Mercurial > SDL_sound_CoreAudio
view 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 |
parents | 137c0b00ea4c |
children | a0bb7a9c05b1 |
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/** \file SDL_sound.h */ /* * SDL_sound -- An abstract sound format decoding API. * Copyright (C) 2001 Ryan C. Gordon. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ /** * \mainpage SDL_sound * * The latest version of SDL_sound can be found at: * http://icculus.org/SDL_sound/ * * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data * into this library, and SDL_sound will take that data, in one of several * popular formats, and decode it into raw waveform data in the format of * 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 an SDL_RWops, you can get * the initial sound data from any number of sources: file, memory buffer, * network connection, etc. * * As the name implies, this library depends on SDL: Simple Directmedia Layer, * which is a powerful, free, and cross-platform multimedia library. It can * 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 and mpglib libraries.) * - .MID (MIDI music converted to Waveform data, internal.) * - .MOD (MOD files, via MikMod and ModPlug.) * - .OGG (Ogg files, via Ogg Vorbis libraries.) * - .SPX (Speex files, via libspeex.) * - .SHN (Shorten files, internal.) * - .RAW (Raw sound data in any format, internal.) * - .AU (Sun's Audio format, internal.) * - .AIFF (Audio Interchange format, internal.) * - .FLAC (Lossless audio compression, via libFLAC.) * * (...and more to come...) * * Please see the file COPYING in the source's root directory. * * \author Ryan C. Gordon (icculus@clutteredmind.org) * \author many others, please see CREDITS in the source's root directory. */ #ifndef _INCLUDE_SDL_SOUND_H_ #define _INCLUDE_SDL_SOUND_H_ #include "SDL.h" #include "SDL_endian.h" #ifdef __cplusplus extern "C" { #endif #ifndef DOXYGEN_SHOULD_IGNORE_THIS #ifndef SDLCALL /* may not be defined with older SDL releases. */ #define SDLCALL #endif #ifdef SDL_SOUND_DLL_EXPORTS # define SNDDECLSPEC __declspec(dllexport) #else # define SNDDECLSPEC #endif #define SOUND_VER_MAJOR 1 #define SOUND_VER_MINOR 0 #define SOUND_VER_PATCH 1 #endif /** * \enum Sound_SampleFlags * \brief Flags that are used in a Sound_Sample to show various states. * * To use: * \code * if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); } * \endcode * * \sa Sound_SampleNew * \sa Sound_SampleNewFromFile * \sa Sound_SampleDecode * \sa Sound_SampleDecodeAll * \sa Sound_SampleSeek */ typedef enum { SOUND_SAMPLEFLAG_NONE = 0, /**< No special attributes. */ /* these are set at sample creation time... */ SOUND_SAMPLEFLAG_CANSEEK = 1, /**< Sample can seek to arbitrary points. */ /* these are set during decoding... */ SOUND_SAMPLEFLAG_EOF = 1 << 29, /**< End of input stream. */ SOUND_SAMPLEFLAG_ERROR = 1 << 30, /**< Unrecoverable error. */ SOUND_SAMPLEFLAG_EAGAIN = 1 << 31 /**< Function would block, or temp error. */ } Sound_SampleFlags; /** * \struct Sound_AudioInfo * \brief Information about an existing sample's format. * * These are the 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. * * \sa Sound_SampleNew * \sa Sound_SampleNewFromFile */ typedef struct { Uint16 format; /**< Equivalent of SDL_AudioSpec.format. */ Uint8 channels; /**< Number of sound channels. 1 == mono, 2 == stereo. */ Uint32 rate; /**< Sample rate; frequency of sample points per second. */ } Sound_AudioInfo; /** * \struct Sound_DecoderInfo * \brief Information about available soudn decoders. * * Each decoder sets up one of these structs, which can be retrieved via * the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY. * * The extensions field is a NULL-terminated list of ASCIZ strings. You * should read it like this: * * \code * const char **ext; * for (ext = info->extensions; *ext != NULL; ext++) { * printf(" File extension \"%s\"\n", *ext); * } * \endcode * * \sa Sound_AvailableDecoders */ typedef struct { const char **extensions; /**< File extensions, list ends with NULL. */ 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; /** * \struct Sound_Sample * \brief Represents sound data in the process of being