWDATA (Raw sound data in any format, internal.)
43 * - .CDA (CD audio read into a sound buffer, internal.)
44 *
45 * (...and more to come...)
46 *
47 * Please see the file LICENSE in the source's root directory.
48 *
49 * This file written by Ryan C. Gordon. (icculus@clutteredmind.org)
50 */
51
52 #ifndef _INCLUDE_SDL_VOICE_H_
53 #define _INCLUDE_SDL_VOICE_H_
54
55 #include "SDL.h"
56
57 #ifdef __cplusplus
58 extern "C" {
59 #endif
60
61 /*
62 * These are flags that are used in a Sound_Sample (below) to show various
63 * states.
64 *
65 * To use: "if (sample->flags & VOICE_SAMPLEFLAGS_ERROR) { dosomething(); }"
66 */
67 typedef enum __VOICE_SAMPLEFLAGS__
68 {
69 VOICE_SAMPLEFLAG_NONE = 0, /* Null flag. */
70
71 /* these are set at sample creation time... */
72 VOICE_SAMPLEFLAG_NEEDSEEK = 1, /* SDL_RWops must be able to seek. */
73 VOICE_SAMPLEFLAG_STREAMING = 1 << 1, /* source is streaming (no EOF). */
74
75 /* these are set during decoding... */
76 VOICE_SAMPLEFLAG_EOF = 1 << 29, /* end of input stream. */
77 VOICE_SAMPLEFLAG_ERROR = 1 << 30, /* unrecoverable error. */
78 VOICE_SAMPLEFLAG_AGAIN = 1 << 31 /* couldn't read without blocking. */
79 } Sound_SampleFlags;
80
81
82 /*
83 * The Sound_Sample structure is the heart of SDL_sound. This holds
84 * information about a source of sound data as it is being decoded.
85 * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to
86 * change them.
87 */
88 typedef struct __VOICE_SAMPLE__
89 {
90 void *opaque; /* Internal use only. */
91 Sound_DecoderInfo *decoder; /* Decoder used for this sample. */
92 SDL_AudioSpec desired; /* Desired audio format for conversion. */
93 SDL_AudioSpec actual; /* Actual audio format of sample. */
94 void *buffer; /* Decoded sound data lands in here. */
95 Uint32 buffer_size; /* Current size of (buffer), in bytes. */
96 Sound_SampleFlags flags; /* Flags relating to this sample. */
97 } Sound_Sample;
98
99
100 /*
101 * Each decoder sets up one of these structs, which can be retrieved via
102 * the Sound_AvailableDecoders() function.
103 */
104 typedef struct __PHYSFS_ARCHIVEINFO__
105 {
106 const char *extension; /* Case sensitive standard file extension. */
107 const char *description; /* Human readable description of decoder. */
108 const char *author; /* "Name Of Author (email@emailhost.dom)" */
109 const char *url; /* URL specific to this decoder. */
110 } PHYSFS_ArchiveInfo;
111
112
113 /*
114 * Just what it says: a x.y.z style version number...
115 */
116 typedef struct __VOICE_VERSION__
117 {
118 int major;
119 int minor;
120 int patch;
121 } Sound_Version;
122
123
124
125 /* functions and macros... */
126
127 #define VOICE_VER_MAJOR 0
128 #define VOICE_VER_MINOR 0
129 #define VOICE_VER_PATCH 1
130
131 #define VOICE_VERSION(x) { \
132 (x)->major = VOICE_VER_MAJOR; \
133 (x)->minor = VOICE_VER_MINOR; \
134 (x)->patch = VOICE_VER_PATCH; \
135 }
136
137 /**
138 * Get the version of SDL_sound that is linked against your program. If you
139 * are using a shared library (DLL) version of SDL_sound, then it is possible
140 * that it will be different than the version you compiled against.
141 *
142 * This is a real function; the macro VOICE_VERSION tells you what version
143 * of SDL_sound you compiled against:
144 *
145 * Sound_Version compiled;
146 * Sound_Version linked;
147 *
148 * VOICE_VERSION(&compiled);
149 * Sound_GetLinkedVersion(&linked);
150 * printf("We compiled against SDL_sound version %d.%d.%d ...\n",
151 * compiled.major, compiled.minor, compiled.patch);
152 * printf("But we linked against SDL_sound version %d.%d.%d.\n",
153 * linked.major, linked.minor, linked.patch);
154 *
155 * This function may be called safely at any time, even before Sound_Init().
