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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /* !!! FIXME: several functions in here need Doxygen comments. */
- /**
- * \file SDL_audio.h
- *
- * \brief Audio functionality for the SDL library.
- */
- #ifndef SDL_audio_h_
- #define SDL_audio_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_endian.h>
- #include <SDL3/SDL_mutex.h>
- #include <SDL3/SDL_thread.h>
- #include <SDL3/SDL_rwops.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /*
- * For multi-channel audio, the default SDL channel mapping is:
- * 2: FL FR (stereo)
- * 3: FL FR LFE (2.1 surround)
- * 4: FL FR BL BR (quad)
- * 5: FL FR LFE BL BR (4.1 surround)
- * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
- * 7: FL FR FC LFE BC SL SR (6.1 surround)
- * 8: FL FR FC LFE BL BR SL SR (7.1 surround)
- */
- /**
- * \brief Audio format flags.
- *
- * These are what the 16 bits in SDL_AudioFormat currently mean...
- * (Unspecified bits are always zero).
- *
- * \verbatim
- ++-----------------------sample is signed if set
- ||
- || ++-----------sample is bigendian if set
- || ||
- || || ++---sample is float if set
- || || ||
- || || || +---sample bit size---+
- || || || | |
- 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
- \endverbatim
- *
- * There are macros in SDL 2.0 and later to query these bits.
- */
- typedef Uint16 SDL_AudioFormat;
- /**
- * \name Audio flags
- */
- /* @{ */
- #define SDL_AUDIO_MASK_BITSIZE (0xFF)
- #define SDL_AUDIO_MASK_DATATYPE (1<<8)
- #define SDL_AUDIO_MASK_ENDIAN (1<<12)
- #define SDL_AUDIO_MASK_SIGNED (1<<15)
- #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
- #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
- #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
- #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
- #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
- #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
- #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
- /**
- * \name Audio format flags
- *
- * Defaults to LSB byte order.
- */
- /* @{ */
- #define SDL_AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
- #define SDL_AUDIO_S8 0x8008 /**< Signed 8-bit samples */
- #define SDL_AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
- #define SDL_AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
- #define SDL_AUDIO_S16 SDL_AUDIO_S16LSB
- /* @} */
- /**
- * \name int32 support
- */
- /* @{ */
- #define SDL_AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
- #define SDL_AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
- #define SDL_AUDIO_S32 SDL_AUDIO_S32LSB
- /* @} */
- /**
- * \name float32 support
- */
- /* @{ */
- #define SDL_AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
- #define SDL_AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
- #define SDL_AUDIO_F32 SDL_AUDIO_F32LSB
- /* @} */
- /**
- * \name Native audio byte ordering
- */
- /* @{ */
- #if SDL_BYTEORDER == SDL_LIL_ENDIAN
- #define SDL_AUDIO_S16SYS SDL_AUDIO_S16LSB
- #define SDL_AUDIO_S32SYS SDL_AUDIO_S32LSB
- #define SDL_AUDIO_F32SYS SDL_AUDIO_F32LSB
- #else
- #define SDL_AUDIO_S16SYS SDL_AUDIO_S16MSB
- #define SDL_AUDIO_S32SYS SDL_AUDIO_S32MSB
- #define SDL_AUDIO_F32SYS SDL_AUDIO_F32MSB
- #endif
- /* @} */
- /* @} *//* Audio flags */
- typedef struct SDL_AudioSpec
- {
- SDL_AudioFormat format; /**< Audio data format */
- int channels; /**< Number of channels: 1 mono, 2 stereo, etc */
- int freq; /**< sample rate: sample frames per second */
- } SDL_AudioSpec;
- /* SDL_AudioStream is an audio conversion interface.
- - It can handle resampling data in chunks without generating
- artifacts, when it doesn't have the complete buffer available.
- - It can handle incoming data in any variable size.
- - It can handle input/output format changes on the fly.
