annotate include/SDL_audio.h @ 2688:71c56e900f8b gsoc2008_nds

Cleaning up the renderer code to hopefully squish any problems. Starting to incorporate sprites, as well
author Darren Alton <dalton@stevens.edu>
date Fri, 15 Aug 2008 10:17:07 +0000
parents 5f6550e5184f
children b8e736c8a5a8 4eb759edddf5
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2006 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 typedef Uint16 SDL_AudioFormat;
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48
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49 /* The calculated values in this structure are calculated by SDL_OpenAudio() */
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50 typedef struct SDL_AudioSpec
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51 {
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52 int freq; /* DSP frequency -- samples per second */
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53 SDL_AudioFormat format; /* Audio data format */
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54 Uint8 channels; /* Number of channels: 1 mono, 2 stereo */
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55 Uint8 silence; /* Audio buffer silence value (calculated) */
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56 Uint16 samples; /* Audio buffer size in samples (power of 2) */
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57 Uint16 padding; /* Necessary for some compile environments */
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58 Uint32 size; /* Audio buffer size in bytes (calculated) */
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59 /* This function is called when the audio device needs more data.
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60 'stream' is a pointer to the audio data buffer
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61 'len' is the length of that buffer in bytes.
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62 Once the callback returns, the buffer will no longer be valid.
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63 Stereo samples are stored in a LRLRLR ordering.
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64 */
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65 void (SDLCALL * callback) (void *userdata, Uint8 * stream, int len);
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66 void *userdata;
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67 } SDL_AudioSpec;
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68
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69
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70 /*
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71 These are what the 16 bits in SDL_AudioFormat currently mean...
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72 (Unspecified bits are always zero.)
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73
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74 ++-----------------------sample is signed if set
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75 ||
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76 || ++-----------sample is bigendian if set
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77 || ||
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78 || || ++---sample is float if set
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79 || || ||
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80 || || || +---sample bit size---+
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81 || || || | |
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82 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
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83
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84 There are macros in SDL 1.3 and later to query these bits.
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85 */
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86
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87 #define SDL_AUDIO_MASK_BITSIZE (0xFF)
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88 #define SDL_AUDIO_MASK_DATATYPE (1<<8)
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89 #define SDL_AUDIO_MASK_ENDIAN (1<<12)
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90 #define SDL_AUDIO_MASK_SIGNED (1<<15)
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91 #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
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92 #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
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93 #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
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94 #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
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95 #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
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96 #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
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97 #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
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98
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99 /* Audio format flags (defaults to LSB byte order) */
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100 #define AUDIO_U8 0x0008 /* Unsigned 8-bit samples */
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101 #define AUDIO_S8 0x8008 /* Signed 8-bit samples */
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102 #define AUDIO_U16LSB 0x0010 /* Unsigned 16-bit samples */
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103 #define AUDIO_S16LSB 0x8010 /* Signed 16-bit samples */
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104 #define AUDIO_U16MSB 0x1010 /* As above, but big-endian byte order */
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105 #define AUDIO_S16MSB 0x9010 /* As above, but big-endian byte order */
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106 #define AUDIO_U16 AUDIO_U16LSB
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107 #define AUDIO_S16 AUDIO_S16LSB
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108
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109 /* int32 support new to SDL 1.3 */
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110 #define AUDIO_S32LSB 0x8020 /* 32-bit integer samples */
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111 #define AUDIO_S32MSB 0x9020 /* As above, but big-endian byte order */
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112 #define AUDIO_S32 AUDIO_S32LSB
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113
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114 /* float32 support new to SDL 1.3 */
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115 #define AUDIO_F32LSB 0x8120 /* 32-bit floating point samples */
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116 #define AUDIO_F32MSB 0x9120 /* As above, but big-endian byte order */
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117 #define AUDIO_F32 AUDIO_F32LSB
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118
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119 /* Native audio byte ordering */
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120 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
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121 #define AUDIO_U16SYS AUDIO_U16LSB
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122 #define AUDIO_S16SYS AUDIO_S16LSB
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123 #define AUDIO_S32SYS AUDIO_S32LSB
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124 #define AUDIO_F32SYS AUDIO_F32LSB
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125 #else
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126 #define AUDIO_U16SYS AUDIO_U16MSB
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127 #define AUDIO_S16SYS AUDIO_S16MSB