decoded. * * 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 * change them. */ typedef struct { void *opaque; /**< Internal use only. Don't touch. */ 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 (Uint8). */ Sound_SampleFlags flags; /**< Flags relating to this sample. */ } Sound_Sample; /** * \struct Sound_Version * \brief Information the version of SDL_sound in use. * * Represents the library's version as three levels: major revision * (increments with massive changes, additions, and enhancements), * minor revision (increments with backwards-compatible changes to the * major revision), and patchlevel (increments with fixes to the minor * revision). * * \sa SOUND_VERSION * \sa Sound_GetLinkedVersion */ typedef struct { int major; /**< major revision */ int minor; /**< minor revision */ int patch; /**< patchlevel */ } Sound_Version; /* functions and macros... */ /** * \def SOUND_VERSION(x) * \brief Macro to determine SDL_sound version program was compiled against. * * This macro fills in a Sound_Version structure with the version of the * library you compiled against. This is determined by what header the * compiler uses. Note that if you dynamically linked the library, you might * have a slightly newer or older version at runtime. That version can be * determined with Sound_GetLinkedVersion(), which, unlike SOUND_VERSION, * is not a macro. * * \param x A pointer to a Sound_Version struct to initialize. * * \sa Sound_Version * \sa Sound_GetLinkedVersion */ #define SOUND_VERSION(x) \ { \ (x)->major = SOUND_VER_MAJOR; \ (x)->minor = SOUND_VER_MINOR; \ (x)->patch = SOUND_VER_PATCH; \ } /** * \fn void Sound_GetLinkedVersion(Sound_Version *ver) * \brief Get the version of SDL_sound that is linked against your program. * * If you are using a shared library (DLL) version of SDL_sound, then it is * possible that it will be different than the version you compiled against. * * This is a real function; the macro SOUND_VERSION tells you what version * of SDL_sound you compiled against: * * \code * Sound_Version compiled; * Sound_Version linked; * * SOUND_VERSION(&compiled); * Sound_GetLinkedVersion(&linked); * printf("We compiled against SDL_sound version %d.%d.%d ...\n", * compiled.major, compiled.minor, compiled.patch); * printf("But we linked against SDL_sound version %d.%d.%d.\n", * linked.major, linked.minor, linked.patch); * \endcode * * This function may be called safely at any time, even before Sound_Init(). * * \param ver Sound_Version structure to fill with shared library's version. * * \sa Sound_Version * \sa SOUND_VERSION */ SNDDECLSPEC void SDLCALL Sound_GetLinkedVersion(Sound_Version *ver); /** * \fn Sound_Init(void) * \brief Initialize SDL_sound. * * This must be called before any other SDL_sound function (except perhaps * Sound_GetLinkedVersion()). You should call SDL_Init() before calling this. * Sound_Init() will attempt to call SDL_Init(SDL_INIT_AUDIO), just in case. * This is a safe behaviour, but it may not configure SDL to your liking by * itself. * * \return nonzero on success, zero on error. Specifics of the * error can be gleaned from Sound_GetError(). * * \sa Sound_Quit */ SNDDECLSPEC int SDLCALL Sound_Init(void); /** * \fn Sound_Quit(void) * \brief Shutdown SDL_sound. * * This closes any SDL_RWops that were being used as sound sources, and frees * any resources in use by SDL_sound. * * 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 default API states are restored at this * point. * * You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit() * for you! * * \return nonzero on success, zero on error. Specifics of the error * can be gleaned from Sound_GetError(). If failure, state of * SDL_sound is undefined, and probably badly screwed up. * * \sa Sound_Init */ SNDDECLSPEC int SDLCALL Sound_Quit(void); /** * \fn const Sound_DecoderInfo **Sound_AvailableDecoders(void) * \brief Get a list of sound formats supported by this version of SDL_sound. * * This is for informational purposes only. Note that the extension listed is * merely convention: if we list "MP3", you can open an MPEG-1 Layer 3 audio * file with an extension of "XYZ", if you like. The file extensions are * informational, and only required as a hint to choosing the correct * decoder, since the sound data may not be coming from a file at all, thanks * to the abstraction that an SDL_RWops provides. * * The returned value is an array of pointers to Sound_DecoderInfo structures, * with a NULL entry to signify the end of the list: * * \code * Sound_DecoderInfo **i; * * for (i = Sound_AvailableDecoders(); *i != NULL; i++) * { * printf("Supported sound format: [%s], which is [%s].