- - You push data as you have it, and pull it when you need it
- - It can also function as a basic audio data queue even if you
- just have sound that needs to pass from one place to another.
- */
- struct SDL_AudioStream; /* this is opaque to the outside world. */
- typedef struct SDL_AudioStream SDL_AudioStream;
- /* Function prototypes */
- /**
- * \name Driver discovery functions
- *
- * These functions return the list of built in audio drivers, in the
- * order that they are normally initialized by default.
- */
- /* @{ */
- /**
- * Use this function to get the number of built-in audio drivers.
- *
- * This function returns a hardcoded number. This never returns a negative
- * value; if there are no drivers compiled into this build of SDL, this
- * function returns zero. The presence of a driver in this list does not mean
- * it will function, it just means SDL is capable of interacting with that
- * interface. For example, a build of SDL might have esound support, but if
- * there's no esound server available, SDL's esound driver would fail if used.
- *
- * By default, SDL tries all drivers, in its preferred order, until one is
- * found to be usable.
- *
- * \returns the number of built-in audio drivers.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_GetAudioDriver
- */
- extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
- /**
- * Use this function to get the name of a built in audio driver.
- *
- * The list of audio drivers is given in the order that they are normally
- * initialized by default; the drivers that seem more reasonable to choose
- * first (as far as the SDL developers believe) are earlier in the list.
- *
- * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
- * "coreaudio" or "xaudio2". These never have Unicode characters, and are not
- * meant to be proper names.
- *
- * \param index the index of the audio driver; the value ranges from 0 to
- * SDL_GetNumAudioDrivers() - 1
- * \returns the name of the audio driver at the requested index, or NULL if an
- * invalid index was specified.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetNumAudioDrivers
- */
- extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
- /* @} */
- /**
- * Get the name of the current audio driver.
- *
- * The returned string points to internal static memory and thus never becomes
- * invalid, even if you quit the audio subsystem and initialize a new driver
- * (although such a case would return a different static string from another
- * call to this function, of course). As such, you should not modify or free
- * the returned string.
- *
- * \returns the name of the current audio driver or NULL if no driver has been
- * initialized.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
- /**
- * SDL Audio Device instance IDs.
- */
- typedef Uint32 SDL_AudioDeviceID;
- /**
- * Get a list of currently-connected audio output devices.
- *
- * This returns of list of available devices that play sound, perhaps
- * to speakers or headphones ("output" devices). If you want devices
- * that record audio, like a microphone ("capture" devices), use
- * SDL_GetAudioCaptureDevices() instead.
- *
- * \param count a pointer filled in with the number of devices returned
- * \returns a 0 terminated array of device instance IDs which should be
- * freed with SDL_free(), or NULL on error; call SDL_GetError() for
- * more details.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_OpenAudioDevice
- */
- extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioOutputDevices(int *count);
- /**
- * Get a list of currently-connected audio capture devices.
- *
- * This returns of list of available devices that record audio, like a
- * microphone ("capture" devices). If you want devices
- * that play sound, perhaps to speakers or headphones ("output" devices),
- * use SDL_GetAudioOutputDevices() instead.
- *
- * \param count a pointer filled in with the number of devices returned
- * \returns a 0 terminated array of device instance IDs which should be
- * freed with SDL_free(), or NULL on error; call SDL_GetError() for
- * more details.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_OpenAudioDevice
- */
- extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioCaptureDevices(int *count);
- /**
- * Get the human-readable name of a specific audio device.
- *
- * The string returned by this function is UTF-8 encoded. The caller should
- * call SDL_free on the return value when done with it.
- *
- * \param devid the instance ID of the device to query.
- * \returns the name of the audio device, or NULL on error.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_GetNumAudioDevices
- * \sa SDL_GetDefaultAudioInfo
- */
- extern DECLSPEC char *SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid);
- /**
- * Get the current audio format of a specific audio device.
