Mercurial > sdl-ios-xcode
annotate docs/html/sdlloadwav.html @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 355632dca928 |
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rev | line source |
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0 | 1 <HTML |
2 ><HEAD | |
3 ><TITLE | |
4 >SDL_LoadWAV</TITLE | |
5 ><META | |
6 NAME="GENERATOR" | |
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ |
0 | 8 "><LINK |
9 REL="HOME" | |
10 TITLE="SDL Library Documentation" | |
11 HREF="index.html"><LINK | |
12 REL="UP" | |
13 TITLE="Audio" | |
14 HREF="audio.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="SDL_GetAudioStatus" | |
17 HREF="sdlgetaudiostatus.html"><LINK | |
18 REL="NEXT" | |
19 TITLE="SDL_FreeWAV" | |
20 HREF="sdlfreewav.html"></HEAD | |
21 ><BODY | |
22 CLASS="REFENTRY" | |
23 BGCOLOR="#FFF8DC" | |
24 TEXT="#000000" | |
25 LINK="#0000ee" | |
26 VLINK="#551a8b" | |
27 ALINK="#ff0000" | |
28 ><DIV | |
29 CLASS="NAVHEADER" | |
30 ><TABLE | |
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31 SUMMARY="Header navigation table" |
0 | 32 WIDTH="100%" |
33 BORDER="0" | |
34 CELLPADDING="0" | |
35 CELLSPACING="0" | |
36 ><TR | |
37 ><TH | |
38 COLSPAN="3" | |
39 ALIGN="center" | |
40 >SDL Library Documentation</TH | |
41 ></TR | |
42 ><TR | |
43 ><TD | |
44 WIDTH="10%" | |
45 ALIGN="left" | |
46 VALIGN="bottom" | |
47 ><A | |
48 HREF="sdlgetaudiostatus.html" | |
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49 ACCESSKEY="P" |
0 | 50 >Prev</A |
51 ></TD | |
52 ><TD | |
53 WIDTH="80%" | |
54 ALIGN="center" | |
55 VALIGN="bottom" | |
56 ></TD | |
57 ><TD | |
58 WIDTH="10%" | |
59 ALIGN="right" | |
60 VALIGN="bottom" | |
61 ><A | |
62 HREF="sdlfreewav.html" | |
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63 ACCESSKEY="N" |
0 | 64 >Next</A |
65 ></TD | |
66 ></TR | |
67 ></TABLE | |
68 ><HR | |
69 ALIGN="LEFT" | |
70 WIDTH="100%"></DIV | |
71 ><H1 | |
72 ><A | |
73 NAME="SDLLOADWAV" | |
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74 ></A |
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75 >SDL_LoadWAV</H1 |
0 | 76 ><DIV |
77 CLASS="REFNAMEDIV" | |
78 ><A | |
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79 NAME="AEN6816" |
0 | 80 ></A |
81 ><H2 | |
82 >Name</H2 | |
83 >SDL_LoadWAV -- Load a WAVE file</DIV | |
84 ><DIV | |
85 CLASS="REFSYNOPSISDIV" | |
86 ><A | |
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87 NAME="AEN6819" |
0 | 88 ></A |
89 ><H2 | |
90 >Synopsis</H2 | |
91 ><DIV | |
92 CLASS="FUNCSYNOPSIS" | |
93 ><A | |
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94 NAME="AEN6820" |
0 | 95 ></A |
96 ><P | |
97 ></P | |
98 ><PRE | |
99 CLASS="FUNCSYNOPSISINFO" | |
100 >#include "SDL.h"</PRE | |
101 ><P | |
102 ><CODE | |
103 ><CODE | |
104 CLASS="FUNCDEF" | |
105 >SDL_AudioSpec *<B | |
106 CLASS="FSFUNC" | |
107 >SDL_LoadWAV</B | |
108 ></CODE | |
109 >(const char *file, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);</CODE | |
110 ></P | |
111 ><P | |
112 ></P | |
113 ></DIV | |
114 ></DIV | |
115 ><DIV | |
116 CLASS="REFSECT1" | |
117 ><A | |
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118 NAME="AEN6826" |
0 | 119 ></A |
120 ><H2 | |
121 >Description</H2 | |
122 ><P | |
123 ><TT | |
124 CLASS="FUNCTION" | |
125 >SDL_LoadWAV</TT | |
126 > | |
127 This function loads a WAVE <TT | |
128 CLASS="PARAMETER" | |
129 ><I | |
130 >file</I | |
131 ></TT | |
132 > into memory.</P | |
133 ><P | |
134 >If this function succeeds, it returns the given | |
135 <A | |
136 HREF="sdlaudiospec.html" | |
137 ><TT | |
138 CLASS="FUNCTION" | |
139 >SDL_AudioSpec</TT | |
140 ></A | |
141 >, | |
142 filled with the audio data format of the wave data, and sets | |