156 */
157 extern DECLSPEC void Sound_GetLinkedVersion(Sound_Version *ver);
158
159
160 /**
161 * Initialize SDL_sound. This must be called before any other SDL_sound
162 * function (except perhaps Sound_GetLinkedVersion()). You should call
163 * SDL_Init() before calling this. Sound_Init() will attempt to call
164 * SDL_Init(SDL_INIT_AUDIO), just in case. This is a safe behaviour, but it
165 * may not configure SDL to your liking by itself.
166 *
167 * @return nonzero on success, zero on error. Specifics of the error can be
168 * gleaned from Sound_GetLastError().
169 */
170 extern DECLSPEC int Sound_Init(void);
171
172
173 /**
174 * Shutdown SDL_sound. This closes any SDL_RWops that were being used as
175 * sound sources, and frees any resources in use by SDL_sound.
176 *
177 * All Sound_Sample pointers you had prior to this call are INVALIDATED.
178 *
179 * Once successfully deinitialized, Sound_Init() can be called again to
180 * restart the subsystem. All defaults API states are restored at this
181 * point.
182 *
183 * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit()
184 * for you!
185 *
186 * @return nonzero on success, zero on error. Specifics of the error can be
187 * gleaned from Sound_GetLastError(). If failure, state of SDL_sound
188 * is undefined, and probably badly screwed up.
189 */
190 extern DECLSPEC int Sound_Quit(void);
191
192
193 /**
194 * Get a list of sound formats supported by this implementation of SDL_sound.
195 * This is for informational purposes only. Note that the extension listed is
196 * merely convention: if we list "MP3", you can open an MPEG Audio layer 3
197 * file with an extension of "XYZ", if you like. The file extensions are
198 * informational, and only required as a hint to choosing the correct
199 * decoder, since the sound data may not be coming from a file at all, thanks
200 * to the abstraction that an SDL_RWops provides.
201 *
202 * The returned value is an array of pointers to Sound_DecoderInfo structures,
203 * with a NULL entry to signify the end of the list:
204 *
205 * Sound_DecoderInfo **i;
206 *
207 * for (i = Sound_AvailableDecoders(); *i != NULL; i++)
208 * {
209 * printf("Supported sound format: [%s], which is [%s].\n",
210 * i->extension, i->description);
211 * // ...and other fields...
212 * }
213 *
214 * The return values are pointers to static internal memory, and should
215 * be considered READ ONLY, and never freed.
216 *
217 * @return READ ONLY Null-terminated array of READ ONLY structures.
218 */
219 extern DECLSPEC const Sound_DecoderInfo **Sound_AvailableDecoders(void);
220
221
222 /**
223 * Get the last SDL_sound error message as a null-terminated string.
224 * This will be NULL if there's been no error since the last call to this
225 * function. The pointer returned by this call points to an internal buffer.
226 * Each thread has a unique error state associated with it, but each time
227 * a new error message is set, it will overwrite the previous one associated
228 * with that thread. It is safe to call this function at anytime, even
229 * before Sound_Init().
230 *
231 * @return READ ONLY string of last error message.
232 */
233 extern DECLSPEC const char *Sound_GetLastError(void);
234
235
236 /**
237 * Start decoding a new sound sample. The data is read via an SDL_RWops
238 * structure (see SDL_rwops.h in the SDL include directory), so it may be
239 * coming from memory, disk, network stream, etc. The (ext) parameter is
240 * merely a hint to determining the correct decoder; if you specify, for
241 * example, "mp3" for an extension, and one of the decoders lists that
242 * (case sensitive) as a handled extension, then that decoder is given
243 * first shot at trying to claim the data for decoding. If none of the
244 * extensions match (or the extension is NULL), then every decoder examines
245 * the data to determine if it can handle it, until one accepts it.
246 * If no decoders can handle the data, a NULL value is returned, and a human
247 * readable error message can be fetched from Sound_GetLastError().
