annotate include/SDL_audio.h @ 3566:07c8339c95c6

Fixed bug #905 Give the foreign window message proc more control over Windows events. This may need to be adjusted when we add the capability for the app to specify whether it wants SDL to handle input for the window or not.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 15 Dec 2009 09:20:10 +0000
parents cf815007e443
children f7b03b6838cb
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22
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23 /**
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24 * \file SDL_audio.h
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25 *
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26 * Access to the raw audio mixing buffer for the SDL library.
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27 */
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28
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29 #ifndef _SDL_audio_h
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30 #define _SDL_audio_h
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31
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32 #include "SDL_stdinc.h"
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33 #include "SDL_error.h"
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34 #include "SDL_endian.h"
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35 #include "SDL_mutex.h"
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36 #include "SDL_thread.h"
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37 #include "SDL_rwops.h"
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38
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39 #include "begin_code.h"
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40 /* Set up for C function definitions, even when using C++ */
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41 #ifdef __cplusplus
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42 /* *INDENT-OFF* */
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43 extern "C" {
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44 /* *INDENT-ON* */
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45 #endif
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46
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47 /**
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48 * \brief Audio format flags.
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49 *
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50 * These are what the 16 bits in SDL_AudioFormat currently mean...
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51 * (Unspecified bits are always zero).
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52 *
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53 * \verbatim
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54 ++-----------------------sample is signed if set
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55 ||
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56 || ++-----------sample is bigendian if set
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57 || ||
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58 || || ++---sample is float if set
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59 || || ||
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60 || || || +---sample bit size---+
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61 || || || | |
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62 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
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63 \endverbatim
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64 *
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65 * There are macros in SDL 1.3 and later to query these bits.
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66 */
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67 typedef Uint16 SDL_AudioFormat;
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68
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69 /**
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70 * \name Audio flags
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71 */
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72 /*@{*/
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73
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74 #define SDL_AUDIO_MASK_BITSIZE (0xFF)
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75 #define SDL_AUDIO_MASK_DATATYPE (1<<8)
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76 #define SDL_AUDIO_MASK_ENDIAN (1<<12)
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77 #define SDL_AUDIO_MASK_SIGNED (1<<15)
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78 #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
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79 #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
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80 #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
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81 #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
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82 #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
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83 #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
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84 #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
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85
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86 /**
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87 * \name Audio format flags
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88 *
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89 * Defaults to LSB byte order.
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90 */
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91 /*@{*/
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92 #define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
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93 #define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
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94 #define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
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95 #define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
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96 #define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
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97 #define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
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98 #define AUDIO_U16 AUDIO_U16LSB
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99 #define AUDIO_S16 AUDIO_S16LSB
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100 /*@}*/
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101
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102 /**
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103 * \name int32 support
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104 *
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105 * New to SDL 1.3.
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106 */
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107 /*@{*/
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108 #define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
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109 #define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
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110 #define AUDIO_S32 AUDIO_S32LSB
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111 /*@}*/
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112
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113 /**
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114 * \name float32 support
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115 *
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116 * New to SDL 1.3.
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117 */
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118 /*@{*/
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119 #define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
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120 #define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
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121 #define AUDIO_F32 AUDIO_F32LSB
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122 /*@}*/
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123
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124 /**
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125 * \name Native audio byte ordering
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126 */
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127 /*@{*/
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128 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
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129 #define AUDIO_U16SYS AUDIO_U16LSB
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130 #define AUDIO_S16SYS AUDIO_S16LSB
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131 #define AUDIO_S32SYS AUDIO_S32LSB
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132 #define AUDIO_F32SYS AUDIO_F32LSB
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133 #else
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134 #define AUDIO_U16SYS AUDIO_U16MSB
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135 #define AUDIO_S16SYS AUDIO_S16MSB
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136 #define AUDIO_S32SYS AUDIO_S32MSB
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137 #define AUDIO_F32SYS AUDIO_F32MSB
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138 #endif
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139 /*@}*/
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140
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141 /**
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142 * \name Allow change flags
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143 *
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144 * Which audio format changes are allowed when opening a device.
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145 */
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146 /*@{*/
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147 #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
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148 #define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
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149 #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
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150 #define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
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151 /*@}*/
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152
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153 /*@}*//*Audio flags*/
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154
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155 /**
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156 * This function is called when the audio device needs more data.
