Mercurial > sdl-ios-xcode
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> |
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date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | 6abc7e6f9817 |
children | 99210400e8b9 |
rev | line source |
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0 | 1 /* |
2 SDL - Simple DirectMedia Layer | |
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Updated copyright information and removed rcs id lines (problematic in branch merges)
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3 Copyright (C) 1997-2006 Sam Lantinga |
0 | 4 |
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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 |
0 | 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. |
0 | 9 |
10 This library is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
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Updated copyright information and removed rcs id lines (problematic in branch merges)
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13 Lesser General Public License for more details. |
0 | 14 |
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Updated copyright information and removed rcs id lines (problematic in branch merges)
Sam Lantinga <slouken@libsdl.org>
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15 You should have received a copy of the GNU Lesser General Public |
c9b51268668f
Updated copyright information and removed rcs id lines (problematic in branch merges)
Sam Lantinga <slouken@libsdl.org>
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16 License along with this library; if not, write to the Free Software |
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Updated copyright information and removed rcs id lines (problematic in branch merges)
Sam Lantinga <slouken@libsdl.org>
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
0 | 18 |
19 Sam Lantinga | |
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Updated the source with the correct e-mail address
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20 slouken@libsdl.org |
0 | 21 */ |
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Use consistent identifiers for the various platforms we support.
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22 #include "SDL_config.h" |
0 | 23 |
24 /* WAVE files are little-endian */ | |
25 | |
26 /*******************************************/ | |
27 /* Define values for Microsoft WAVE format */ | |
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" */ |
0 | 35 #define PCM_CODE 0x0001 |
36 #define MS_ADPCM_CODE 0x0002 | |
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Added int32 adn float32 support to SDL_LoadWAV_RW().
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37 #define IEEE_FLOAT_CODE 0x0003 |
0 | 38 #define IMA_ADPCM_CODE 0x0011 |
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Fixed some bugs in string handling
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39 #define MP3_CODE 0x0055 |
0 | 40 #define WAVE_MONO 1 |
41 #define WAVE_STEREO 2 | |
42 | |
43 /* Normally, these three chunks come consecutively in a WAVE file */ | |
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44 typedef struct WaveFMT |
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45 { |
0 | 46 /* Not saved in the chunk we read: |
47 Uint32 FMTchunk; | |
48 Uint32 fmtlen; | |
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 */ |
0 | 56 } WaveFMT; |
57 | |
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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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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62 Uint32 length; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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63 Uint8 *data; |
0 | 64 } Chunk; |
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65 /* vi: set ts=4 sw=4 expandtab: */ |