Mercurial > SDL_sound_CoreAudio
diff SDL_sound.h @ 3:fd6cd0e04e6f
First stab at implementation complete.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Mon, 17 Sep 2001 18:10:16 +0000 |
parents | 508aac690b19 |
children | 5ff1dce70aec |
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--- a/SDL_sound.h Mon Sep 17 18:09:46 2001 +0000 +++ b/SDL_sound.h Mon Sep 17 18:10:16 2001 +0000 @@ -24,7 +24,7 @@ * your choice. This gives you a nice abstraction for getting sound into your * game or application; just feed it to SDL_sound, and it will handle * decoding and converting, so you can just pass it to your SDL audio - * callback (or whatever). Since it gets data from a SDL_RWops, you can get + * callback (or whatever). Since it gets data from an SDL_RWops, you can get * the initial sound data from any number of sources: file, memory buffer, * network connection, etc. * @@ -33,14 +33,14 @@ * be found at http://www.libsdl.org/ * * Support is in place or planned for the following sound formats: - * - .WAV (Microsoft WAVfile RIFF data, internal.) - * - .VOC (Creative Labs' Voice format, internal.) - * - .MP3 (MPEG-1 layer 3 support, via the SMPEG library.) - * - .MID (MIDI music converted to Waveform data, via Timidity.) - * - .MOD (MOD files, via MikMod.) - * - .OGG (Ogg files, via Ogg Vorbis libraries.) - * - .RAWDATA (Raw sound data in any format, internal.) - * - .CDA (CD audio read into a sound buffer, internal.) + * - .WAV (Microsoft WAVfile RIFF data, internal.) + * - .VOC (Creative Labs' Voice format, internal.) + * - .MP3 (MPEG-1 layer 3 support, via the SMPEG library.) + * - .MID (MIDI music converted to Waveform data, via Timidity.) + * - .MOD (MOD files, via MikMod.) + * - .OGG (Ogg files, via Ogg Vorbis libraries.) + * - .RAW (Raw sound data in any format, internal.) + * - .CDA (CD audio read into a sound buffer, internal.) * - .AU * - .AIFF * @@ -64,7 +64,7 @@ * These are flags that are used in a Sound_Sample (below) to show various * states. * - * To use: "if (sample->flags & SOUND_SAMPLEFLAGS_ERROR) { dosomething(); }" + * To use: "if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); }" */ typedef enum __SOUND_SAMPLEFLAGS__ { @@ -72,16 +72,43 @@ /* these are set at sample creation time... */ SOUND_SAMPLEFLAG_NEEDSEEK = 1, /* SDL_RWops must be able to seek. */ - SOUND_SAMPLEFLAG_STREAMING = 1 << 1, /* source is streaming (no EOF). */ /* these are set during decoding... */ SOUND_SAMPLEFLAG_EOF = 1 << 29, /* end of input stream. */ SOUND_SAMPLEFLAG_ERROR = 1 << 30, /* unrecoverable error. */ - SOUND_SAMPLEFLAG_AGAIN = 1 << 31 /* couldn't read without blocking. */ + SOUND_SAMPLEFLAG_EAGAIN = 1 << 31 /* would block, or temp error. */ } Sound_SampleFlags; /* + * Basics of a decoded sample's data structure: data format (see AUDIO_U8 and + * friends in SDL_audio.h), number of channels, and sample rate. If you need + * more explanation than that, you should stop developing sound code right + * now. + */ +typedef struct __SOUND_AUDIOINFO__ +{ + Uint16 format; + Uint8 channels; + Uint32 rate; +} Sound_AudioInfo; + + +/* + * Each decoder sets up one of these structs, which can be retrieved via + * the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY. + */ +typedef struct __SOUND_DECODERINFO__ +{ + const char *extension; /* standard file extension. "MP3", "WAV"... */ + const char *description; /* Human readable description of decoder. */ + const char *author; /* "Name Of Author <email@emailhost.dom>" */ + const char *url; /* URL specific to this decoder. */ +} Sound_DecoderInfo; + + + +/* * The Sound_Sample structure is the heart of SDL_sound. This holds * information about a source of sound data as it is being decoded. * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to @@ -90,9 +117,9 @@ typedef struct __SOUND_SAMPLE__ { void *opaque; /* Internal use only. */ - Sound_DecoderInfo *decoder; /* Decoder used for this sample. */ - SDL_AudioSpec desired; /* Desired audio format for conversion. */ - SDL_AudioSpec actual; /* Actual audio format of sample. */ + const Sound_DecoderInfo *decoder; /* Decoder used for this sample. */ + Sound_AudioInfo desired; /* Desired audio format for conversion. */ + Sound_AudioInfo actual; /* Actual audio format of sample. */ void *buffer; /* Decoded sound data lands in here. */ Uint32 buffer_size; /* Current size of (buffer), in bytes. */ Sound_SampleFlags flags; /* Flags relating to this sample. */ @@ -100,19 +127,6 @@ /* - * Each decoder sets up one of these structs, which can be retrieved via - * the Sound_AvailableDecoders() function. - */ -typedef struct __PHYSFS_ARCHIVEINFO__ -{ - const char *extension; /* Case sensitive standard file extension. */ - const char *description; /* Human readable description of decoder. */ - const char *author; /* "Name Of Author (email@emailhost.dom)" */ - const char *url; /* URL specific to this decoder. */ -} PHYSFS_ArchiveInfo; - - -/* * Just what it says: a x.y.z style version number... */ typedef struct __SOUND_VERSION__ @@ -179,7 +193,7 @@ * All Sound_Sample pointers you had prior to this call are INVALIDATED. * * Once successfully deinitialized, Sound_Init() can be called again to - * restart the subsystem. All defaults API states are restored at this + * restart the subsystem. All default API states are restored at this * point. * * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit() @@ -232,7 +246,14 @@ * * @return READ ONLY string of last error message. */ -extern DECLSPEC const char *Sound_GetLastError(void); +extern DECLSPEC const char *Sound_GetError(void); + + +/** + * Clear the current error message, so the next call to Sound_GetError() will + * return NULL. + */ +extern DECLSPEC void