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157 *
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158 * \param userdata An application-specific parameter saved in
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159 * the SDL_AudioSpec structure
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160 * \param stream A pointer to the audio data buffer.
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161 * \param len The length of that buffer in bytes.
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162 *
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163 * Once the callback returns, the buffer will no longer be valid.
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164 * Stereo samples are stored in a LRLRLR ordering.
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165 */
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166 typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
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167 int len);
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168
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169 /**
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170 * The calculated values in this structure are calculated by SDL_OpenAudio().
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171 */
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172 typedef struct SDL_AudioSpec
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173 {
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174 int freq; /**< DSP frequency -- samples per second */
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175 SDL_AudioFormat format; /**< Audio data format */
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176 Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
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177 Uint8 silence; /**< Audio buffer silence value (calculated) */
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178 Uint16 samples; /**< Audio buffer size in samples (power of 2) */
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179 Uint16 padding; /**< Necessary for some compile environments */
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180 Uint32 size; /**< Audio buffer size in bytes (calculated) */
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181 SDL_AudioCallback callback;
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182 void *userdata;
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183 } SDL_AudioSpec;
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184
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185
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186 struct SDL_AudioCVT;
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187 typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
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188 SDL_AudioFormat format);
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189
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190 /**
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191 * A structure to hold a set of audio conversion filters and buffers.
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192 */
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193 typedef struct SDL_AudioCVT
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194 {
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195 int needed; /**< Set to 1 if conversion possible */
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196 SDL_AudioFormat src_format; /**< Source audio format */
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197 SDL_AudioFormat dst_format; /**< Target audio format */
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198 double rate_incr; /**< Rate conversion increment */
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199 Uint8 *buf; /**< Buffer to hold entire audio data */
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200 int len; /**< Length of original audio buffer */
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201 int len_cvt; /**< Length of converted audio buffer */
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202 int len_mult; /**< buffer must be len*len_mult big */
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203 double len_ratio; /**< Given len, final size is len*len_ratio */
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204 SDL_AudioFilter filters[10]; /**< Filter list */
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205 int filter_index; /**< Current audio conversion function */
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206 } SDL_AudioCVT;
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207
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208
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209 /* Function prototypes */
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210
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211 /**
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212 * \name Driver discovery functions
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213 *
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214 * These functions return the list of built in audio drivers, in the
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215 * order that they are normally initialized by default.
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216 */
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217 /*@{*/
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218 extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
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219 extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
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220 /*@}*/
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221
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222 /**
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223 * \name Initialization and cleanup
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224 *
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225 * \internal These functions are used internally, and should not be used unless
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226 * you have a specific need to specify the audio driver you want to
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227 * use. You should normally use SDL_Init() or SDL_InitSubSystem().
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228 */
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229 /*@{*/
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230 extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
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231 extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
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232 /*@}*/
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233
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234 /**
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235 * This function returns the name of the current audio driver, or NULL
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236 * if no driver has been initialized.
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237 */
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238 extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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239
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240 /**
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241 * This function opens the audio device with the desired parameters, and
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242 * returns 0 if successful, placing the actual hardware parameters in the
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243 * structure pointed to by \c obtained. If \c obtained is NULL, the audio
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244 * data passed to the callback function will be guaranteed to be in the
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245 * requested format, and will be automatically converted to the hardware
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246 * audio format if necessary. This function returns -1 if it failed
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247 * to open the audio device, or couldn't set up the audio thread.
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248 *
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249 * When filling in the desired audio spec structure,
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250 * - \c desired->freq should be the desired audio frequency in samples-per-
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251 * second.
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252 * - \c desired->format should be the desired audio format.
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253 * - \c desired->samples is the desired size of the audio buffer, in
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254 * samples. This number should be a power of two, and may be adjusted by
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255 * the audio driver to a value more suitable for the hardware. Good values
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256 * seem to range between 512 and 8096 inclusive, depending on the
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257 * application and CPU speed. Smaller values yield faster response time,
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258 * but can lead to underflow if the application is doing heavy processing
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259 * and cannot fill the audio buffer in time. A stereo sample consists of
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260 * both right and left channels in LR ordering.
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261 * Note that the number of samples is directly related to time by the
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262 * following formula: \code ms = (samples*1000)/freq \endcode
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263 * - \c desired->size is the size in bytes of the audio buffer, and is
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264 * calculated by SDL_OpenAudio().
