view src/audio/mme/SDL_mmeaudio.h @ 3469:8c5fb2a3b11d

RenderReadPixels and RenderWritePixels functions work with back buffer now and all asynchronous operations are flushed before reading or writing to backbuffer. Thanks Sam for clarification of this.
author Mike Gorchak <lestat@i.com.ua>
date Sat, 21 Nov 2009 06:17:50 +0000
parents 99210400e8b9
children f7b03b6838cb
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

/* Allow access to a raw mixing buffer */

#ifndef _SDL_mmeaudio_h
#define _SDL_mmeaudio_h

#include "../SDL_sysaudio.h"

/* Hidden "this" pointer for the audio functions */
#define _THIS	SDL_AudioDevice *this
#define NUM_BUFFERS 2

struct SharedMem
{
    HWAVEOUT sound;
    WAVEHDR wHdr[NUM_BUFFERS];
    PCMWAVEFORMAT wFmt;
};

struct SDL_PrivateAudioData
{
    Uint8 *mixbuf;              /* The raw allocated mixing buffer */
    struct SharedMem *shm;
    int next_buffer;
};

#endif /* _SDL_mmeaudio_h */

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