- *
- * For an opened device, this will report the format the device is
- * currently using. If the device isn't yet opened, this will report
- * the device's preferred format (or a reasonable default if this
- * can't be determined).
- *
- * \param devid the instance ID of the device to query.
- * \param spec On return, will be filled with device details.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec);
- /**
- * Open a specific audio device.
- *
- * Passing in a `devid` name of zero requests the most reasonable default.
- *
- * You can open both output and capture devices through this function.
- * Output devices will take data from bound audio streams, mix it, and
- * send it to the hardware. Capture devices will feed any bound audio
- * streams with a copy of any incoming data.
- *
- * An opened audio device starts out with no audio streams bound. To
- * start audio playing, bind a stream and supply audio data to it. Unlike
- * SDL2, there is no audio callback; you only bind audio streams and
- * make sure they have data flowing into them.
- *
- * You may request a specific format for the audio device, but there is
- * no promise the device will honor that request for several reasons. As
- * such, it's only meant to be a hint as to what data your app will
- * provide. Audio streams will accept data in whatever format you specify and
- * manage conversion for you as appropriate. SDL_GetAudioDeviceFormat can
- * tell you the preferred format for the device before opening and the
- * actual format the device is using after opening.
- *
- * It's legal to open the same device ID more than once; in the end, you must
- * close it the same number of times. This allows libraries to open a device
- * separate from the main app and bind its own streams without conflicting.
- *
- * This function returns the opened device ID on success, so that if you
- * open a device of 0, you'll have a real ID to bind streams to, but this
- * does not generate new instance IDs. Unlike SDL2, these IDs are assigned
- * to each unique device on the system, open or not, so if you request a
- * specific device, you'll get that same device ID back.
- *
- * Some backends might offer arbitrary devices (for example, a networked
- * audio protocol that can connect to an arbitrary server). For these, as
- * a change from SDL2, you should open a device ID of zero and use an SDL
- * hint to specify the target if you care, or otherwise let the backend
- * figure out a reasonable default. Most backends don't offer anything like
- * this, and often this would be an end user setting an environment
- * variable for their custom need, and not something an application should
- * specifically manage.
- *
- * \param devid the device instance id to open. 0 requests the most
- * reasonable default device.
- * \param spec the requested device configuration
- * \returns The device ID on success, 0 on error; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_CloseAudioDevice
- * \sa SDL_GetAudioDeviceFormat
- */
- extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
- /**
- * Close a previously-opened audio device.
- *
- * The application should close open audio devices once they are no longer
- * needed. Audio devices can be opened multiple times; when they are closed
- * an equal number of times, its resources are freed, any bound streams are
- * unbound, and any audio will stop playing.
- *
- * This function may block briefly while pending audio data is played by the
- * hardware, so that applications don't drop the last buffer of data they
- * supplied.
- *
- * \param devid an audio device previously opened with SDL_OpenAudioDevice()
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_OpenAudioDevice
- */
- extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
- /**
- * Bind a list of audio streams to an audio device.
- *
- * Audio data will flow through any bound streams. For an output device, data
- * for all bound streams will be mixed together and fed to the device. For a
- * capture device, a copy of recorded data will be provided to each bound
- * stream.
- *
- * Audio streams can only be bound to an open device. This operation is
- * atomic--all streams bound in the same call will start processing at the same
- * time, so they can stay in sync. Also: either all streams will be bound or
- * none of them will be.
- *
- * It is an error to bind an already-bound stream; it must be explicitly unbound
- * first.
- *
- * Binding a stream to a device will set its output format for output devices,
- * and its input format for capture devices, so they match the device's
- * settings. The caller is welcome to change the other end of the stream's
- * format at any time.
- *
- * \param devid an audio device to bind a stream to.
- * \param streams an array of audio streams to unbind.
- * \param num_streams Number streams listed in the `streams` array.
