view docs/html/sdlloadwav.html @ 315:3333b6e68289

Date: Sat, 23 Mar 2002 13:53:37 +0200 From: "Mike Gorchak" <mike@malva.ua> Subject: Big QNX patch again. Added 8bit palette emulation code for window mode with bpp>=15. Added store/restore original palette for 8bit modes. Added more information about photon API call fails. Rewroten change palette code, slow but works. Fixed bug with set caption before window was inited. Fixed bugs with some initial state of variables. Fixed bug with storing old video mode settings. Fixed bug with switching to fullscreen mode and back. Fixed few double SEGFAULTS during parachute mode. Removed compilation warning with no PgWaitHWIdle prototype. Removed pack of dead unusable code. Cleanups SDL_PrivateVideoData structure, some headers. Some code formatting.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 23 Mar 2002 20:19:44 +0000
parents e5bc29de3f0a
children 355632dca928
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><H1
><A
NAME="SDLLOADWAV"
>SDL_LoadWAV</A
></H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN6428"
></A
><H2
>Name</H2
>SDL_LoadWAV&nbsp;--&nbsp;Load a WAVE file</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN6431"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_AudioSpec *<B
CLASS="FSFUNC"
>SDL_LoadWAV</B
></CODE
>(const char *file, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);</CODE
></P
><P
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></DIV
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><DIV
CLASS="REFSECT1"
><A
NAME="AEN6438"
></A
><H2
>Description</H2
><P
><TT
CLASS="FUNCTION"
>SDL_LoadWAV</TT
>
This function loads a WAVE <TT
CLASS="PARAMETER"
><I
>file</I
></TT
> into memory.</P
><P
>If this function succeeds, it returns the given 
<A
HREF="sdlaudiospec.html"
><TT
CLASS="FUNCTION"
>SDL_AudioSpec</TT
></A
>, 
filled with the audio data format of the wave data, and sets 
<TT
CLASS="PARAMETER"
><I
>audio_buf</I
></TT
> to a <TT
CLASS="FUNCTION"
>malloc</TT
>'d 
buffer containing the audio data, and sets <TT
CLASS="PARAMETER"
><I
>audio_len</I
></TT
> 
to the length of that audio buffer, in bytes.  You need to free the audio 
buffer with <A
HREF="sdlfreewav.html"
><TT
CLASS="FUNCTION"
>SDL_FreeWAV</TT
></A
> when you are
done with it.</P
><P
>This function returns <TT
CLASS="LITERAL"
>NULL</TT
> and sets the SDL 
error message if the wave file cannot be opened, uses an unknown data format, 
or is corrupt.  Currently raw, MS-ADPCM and IMA-ADPCM WAVE files are supported.</P
></DIV
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><A
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><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
>SDL_AudioSpec wav_spec;
Uint32 wav_length;
Uint8 *wav_buffer;

/* Load the WAV */
if( SDL_LoadWAV("test.wav", &#38;wav_spec, &#38;wav_buffer, &#38;wav_length) == NULL ){
  fprintf(stderr, "Could not open test.wav: %s\n", SDL_GetError());
  exit(-1);
}
.
.
.
/* Do stuff with the WAV */
.
.
/* Free It */
SDL_FreeWAV(wav_buffer);</PRE
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><H2
>See Also</H2
><P
><A
HREF="sdlaudiospec.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_AudioSpec</SPAN
></A
>,
<A
HREF="sdlopenaudio.html"
><TT
CLASS="FUNCTION"
>SDL_OpenAudio</TT
></A
>,
<A
HREF="sdlfreewav.html"
><TT
CLASS="FUNCTION"
>SDL_FreeWAV</TT
></A
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