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265 * - \c desired->silence is the value used to set the buffer to silence,
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266 * and is calculated by SDL_OpenAudio().
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267 * - \c desired->callback should be set to a function that will be called
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268 * when the audio device is ready for more data. It is passed a pointer
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269 * to the audio buffer, and the length in bytes of the audio buffer.
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270 * This function usually runs in a separate thread, and so you should
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271 * protect data structures that it accesses by calling SDL_LockAudio()
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272 * and SDL_UnlockAudio() in your code.
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273 * - \c desired->userdata is passed as the first parameter to your callback
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274 * function.
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275 *
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276 * The audio device starts out playing silence when it's opened, and should
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277 * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
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278 * for your audio callback function to be called. Since the audio driver
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279 * may modify the requested size of the audio buffer, you should allocate
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280 * any local mixing buffers after you open the audio device.
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281 */
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282 extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
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283 SDL_AudioSpec * obtained);
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284
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285 /**
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286 * SDL Audio Device IDs.
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287 *
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288 * A successful call to SDL_OpenAudio() is always device id 1, and legacy
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289 * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
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290 * always returns devices >= 2 on success. The legacy calls are good both
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291 * for backwards compatibility and when you don't care about multiple,
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292 * specific, or capture devices.
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293 */
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294 typedef Uint32 SDL_AudioDeviceID;
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295
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296 /**
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297 * Get the number of available devices exposed by the current driver.
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298 * Only valid after a successfully initializing the audio subsystem.
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299 * Returns -1 if an explicit list of devices can't be determined; this is
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300 * not an error. For example, if SDL is set up to talk to a remote audio
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301 * server, it can't list every one available on the Internet, but it will
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302 * still allow a specific host to be specified to SDL_OpenAudioDevice().
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303 *
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304 * In many common cases, when this function returns a value <= 0, it can still
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305 * successfully open the default device (NULL for first argument of
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306 * SDL_OpenAudioDevice()).
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307 */
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308 extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
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309
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310 /**
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311 * Get the human-readable name of a specific audio device.
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312 * Must be a value between 0 and (number of audio devices-1).
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313 * Only valid after a successfully initializing the audio subsystem.
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314 * The values returned by this function reflect the latest call to
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315 * SDL_GetNumAudioDevices(); recall that function to redetect available
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316 * hardware.
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317 *
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318 * The string returned by this function is UTF-8 encoded, read-only, and
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319 * managed internally. You are not to free it. If you need to keep the
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320 * string for any length of time, you should make your own copy of it, as it
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321 * will be invalid next time any of several other SDL functions is called.
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322 */
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323 extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
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324 int iscapture);
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325
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326
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327 /**
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328 * Open a specific audio device. Passing in a device name of NULL requests
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329 * the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
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330 *
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331 * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
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332 * some drivers allow arbitrary and driver-specific strings, such as a
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333 * hostname/IP address for a remote audio server, or a filename in the
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334 * diskaudio driver.
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335 *
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336 * \return 0 on error, a valid device ID that is >= 2 on success.
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337 *
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338 * SDL_OpenAudio(), unlike this function, always acts on device ID 1.
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339 */
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340 extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
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341 *device,
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342 int iscapture,
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343 const
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344 SDL_AudioSpec *
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345 desired,
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346 SDL_AudioSpec *
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347 obtained,
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348 int
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349 allowed_changes);
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350
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351
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352
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353 /**
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354 * \name Audio state
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355 *
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356 * Get the current audio state.
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357 */
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358 /*@{*/
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359 typedef enum
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360 {
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361 SDL_AUDIO_STOPPED = 0,
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362 SDL_AUDIO_PLAYING,
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363 SDL_AUDIO_PAUSED
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364 } SDL_AudioStatus;
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365 extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
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366
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367 extern DECLSPEC SDL_AudioStatus SDLCALL
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368 SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
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369 /*@}*//*Audio State*/
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370
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371 /**
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372 * \name Pause audio functions
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373 *
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374 * These functions pause and unpause the audio callback processing.
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375 * They should be called with a parameter of 0 after opening the audio
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376 * device to start playing sound. This is so you can safely initialize
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377 * data for your callback function after opening the audio device.
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378 * Silence will be written to the audio device during the pause.