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128 #define AUDIO_S32SYS AUDIO_S32MSB
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129 #define AUDIO_F32SYS AUDIO_F32MSB
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130 #endif
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131
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132
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133 /* A structure to hold a set of audio conversion filters and buffers */
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134 struct SDL_AudioCVT;
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135 typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
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136 SDL_AudioFormat format);
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137
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138 typedef struct SDL_AudioCVT
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139 {
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140 int needed; /* Set to 1 if conversion possible */
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141 SDL_AudioFormat src_format; /* Source audio format */
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142 SDL_AudioFormat dst_format; /* Target audio format */
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143 double rate_incr; /* Rate conversion increment */
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144 Uint8 *buf; /* Buffer to hold entire audio data */
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145 int len; /* Length of original audio buffer */
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146 int len_cvt; /* Length of converted audio buffer */
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147 int len_mult; /* buffer must be len*len_mult big */
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148 double len_ratio; /* Given len, final size is len*len_ratio */
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149 SDL_AudioFilter filters[10]; /* Filter list */
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150 int filter_index; /* Current audio conversion function */
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151 } SDL_AudioCVT;
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152
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153
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154 /* Function prototypes */
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155
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156 /* These functions return the list of built in audio drivers, in the
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157 * order that they are normally initialized by default.
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158 */
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159 extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
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160 extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
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161
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162 /* These functions are used internally, and should not be used unless you
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163 * have a specific need to specify the audio driver you want to use.
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164 * You should normally use SDL_Init() or SDL_InitSubSystem().
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165 */
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166 extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
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167 extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
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168
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169 /* This function returns the name of the current audio driver, or NULL
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170 * if no driver has been initialized.
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171 */
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172 extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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173
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174 /*
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175 * This function opens the audio device with the desired parameters, and
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176 * returns 0 if successful, placing the actual hardware parameters in the
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177 * structure pointed to by 'obtained'. If 'obtained' is NULL, the audio
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178 * data passed to the callback function will be guaranteed to be in the
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179 * requested format, and will be automatically converted to the hardware
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180 * audio format if necessary. This function returns -1 if it failed
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181 * to open the audio device, or couldn't set up the audio thread.
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182 *
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183 * When filling in the desired audio spec structure,
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184 * 'desired->freq' should be the desired audio frequency in samples-per-second.
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185 * 'desired->format' should be the desired audio format.
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186 * 'desired->samples' is the desired size of the audio buffer, in samples.
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187 * This number should be a power of two, and may be adjusted by the audio
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188 * driver to a value more suitable for the hardware. Good values seem to
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189 * range between 512 and 8096 inclusive, depending on the application and
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190 * CPU speed. Smaller values yield faster response time, but can lead
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191 * to underflow if the application is doing heavy processing and cannot
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192 * fill the audio buffer in time. A stereo sample consists of both right
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193 * and left channels in LR ordering.
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194 * Note that the number of samples is directly related to time by the
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195 * following formula: ms = (samples*1000)/freq
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196 * 'desired->size' is the size in bytes of the audio buffer, and is
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197 * calculated by SDL_OpenAudio().
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198 * 'desired->silence' is the value used to set the buffer to silence,
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199 * and is calculated by SDL_OpenAudio().
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200 * 'desired->callback' should be set to a function that will be called
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201 * when the audio device is ready for more data. It is passed a pointer
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202 * to the audio buffer, and the length in bytes of the audio buffer.
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203 * This function usually runs in a separate thread, and so you should
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204 * protect data structures that it accesses by calling SDL_LockAudio()
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205 * and SDL_UnlockAudio() in your code.