143 <TT | |
144 CLASS="PARAMETER" | |
145 ><I | |
146 >audio_buf</I | |
147 ></TT | |
148 > to a <TT | |
149 CLASS="FUNCTION" | |
150 >malloc</TT | |
151 >'d | |
152 buffer containing the audio data, and sets <TT | |
153 CLASS="PARAMETER" | |
154 ><I | |
155 >audio_len</I | |
156 ></TT | |
157 > | |
158 to the length of that audio buffer, in bytes. You need to free the audio | |
159 buffer with <A | |
160 HREF="sdlfreewav.html" | |
161 ><TT | |
162 CLASS="FUNCTION" | |
163 >SDL_FreeWAV</TT | |
164 ></A | |
165 > when you are | |
166 done with it.</P | |
167 ><P | |
168 >This function returns <TT | |
169 CLASS="LITERAL" | |
170 >NULL</TT | |
171 > and sets the SDL | |
172 error message if the wave file cannot be opened, uses an unknown data format, | |
173 or is corrupt. Currently raw, MS-ADPCM and IMA-ADPCM WAVE files are supported.</P | |
174 ></DIV | |
175 ><DIV | |
176 CLASS="REFSECT1" | |
177 ><A | |
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178 NAME="AEN6841" |
0 | 179 ></A |
180 ><H2 | |
181 >Example</H2 | |
182 ><PRE | |
183 CLASS="PROGRAMLISTING" | |
184 >SDL_AudioSpec wav_spec; | |
185 Uint32 wav_length; | |
186 Uint8 *wav_buffer; | |
187 | |
188 /* Load the WAV */ | |
189 if( SDL_LoadWAV("test.wav", &wav_spec, &wav_buffer, &wav_length) == NULL ){ | |
190 fprintf(stderr, "Could not open test.wav: %s\n", SDL_GetError()); | |
191 exit(-1); | |
192 } | |
193 . | |
194 . | |
195 . | |
196 /* Do stuff with the WAV */ | |
197 . | |
198 . | |
199 /* Free It */ | |
200 SDL_FreeWAV(wav_buffer);</PRE | |
201 ></DIV | |
202 ><DIV | |
203 CLASS="REFSECT1" | |
204 ><A | |
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205 NAME="AEN6844" |
0 | 206 ></A |
207 ><H2 | |
208 >See Also</H2 | |
209 ><P | |
210 ><A | |
211 HREF="sdlaudiospec.html" | |
212 ><SPAN | |
213 CLASS="STRUCTNAME" | |
214 >SDL_AudioSpec</SPAN | |
215 ></A | |
216 >, | |
217 <A | |
218 HREF="sdlopenaudio.html" | |
219 ><TT | |
220 CLASS="FUNCTION" | |
221 >SDL_OpenAudio</TT | |
222 ></A | |
223 >, | |
224 <A | |
225 HREF="sdlfreewav.html" | |
226 ><TT | |
227 CLASS="FUNCTION" | |
228 >SDL_FreeWAV</TT | |
229 ></A | |
230 ></P | |
231 ></DIV | |
232 ><DIV | |
233 CLASS="NAVFOOTER" | |
234 ><HR | |
235 ALIGN="LEFT" | |
236 WIDTH="100%"><TABLE | |
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237 SUMMARY="Footer navigation table" |
0 | 238 WIDTH="100%" |
239 BORDER="0" | |
240 CELLPADDING="0" | |
241 CELLSPACING="0" | |
242 ><TR | |
243 ><TD | |
244 WIDTH="33%" | |
245 ALIGN="left" | |
246 VALIGN="top" | |
247 ><A | |
248 HREF="sdlgetaudiostatus.html" | |
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249 ACCESSKEY="P" |
0 | 250 >Prev</A |
251 ></TD | |
252 ><TD | |
253 WIDTH="34%" | |
254 ALIGN="center" | |
255 VALIGN="top" | |
256 ><A | |
257 HREF="index.html" | |
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258 ACCESSKEY="H" |
0 | 259 >Home</A |
260 ></TD | |
261 ><TD | |
262 WIDTH="33%" | |
263 ALIGN="right" | |
264 VALIGN="top" | |
265 ><A | |
266 HREF="sdlfreewav.html" | |
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267 ACCESSKEY="N" |
0 | 268 >Next</A |
269 ></TD | |
270 ></TR | |
271 ><TR | |
272 ><TD | |
273 WIDTH="33%" | |
274 ALIGN="left" | |
275 VALIGN="top" | |
276 >SDL_GetAudioStatus</TD | |
277 ><TD | |
278 WIDTH="34%" | |
279 ALIGN="center" | |
280 VALIGN="top" | |
281 ><A | |
282 HREF="audio.html" | |
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283 ACCESSKEY="U" |
0 | 284 >Up</A |
285 ></TD | |
286 ><TD | |
287 WIDTH="33%" | |
288 ALIGN="right" | |
289 VALIGN="top" | |
290 >SDL_FreeWAV</TD | |
291 ></TR | |
292 ></TABLE | |
293 ></DIV | |
294 ></BODY | |
295 ></HTML | |
296 > |