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379 */
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380 /*@{*/
337
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381 extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
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382 extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
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383 int pause_on);
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384 /*@}*//*Pause audio functions*/
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385
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386 /**
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387 * This function loads a WAVE from the data source, automatically freeing
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388 * that source if \c freesrc is non-zero. For example, to load a WAVE file,
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389 * you could do:
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390 * \code
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391 * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
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392 * \endcode
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393 *
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394 * If this function succeeds, it returns the given SDL_AudioSpec,
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395 * filled with the audio data format of the wave data, and sets
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396 * \c *audio_buf to a malloc()'d buffer containing the audio data,
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397 * and sets \c *audio_len to the length of that audio buffer, in bytes.
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398 * You need to free the audio buffer with SDL_FreeWAV() when you are
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399 * done with it.
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400 *
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401 * This function returns NULL and sets the SDL error message if the
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402 * wave file cannot be opened, uses an unknown data format, or is
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403 * corrupt. Currently raw and MS-ADPCM WAVE files are supported.
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404 */
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405 extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
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406 int freesrc,
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407 SDL_AudioSpec * spec,
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408 Uint8 ** audio_buf,
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409 Uint32 * audio_len);
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410
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411 /**
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412 * Loads a WAV from a file.
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413 * Compatibility convenience function.
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414 */
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415 #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
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416 SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
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417
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418 /**
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419 * This function frees data previously allocated with SDL_LoadWAV_RW()
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420 */
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421 extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
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422
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423 /**
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424 * This function takes a source format and rate and a destination format
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425 * and rate, and initializes the \c cvt structure with information needed
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426 * by SDL_ConvertAudio() to convert a buffer of audio data from one format
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427 * to the other.
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428 *
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429 * \return -1 if the format conversion is not supported, 0 if there's
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430 * no conversion needed, or 1 if the audio filter is set up.
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431 */
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432 extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
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433 SDL_AudioFormat src_format,
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434 Uint8 src_channels,
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435 int src_rate,
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436 SDL_AudioFormat dst_format,
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437 Uint8 dst_channels,
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438 int dst_rate);
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439
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440 /**
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441 * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
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442 * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
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443 * audio data in the source format, this function will convert it in-place
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444 * to the desired format.
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445 *
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446 * The data conversion may expand the size of the audio data, so the buffer
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447 * \c cvt->buf should be allocated after the \c cvt structure is initialized by
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448 * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
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449 */
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450 extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
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451
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452 #define SDL_MIX_MAXVOLUME 128
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453 /**
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454 * This takes two audio buffers of the playing audio format and mixes
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455 * them, performing addition, volume adjustment, and overflow clipping.
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456 * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
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457 * for full audio volume. Note this does not change hardware volume.
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458 * This is provided for convenience -- you can mix your own audio data.
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459 */
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460 extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
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461 Uint32 len, int volume);
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462
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463 /**
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464 * This works like SDL_MixAudio(), but you specify the audio format instead of
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465 * using the format of audio device 1. Thus it can be used when no audio
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466 * device is open at all.
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467 */
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468 extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
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469 const Uint8 * src,
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470 SDL_AudioFormat format,
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471 Uint32 len, int volume);
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472
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473 /**
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474 * \name Audio lock functions
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475 *
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476 * The lock manipulated by these functions protects the callback function.
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477 * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
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478 * the callback function is not running. Do not call these from the callback
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479 * function or you will cause deadlock.
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480 */
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481 /*@{*/
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482 extern DECLSPEC void SDLCALL SDL_LockAudio(void);
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483 extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
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484 extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
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485 extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
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486 /*@}*//*Audio lock functions*/
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487
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488 /**
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489 * This function shuts down audio processing and closes the audio device.
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490 */
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491 extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
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492 extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
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493
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494 /**
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495 * \return 1 if audio device is still functioning, zero if not, -1 on error.
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496 */
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497 extern DECLSPEC int SDLCALL SDL_AudioDeviceConnected(SDL_AudioDeviceID dev);
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498
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499
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500 /* Ends C function definitions when using C++ */
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501 #ifdef __cplusplus
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502 /* *INDENT-OFF* */
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503 }
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504 /* *INDENT-ON* */
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505 #endif
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506 #include "close_code.h"
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507
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508 #endif /* _SDL_audio_h */
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509
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510 /* vi: set ts=4 sw=4 expandtab: */