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206 * 'desired->userdata' is passed as the first parameter to your callback
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207 * function.
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208 *
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209 * The audio device starts out playing silence when it's opened, and should
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210 * be enabled for playing by calling SDL_PauseAudio(0) when you are ready
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211 * for your audio callback function to be called. Since the audio driver
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212 * may modify the requested size of the audio buffer, you should allocate
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213 * any local mixing buffers after you open the audio device.
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214 */
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215 extern DECLSPEC int SDLCALL SDL_OpenAudio(const SDL_AudioSpec * desired,
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216 SDL_AudioSpec * obtained);
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217
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218 /*
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219 * SDL Audio Device IDs.
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220 * A successful call to SDL_OpenAudio() is always device id 1, and legacy
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221 * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
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222 * always returns devices >= 2 on success. The legacy calls are good both
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223 * for backwards compatibility and when you don't care about multiple,
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224 * specific, or capture devices.
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225 */
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226 typedef Uint32 SDL_AudioDeviceID;
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227
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228 /*
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229 * Get the number of available devices exposed by the current driver.
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230 * Only valid after a successfully initializing the audio subsystem.
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231 * Returns -1 if an explicit list of devices can't be determined; this is
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232 * not an error. For example, if SDL is set up to talk to a remote audio
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233 * server, it can't list every one available on the Internet, but it will
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234 * still allow a specific host to be specified to SDL_OpenAudioDevice().
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235 * In many common cases, when this function returns a value <= 0, it can still
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236 * successfully open the default device (NULL for first argument of
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237 * SDL_OpenAudioDevice()).
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238 */
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239 extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
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240
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241 /*
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242 * Get the human-readable name of a specific audio device.
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243 * Must be a value between 0 and (number of audio devices-1).
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244 * Only valid after a successfully initializing the audio subsystem.
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245 * The values returned by this function reflect the latest call to
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246 * SDL_GetNumAudioDevices(); recall that function to redetect available
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247 * hardware.
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248 *
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249 * The string returned by this function is UTF-8 encoded, read-only, and
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250 * managed internally. You are not to free it. If you need to keep the
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251 * string for any length of time, you should make your own copy of it, as it
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252 * will be invalid next time any of several other SDL functions is called.
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253 */
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254 extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
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255 int iscapture);
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256
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257
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258 /*
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259 * Open a specific audio device. Passing in a device name of NULL requests
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260 * the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
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261 * The device name is a UTF-8 string reported by SDL_GetAudioDevice(), but
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262 * some drivers allow arbitrary and driver-specific strings, such as a
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263 * hostname/IP address for a remote audio server, or a filename in the
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264 * diskaudio driver.
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265 * Returns 0 on error, a valid device ID that is >= 2 on success.
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266 * SDL_OpenAudio(), unlike this function, always acts on device ID 1.
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267 */
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268 extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
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269 *device,
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270 int iscapture,
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271 const
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272 SDL_AudioSpec *
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273 desired,
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274 SDL_AudioSpec *
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275 obtained);
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276
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277
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278
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279 /*
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280 * Get the current audio state:
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281 */
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282 typedef enum
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283 {
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284 SDL_AUDIO_STOPPED = 0,
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285 SDL_AUDIO_PLAYING,
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286 SDL_AUDIO_PAUSED
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287 } SDL_audiostatus;
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288 extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void);
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289
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290 extern DECLSPEC SDL_audiostatus SDLCALL
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291 SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
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292
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293 /*
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294 * This function pauses and unpauses the audio callback processing.
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295 * It should be called with a parameter of 0 after opening the audio
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296 * device to start playing sound. This is so you can safely initialize
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297 * data for your callback function after opening the audio device.
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298 * Silence will be written to the audio device during the pause.