\n", * i->extension, i->description); * // ...and other fields... * } * \endcode * * The return values are pointers to static internal memory, and should * be considered READ ONLY, and never freed. * * \return READ ONLY Null-terminated array of READ ONLY structures. * * \sa Sound_DecoderInfo */ SNDDECLSPEC const Sound_DecoderInfo ** SDLCALL Sound_AvailableDecoders(void); /** * \fn const char *Sound_GetError(void) * \brief Get the last SDL_sound error message as a null-terminated string. * * This will be NULL if there's been no error since the last call to this * function. The pointer returned by this call points to an internal buffer, * and should not be deallocated. Each thread has a unique error state * associated with it, but each time a new error message is set, it will * overwrite the previous one associated with that thread. It is safe to call * this function at anytime, even before Sound_Init(). * * \return READ ONLY string of last error message. * * \sa Sound_ClearError */ SNDDECLSPEC const char * SDLCALL Sound_GetError(void); /** * \fn void Sound_ClearError(void) * \brief Clear the current error message. * * The next call to Sound_GetError() after Sound_ClearError() will return NULL. * * \sa Sound_GetError */ SNDDECLSPEC void SDLCALL Sound_ClearError(void); /** * \fn Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext, Sound_AudioInfo *desired, Uint32 bufferSize) * \brief Start decoding a new sound sample. * * The data is read via an SDL_RWops structure (see SDL_rwops.h in the SDL * include directory), so it may be 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 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_GetError(). * * Optionally, a desired audio format can be specified. If the incoming data * is in a different format, SDL_sound will convert it to the desired format * on the fly. Note that this can be an expensive operation, so it may be * wise to convert data before you need to play it back, if possible, or * make sure your data is initially in the format that you need it in. * If you don't want to convert the data, you can specify NULL for a desired * 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 "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 point. So, if you want 16-bit, stereo samples, then your sample * point 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. * Can usually be NULL. * \param desired Format to convert sound data into. Can usually be NULL, * if you don't need conversion. * \param bufferSize Size, in bytes, to allocate for the decoding buffer. * \return Sound_Sample pointer, which is used as a handle to several other * SDL_sound APIs. NULL on error. If error, use * Sound_GetError() to see what went wrong. * * \sa Sound_NewSampleFromFile * \sa Sound_SetBufferSize * \sa Sound_Decode * \sa Sound_DecodeAll * \sa Sound_Seek * \sa Sound_Rewind * \sa Sound_FreeSample */ SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSample(SDL_RWops *rw, const char *ext, Sound_AudioInfo *desired, Uint32 bufferSize); /** * \fn Sound_Sample *Sound_NewSampleFromMem(const Uint8 *data, Sound_AudioInfo *desired, Uint32 bufferSize) * \brief Start decoding a new sound sample from a file on disk. * * This is identical to Sound_NewSample(), but it creates an SDL_RWops for you * from the (size) bytes of memory referenced by (data). * * This can pool RWops structures, so it may fragment the heap less over time * than using SDL_RWFromMem(). * * \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_GetError() to see what went wrong. * * \sa Sound_NewSample * \sa Sound_SetBufferSize * \sa Sound_Decode * \sa Sound_DecodeAll * \sa Sound_Seek * \sa Sound_Rewind * \sa Sound_FreeSample */ SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSampleFromMem(const Uint8 *data, Uint32 size, const char *ext, Sound_AudioInfo *desired, Uint32 bufferSize); /** * \fn Sound_Sample *Sound_NewSampleFromFile(const char *filename, Sound_AudioInfo *desired, Uint32 bufferSize) * \brief Start decoding a new sound sample from a file on disk. * * 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). * * This can pool RWops structures, so it may fragment the heap less over time * than using SDL_RWFromFile(). * * \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_GetError() to see what went wrong. * * \sa Sound_NewSample * \sa Sound_SetBufferSize * \sa Sound_Decode * \sa Sound_DecodeAll * \sa Sound_Seek * \sa Sound_Rewind * \sa Sound_FreeSample */ SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSampleFromFile(const char *fname, Sound_AudioInfo *desired, Uint32 bufferSize); /** * \fn void Sound_FreeSample(Sound_Sample *sample) * \brief Dispose of a Sound_Sample. * * 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. * The Sound_Sample pointer is invalid after this call, and will almost * certainly result in a crash if you attempt to keep using it. * * \param sample The Sound_Sample to delete. * * \sa Sound_NewSample * \sa Sound_NewSampleFromFile */ SNDDECLSPEC void SDLCALL Sound_FreeSample(Sound_Sample *sample); /** * \fn Sint32 Sound_GetDuration(Sound_Sample *sample) * \brief Retrieve total play time of sample, in milliseconds. * * Report total time length of sample, in milliseconds. This is a fast * call. Duration is calculated during Sound_NewSample*, so this is just * an accessor into otherwise opaque data. * * Please note that not all formats can determine a total time, some can't * be exact without fully decoding the data, and thus will estimate the * duration. Many decoders will require the ability to seek in the data * stream to calculate this, so even if we can tell you how long an .ogg * file will be, the same data set may fail if it's, say, streamed over an * HTTP connection. Plan accordingly. * * Most people won't need this function to just decode and playback, but it * can be useful for informational purposes in, say, a music player's UI. * * \param sample Sound_Sample from which to retrieve duration information. * \return Sample length in milliseconds, or -1 if duration can't be * determined for any reason. */ SNDDECLSPEC Sint32 SDLCALL Sound_GetDuration(Sound_Sample *sample); /** * \fn int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size) * \brief 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 point. So, if you want 16-bit, stereo samples, then your sample * point 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. * * \sa Sound_Decode * \sa Sound_DecodeAll */ SNDDECLSPEC int SDLCALL Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size); /** * \fn Uint32 Sound_Decode(Sound_Sample *sample) * \brief 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. * If sample->buffer_size bytes could not be decoded, then please refer to * sample->flags to determine if this was an end-of-stream or error condition. * * \param sample Do more decoding to this Sound_Sample. * \return number of bytes decoded into sample->buffer. If it is less than * sample->buffer_size, then you should check sample->flags to see * what the current state of the sample is (EOF, error, read again). * * \sa Sound_DecodeAll * \sa Sound_SetBufferSize * \sa Sound_Seek * \sa Sound_Rewind */ SNDDECLSPEC Uint32 SDLCALL Sound_Decode(Sound_Sample *sample); /** * \fn Uint32 Sound_DecodeAll(Sound_Sample *sample) * \brief Decode the remainder of the sound data in a Sound_Sample. * * This will dynamically allocate memory for the ENTIRE remaining sample. * sample->buffer_size and sample->buffer will be updated to reflect the * new buffer. Please refer to sample->flags to determine if the decoding * finished due to an End-of-stream or error condition. * * Be aware that sound data can take a large amount of memory, and that * this function may block for quite awhile while processing. Also note * that a streaming source (for example, from a SDL_RWops that is getting * fed from an Internet radio feed that doesn't end) may