- * \returns 0 on success, -1 on error; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_BindAudioStreams
- * \sa SDL_UnbindAudioStreams
- * \sa SDL_UnbindAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams);
- /**
- * Bind a single audio stream to an audio device.
- *
- * This is a convenience function, equivalent to calling
- * `SDL_BindAudioStreams(devid, &stream, 1)`.
- *
- * \param devid an audio device to bind a stream to.
- * \param stream an audio stream to bind to a device.
- * \returns 0 on success, -1 on error; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_BindAudioStreams
- * \sa SDL_UnbindAudioStreams
- * \sa SDL_UnbindAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream);
- /**
- * Unbind a list of audio streams from their audio devices.
- *
- * The streams being unbound do not all have to be on the same device.
- * All streams on the same device will be unbound atomically (data will stop flowing
- * through them all unbound streams on the same device at the same time).
- *
- * Unbinding a stream that isn't bound to a device is a legal no-op.
- *
- * \param streams an array of audio streams to unbind.
- * \param num_streams Number streams listed in the `streams` array.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_BindAudioStreams
- * \sa SDL_BindAudioStream
- * \sa SDL_UnbindAudioStream
- */
- extern DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams);
- /**
- * Unbind a single audio stream from its audio device.
- *
- * This is a convenience function, equivalent to calling
- * `SDL_UnbindAudioStreams(&stream, 1)`.
- *
- * \param stream an audio stream to unbind from a device.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_BindAudioStream
- * \sa SDL_BindAudioStreams
- * \sa SDL_UnbindAudioStreams
- */
- extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
- /**
- * Create a new audio stream.
- *
- * \param src_spec The format details of the input audio
- * \param dst_spec The format details of the output audio
- * \returns 0 on success, or -1 on error.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- * \sa SDL_ChangeAudioStreamOutput
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec);
- /**
- * Query the current format of an audio stream.
- *
- * \param stream the SDL_AudioStream to query.
- * \param src_spec Where to store the input audio format; ignored if NULL.
- * \param dst_spec Where to store the output audio format; ignored if NULL.
- * \returns 0 on success, or -1 on error.
- *
- * \threadsafety It is safe to call this function from any thread, as it holds
- * a stream-specific mutex while running.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream,
- SDL_AudioSpec *src_spec,
- SDL_AudioSpec *dst_spec);
- /**
- * Change the input and output formats of an audio stream.
- *
- * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData
- * will reflect the new format, and future calls to SDL_PutAudioStreamData
- * must provide data in the new input formats.
- *
- * \param stream The stream the format is being changed
- * \param src_spec The new format of the audio input; if NULL, it is not changed.
- * \param dst_spec The new format of the audio output; if NULL, it is not changed.
- * \returns 0 on success, or -1 on error.
- *
- * \threadsafety It is safe to call this function from any thread, as it holds
- * a stream-specific mutex while running.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetAudioStreamFormat
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- */
- extern DECLSPEC int SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream,
- const SDL_AudioSpec *src_spec,
- const SDL_AudioSpec *dst_spec);
- /**
- * Add data to be converted/resampled to the stream.
- *
- * This data must match the format/channels/samplerate specified in the latest
- * call to SDL_SetAudioStreamFormat, or the format specified when creating the
- * stream if it hasn't been changed.
- *
- * Note that this call simply queues unconverted data for later. This is
- * different than SDL2, where data was converted during the Put call and the
- * Get call would just dequeue the previously-converted data.
- *
- * \param stream The stream the audio data is being added to
- * \param buf A pointer to the audio data to add
- * \param len The number of bytes to write to the stream
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len);
- /**
- * Get converted/resampled data from the stream.
- *
- * The input/output data format/channels/samplerate is specified when creating
- * the stream, and can be changed after creation by calling
- * SDL_SetAudioStreamFormat.