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299 */
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300 extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
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301 extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
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302 int pause_on);
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303
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304 /*
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305 * This function loads a WAVE from the data source, automatically freeing
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306 * that source if 'freesrc' is non-zero. For example, to load a WAVE file,
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307 * you could do:
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308 * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
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309 *
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310 * If this function succeeds, it returns the given SDL_AudioSpec,
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311 * filled with the audio data format of the wave data, and sets
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312 * 'audio_buf' to a malloc()'d buffer containing the audio data,
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313 * and sets 'audio_len' to the length of that audio buffer, in bytes.
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314 * You need to free the audio buffer with SDL_FreeWAV() when you are
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315 * done with it.
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316 *
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317 * This function returns NULL and sets the SDL error message if the
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318 * wave file cannot be opened, uses an unknown data format, or is
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319 * corrupt. Currently raw and MS-ADPCM WAVE files are supported.
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320 */
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321 extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
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322 int freesrc,
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323 SDL_AudioSpec * spec,
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324 Uint8 ** audio_buf,
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325 Uint32 * audio_len);
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326
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327 /* Compatibility convenience function -- loads a WAV from a file */
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328 #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
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329 SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
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330
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331 /*
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332 * This function frees data previously allocated with SDL_LoadWAV_RW()
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333 */
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334 extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
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335
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336 /*
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337 * This function takes a source format and rate and a destination format
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338 * and rate, and initializes the 'cvt' structure with information needed
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339 * by SDL_ConvertAudio() to convert a buffer of audio data from one format
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340 * to the other.
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341 * Returns -1 if the format conversion is not supported, 0 if there's
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342 * no conversion needed, or 1 if the audio filter is set up.
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343 */
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344 extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
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345 SDL_AudioFormat src_format,
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346 Uint8 src_channels,
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347 int src_rate,
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348 SDL_AudioFormat dst_format,
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349 Uint8 dst_channels,
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350 int dst_rate);
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351
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352 /* Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
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353 * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
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354 * audio data in the source format, this function will convert it in-place
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355 * to the desired format.
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356 * The data conversion may expand the size of the audio data, so the buffer
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357 * cvt->buf should be allocated after the cvt structure is initialized by
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358 * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
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359 */
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360 extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
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361
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362 /*
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363 * This takes two audio buffers of the playing audio format and mixes
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364 * them, performing addition, volume adjustment, and overflow clipping.
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365 * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
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366 * for full audio volume. Note this does not change hardware volume.
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367 * This is provided for convenience -- you can mix your own audio data.
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368 */
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369 #define SDL_MIX_MAXVOLUME 128
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370 extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
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371 Uint32 len, int volume);
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372
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373 /*
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374 * This works like SDL_MixAudio, but you specify the audio format instead of
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375 * using the format of audio device 1. Thus it can be used when no audio
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376 * device is open at all.
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377 */
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378 extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
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379 const Uint8 * src,
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380 SDL_AudioFormat format,
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381 Uint32 len, int volume);
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382
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383 /*
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384 * The lock manipulated by these functions protects the callback function.
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385 * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
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386 * callback function is not running. Do not call these from the callback
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387 * function or you will cause deadlock.
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388 */
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389 extern DECLSPEC void SDLCALL SDL_LockAudio(void);
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390 extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
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391 extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
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392 extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
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393
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394 /*
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395 * This function shuts down audio processing and closes the audio device.
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396 */
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397 extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
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398 extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
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399
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400 /*
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401 * Returns 1 if audio device is still functioning, zero if not, -1 on error.
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402 */
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403 extern DECLSPEC int SDLCALL SDL_AudioDeviceConnected(SDL_AudioDeviceID dev);
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404
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405
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406 /* Ends C function definitions when using C++ */
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407 #ifdef __cplusplus
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408 /* *INDENT-OFF* */
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409 }
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410 /* *INDENT-ON* */
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411 #endif
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412 #include "close_code.h"
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413
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414 #endif /* _SDL_audio_h */
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416 /* vi: set ts=4 sw=4 expandtab: */