annotate include/SDL_audio.h @ 4920:a4032241deb5

Fixed massive stack memory usage in the gesture functions
author Sam Lantinga <slouken@libsdl.org>
date Tue, 30 Nov 2010 18:07:31 -0800
parents f7b03b6838cb
children b530ef003506
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2010 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 /*@{*/
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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: */