248 * Optionally, a desired audio format can be specified. If the incoming data
249 * is in a different format, SDL_sound will convert it to the desired format
250 * on the fly. Note that this can be an expensive operation, so it may be
251 * wise to convert data before you need to play it back, if possible, or
252 * make sure your data is initially in the format that you need it in.
253 * If you don't want to convert the data, you can specify NULL for a desired
254 * format. The incoming format of the data, preconversion, can be found
255 * in the Sound_Sample structure.
256 * Note that the raw sound data "decoder" needs you to specify both the
257 * extension "RAWDATA" and a "desired" format, or it will refuse to handle
258 * the data.
259 * Finally, specify an initial buffer size; this is the number of bytes that
260 * will be allocated to store each read from the sound buffer. The more you
261 * can safely allocate, the more decoding can be done in one block, but the
262 * more resources you have to use up, and the longer each decoding call will
263 * take. Note that different data formats require more or less space to
264 * store. This buffer can be resized via Sound_SetBufferSize() ...
265 *
266 * When you are done with this Sound_Sample pointer, you can dispose of it
267 * via Sound_FreeSample().
268 *
269 * @param rw SDL_RWops with sound data.
270 * @param ext File extension normally associated with a data format.
271 * Can usually be NULL.
272 * @param desired Format to convert sound data into. Can usually be NULL,
273 * if you don't need conversion.
274 * @return Sound_Sample pointer, which is used as a handle to several other
275 * SDL_sound APIs. NULL on error. If error, use
276 * Sound_GetLastError() to see what went wrong.
277 */
278 extern DECLSPEC Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext,
279 SDL_AudioInfo *desired,
280 Uint32 bufferSize);
281
282 /**
283 * Dispose of a Sound_Sample pointer that was returned from Sound_NewSample().
284 * This will also close/dispose of the SDL_RWops that was used at creation
285 * time, so there's no need to keep a reference to that around.
286 * The Sound_Sample pointer is invalid after this call, and will almost
287 * certainly result in a crash if you attempt to keep using it.
288 *
289 * @param sample The Sound_Sample to delete.
290 */
291 extern DECLSPEC void Sound_FreeSample(Sound_Sample *sample);
292
293
294 /**
295 * Decode more of the sound data in a Sound_Sample. It will decode at most
296 * sample->buffer_size bytes into sample->buffer in the desired format, and
297 * return the number of decoded bytes.
298 * If sample->buffer_size bytes could not be decoded, then please refer to
299 * sample->flags to determine if this was an End-of-stream or error condition.
300 *
301 * @param sample Do more decoding to this Sound_Sample.
302 * @return number of bytes decoded into sample->buffer. If it is less than
303 * sample->buffer_size, then you should check sample->flags to see
304 * what the current state of the sample is (EOF, error, read again).
305 */
306 extern DECLSPEC Uint32 Sound_Decode(Sound_Sample *sample);
307
308
309 /**
310 * Decode the remainder of the sound data in a Sound_Sample. This will
311 * dynamically allocate memory for the ENTIRE remaining sample.
312 * sample->buffer_size and sample->buffer will be updated to reflect the
313 * new buffer. Please refer to sample->flags to determine if the decoding
314 * finished due to an End-of-stream or error condition.
315 *
316 * Be aware that sound data can take a large amount of memory, and that
317 * this function may block for quite awhile while processing. Also note
318 * that a streaming source (for example, from a SDL_RWops that is getting
319 * fed from an Internet radio feed that doesn't end) may fill all available
320 * memory before giving up...be sure to use this on finite sound sources
321 * only!
322 *
323 * @param sample Do all decoding for this Sound_Sample.
324 * @return number of bytes decoded into sample->buffer. If it is less than
325 * sample->buffer_size, then you should check sample->flags to see
326 * what the current state of the sample is (EOF, error, read again).
327 */
328 extern DECLSPEC Uint32 Sound_DecodeAll(Sound_Sample *sample);
329
330 #ifdef __cplusplus
331 }
332 #endif
333
334 #endif /* !defined _INCLUDE_SDL_VOICE_H_ */
335
336 /* end of SDL_sound.h ... */
337