Sound_ClearError(void); /** @@ -241,10 +262,11 @@ * coming from memory, disk, network stream, etc. The (ext) parameter is * merely a hint to determining the correct decoder; if you specify, for * example, "mp3" for an extension, and one of the decoders lists that - * (case sensitive) as a handled extension, then that decoder is given - * first shot at trying to claim the data for decoding. If none of the - * extensions match (or the extension is NULL), then every decoder examines - * the data to determine if it can handle it, until one accepts it. + * as a handled extension, then that decoder is given first shot at trying + * to claim the data for decoding. If none of the extensions match (or the + * extension is NULL), then every decoder examines the data to determine if + * it can handle it, until one accepts it. In such a case your SDL_RWops will + * need to be capable of rewinding to the start of the stream. * If no decoders can handle the data, a NULL value is returned, and a human * readable error message can be fetched from Sound_GetLastError(). * Optionally, a desired audio format can be specified. If the incoming data @@ -256,17 +278,27 @@ * format. The incoming format of the data, preconversion, can be found * in the Sound_Sample structure. * Note that the raw sound data "decoder" needs you to specify both the - * extension "RAWDATA" and a "desired" format, or it will refuse to handle - * the data. + * extension "RAW" and a "desired" format, or it will refuse to handle + * the data. This is to prevent it from catching all formats unsupported + * by the other decoders. * Finally, specify an initial buffer size; this is the number of bytes that * will be allocated to store each read from the sound buffer. The more you * can safely allocate, the more decoding can be done in one block, but the * more resources you have to use up, and the longer each decoding call will * take. Note that different data formats require more or less space to * store. This buffer can be resized via Sound_SetBufferSize() ... - * + * The buffer size specified must be a multiple of the size of a single + * sample (not to be confused with a single Sound_Sample). So, if you want + * 16-bit, stereo samples, then your sample size is (2 channels * 16 bits), + * or 32 bits per sample, which is four bytes. In such a case, you could + * specify 128 or 132 bytes for a buffer, but not 129, 130, or 131, although + * in reality, you'll want to specify a MUCH larger buffer. * When you are done with this Sound_Sample pointer, you can dispose of it * via Sound_FreeSample(). + * You do not have to keep a reference to (rw) around. If this function + * suceeds, it stores (rw) internally (and disposes of it during the call + * to Sound_FreeSample()). If this function fails, it will dispose of the + * SDL_RWops for you. * * @param rw SDL_RWops with sound data. * @param ext File extension normally associated with a data format. @@ -278,10 +310,30 @@ * Sound_GetLastError() to see what went wrong. */ extern DECLSPEC Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext, - SDL_AudioInfo *desired, + Sound_AudioInfo *desired, Uint32 bufferSize); /** + * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you + * from the file located in (filename). Note that (filename) is specified in + * platform-dependent notation. ("C:\\music\\mysong.mp3" on windows, and + * "/home/icculus/music/mysong.mp3" or whatever on Unix, etc.) + * Sound_NewSample()'s "ext" parameter is gleaned from the contents of + * (filename). + * + * @param filename file containing sound data. + * @param desired Format to convert sound data into. Can usually be NULL, + * if you don't need conversion. + * @param bufferSize size, in bytes, of initial read buffer. + * @return Sound_Sample pointer, which is used as a handle to several other + * SDL_sound APIs. NULL on error. If error, use + * Sound_GetLastError() to see what went wrong. + */ +extern DECLSPEC Sound_Sample *Sound_NewSampleFromFile(const char *filename, + Sound_AudioInfo *desired, + Uint32 bufferSize); + +/** * Dispose of a Sound_Sample pointer that was returned from Sound_NewSample(). * This will also close/dispose of the SDL_RWops that was used at creation * time, so there's no need to keep a reference to that around. @@ -294,6 +346,29 @@ /** + * Change the current buffer size for a sample. If the buffer size could + * be changed, then the sample->buffer and sample->buffer_size fields will + * reflect that. If they could not be changed, then your original sample + * state is preserved. If the buffer is shrinking, the data at the end of + * buffer is truncated. If the buffer is growing, the contents of the new + * space at the end is undefined until you decode more into it or initialize + * it yourself. + * + * The buffer size specified must be a multiple of the size of a single + * sample (not to be confused with a single Sound_Sample). So, if you want + * 16-bit, stereo samples, then your sample size is (2 channels * 16 bits), + * or 32 bits per sample, which is four bytes. In such a case, you could + * specify 128 or 132 bytes for a buffer, but not 129, 130, or 131, although + * in reality, you'll want to specify a MUCH larger buffer. + * + * @param sample The Sound_Sample whose buffer to modify. + * @param new_size The desired size, in bytes, of the new buffer. + * @return non-zero if buffer size changed, zero on failure. + */ +extern DECLSPEC int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size); + + +/** * Decode more of the sound data in a Sound_Sample. It will decode at most * sample->buffer_size bytes into sample->buffer in the desired format, and * return the number of decoded bytes.