fill all available * memory before giving up...be sure to use this on finite sound sources * only! * * When decoding the sample in its entirety, the work is done one buffer at a * time. That is, sound is decoded in sample->buffer_size blocks, and * appended to a continually-growing buffer until the decoding completes. * That means that this function will need enough RAM to hold approximately * sample->buffer_size bytes plus the complete decoded sample at most. The * larger your buffer size, the less overhead this function needs, but beware * the possibility of paging to disk. Best to make this user-configurable if * the sample isn't specific and small. * * \param sample Do all decoding for this Sound_Sample. * \return number of bytes decoded into sample->buffer. You should check * sample->flags to see what the current state of the sample is * (EOF, error, read again). * * \sa Sound_Decode * \sa Sound_SetBufferSize */ SNDDECLSPEC Uint32 SDLCALL Sound_DecodeAll(Sound_Sample *sample); /** * \fn int Sound_Rewind(Sound_Sample *sample) * \brief Rewind a sample to the start. * * Restart a sample at the start of its waveform data, as if newly * created with Sound_NewSample(). If successful, the next call to * Sound_Decode[All]() will give audio data from the earliest point * in the stream. * * Beware that this function will fail if the SDL_RWops that feeds the * decoder can not be rewound via it's seek method, but this can * theoretically be avoided by wrapping it in some sort of buffering * SDL_RWops. * * This function should ONLY fail if the RWops is not seekable, or * SDL_sound is not initialized. Both can be controlled by the application, * and thus, it is up to the developer's paranoia to dictate whether this * function's return value need be checked at all. * * If this function fails, the state of the sample is undefined, but it * is still safe to call Sound_FreeSample() to dispose of it. * * On success, ERROR, EOF, and EAGAIN are cleared from sample->flags. The * ERROR flag is set on error. * * \param sample The Sound_Sample to rewind. * \return nonzero on success, zero on error. Specifics of the * error can be gleaned from Sound_GetError(). * * \sa Sound_Seek */ SNDDECLSPEC int SDLCALL Sound_Rewind(Sound_Sample *sample); /** * \fn int Sound_Seek(Sound_Sample *sample, Uint32 ms) * \brief Seek to a different point in a sample. * * Reposition a sample's stream. If successful, the next call to * Sound_Decode[All]() will give audio data from the offset you * specified. * * The offset is specified in milliseconds from the start of the * sample. * * Beware that this function can fail for several reasons. If the * SDL_RWops that feeds the decoder can not seek, this call will almost * certainly fail, but this can theoretically be avoided by wrapping it * in some sort of buffering SDL_RWops. Some decoders can never seek, * others can only seek with certain files. The decoders will set a flag * in the sample at creation time to help you determine this. * * You should check sample->flags & SOUND_SAMPLEFLAG_CANSEEK * before attempting. Sound_Seek() reports failure immediately if this * flag isn't set. This function can still fail for other reasons if the * flag is set. * * This function can be emulated in the application with Sound_Rewind() * and predecoding a specific amount of the sample, but this can be * extremely inefficient. Sound_Seek() accelerates the seek on a * with decoder-specific code. * * If this function fails, the sample should continue to function as if * this call was never made. If there was an unrecoverable error, * sample->flags & SOUND_SAMPLEFLAG_ERROR will be set, which you regular * decoding loop can pick up. * * On success, ERROR, EOF, and EAGAIN are cleared from sample->flags. * * \param sample The Sound_Sample to seek. * \param ms The new position, in milliseconds from start of sample. * \return nonzero on success, zero on error. Specifics of the * error can be gleaned from Sound_GetError(). * * \sa Sound_Rewind */ SNDDECLSPEC int SDLCALL Sound_Seek(Sound_Sample *sample, Uint32 ms); #ifdef __cplusplus } #endif #endif /* !defined _INCLUDE_SDL_SOUND_H_ */ /* end of SDL_sound.h ... */