annotate src/audio/SDL_wave.h @ 2847:7d020441fa81

Don't hardcode RECT for fragment program texture targets. Now we can generate what a given system needs when compiling the shader.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 07 Dec 2008 07:06:34 +0000
parents 6abc7e6f9817
children 99210400e8b9
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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3692456e7b0f Use SDL_ prefixed versions of C library functions.
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5 This library is SDL_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 #include "SDL_config.h"
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23
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24 /* WAVE files are little-endian */
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25
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26 /*******************************************/
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27 /* Define values for Microsoft WAVE format */
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28 /*******************************************/
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29 #define RIFF 0x46464952 /* "RIFF" */
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30 #define WAVE 0x45564157 /* "WAVE" */
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31 #define FACT 0x74636166 /* "fact" */
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32 #define LIST 0x5453494c /* "LIST" */
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33 #define FMT 0x20746D66 /* "fmt " */
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34 #define DATA 0x61746164 /* "data" */
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35 #define PCM_CODE 0x0001
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36 #define MS_ADPCM_CODE 0x0002
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37 #define IEEE_FLOAT_CODE 0x0003
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38 #define IMA_ADPCM_CODE 0x0011
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39 #define MP3_CODE 0x0055
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40 #define WAVE_MONO 1
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41 #define WAVE_STEREO 2
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42
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43 /* Normally, these three chunks come consecutively in a WAVE file */
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44 typedef struct WaveFMT
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45 {
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46 /* Not saved in the chunk we read:
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47 Uint32 FMTchunk;
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48 Uint32 fmtlen;
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49 */
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50 Uint16 encoding;
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51 Uint16 channels; /* 1 = mono, 2 = stereo */
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52 Uint32 frequency; /* One of 11025, 22050, or 44100 Hz */
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53 Uint32 byterate; /* Average bytes per second */
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54 Uint16 blockalign; /* Bytes per sample block */
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55 Uint16 bitspersample; /* One of 8, 12, 16, or 4 for ADPCM */
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56 } WaveFMT;
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57
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58 /* The general chunk found in the WAVE file */
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59 typedef struct Chunk
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60 {
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61 Uint32 magic;
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62 Uint32 length;
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63 Uint8 *data;
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64 } Chunk;
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65 /* vi: set ts=4 sw=4 expandtab: */