- *
- * Note that any conversion and resampling necessary is done during this call,
- * and SDL_PutAudioStreamData simply queues unconverted data for later. This
- * is different than SDL2, where that work was done while inputting new data
- * to the stream and requesting the output just copied the converted data.
- *
- * \param stream The stream the audio is being requested from
- * \param buf A buffer to fill with audio data
- * \param len The maximum number of bytes to fill
- * \returns the number of bytes read from the stream, or -1 on error
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_SetAudioStreamFormat
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len);
- /**
- * Get the number of converted/resampled bytes available.
- *
- * The stream may be buffering data behind the scenes until it has enough to
- * resample correctly, so this number might be lower than what you expect, or
- * even be zero. Add more data or flush the stream if you need the data now.
- *
- * If the stream has so much data that it would overflow an int, the return
- * value is clamped to a maximum value, but no queued data is lost; if there
- * are gigabytes of data queued, the app might need to read some of it with
- * SDL_GetAudioStreamData before this function's return value is no longer
- * clamped.
- *
- * \param stream The audio stream to query
- * \returns the number of converted/resampled bytes available.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
- /**
- * Tell the stream that you're done sending data, and anything being buffered
- * should be converted/resampled and made available immediately.
- *
- * It is legal to add more data to a stream after flushing, but there will be
- * audio gaps in the output. Generally this is intended to signal the end of
- * input, so the complete output becomes available.
- *
- * \param stream The audio stream to flush
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_ClearAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
- /**
- * Clear any pending data in the stream without converting it
- *
- * \param stream The audio stream to clear
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_FlushAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
- /**
- * Lock an audio stream for serialized access.
- *
- * Each SDL_AudioStream has an internal mutex it uses to
- * protect its data structures from threading conflicts. This function
- * allows an app to lock that mutex, which could be useful if
- * registering callbacks on this stream.
- *
- * One does not need to lock a stream to use in it most cases,
- * as the stream manages this lock internally. However, this lock
- * is held during callbacks, which may run from arbitrary threads
- * at any time, so if an app needs to protect shared data during
- * those callbacks, locking the stream guarantees that the
- * callback is not running while the lock is held.
- *
- * As this is just a wrapper over SDL_LockMutex for an internal
- * lock, it has all the same attributes (recursive locks are
- * allowed, etc).
- *
- * \param stream The audio stream to lock.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_UnlockAudioStream
- * \sa SDL_SetAudioStreamPutCallback
- * \sa SDL_SetAudioStreamGetCallback
- */
- extern DECLSPEC int SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream);
- /**
- * Unlock an audio stream for serialized access.
- *
- * This unlocks an audio stream after a call to SDL_LockAudioStream.
- *
- * \param stream The audio stream to unlock.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety You should only call this from the same thread that
- * previously called SDL_LockAudioStream.
- *
- * \sa SDL_LockAudioStream
- * \sa SDL_SetAudioStreamPutCallback
- * \sa SDL_SetAudioStreamGetCallback
- */
- extern DECLSPEC int SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream);
- /**
- * A callback that fires when data passes through an SDL_AudioStream.
- *
- * Apps can (optionally) register a callback with an audio stream that
- * is called when data is added with SDL_PutAudioStreamData, or requested
- * with SDL_GetAudioStreamData. These callbacks may run from any
- * thread, so if you need to protect shared data, you should use
- * SDL_LockAudioStream to serialize access; this lock will be held by
- * before your callback is called, so your callback does not need to
- * manage the lock explicitly.
- *
- * \param stream The SDL audio stream associated with this callback.
- * \param approx_request The _approximate_ amout of data, in bytes, that is requested.
- * This might be slightly overestimated due to buffering or
- * resampling, and may change from call to call anyhow.
- * \param userdata An opaque pointer provided by the app for their personal use.
- */
- typedef void (SDLCALL *SDL_AudioStreamRequestCallback)(SDL_AudioStream *stream, int approx_request, void *userdata);
- /**
- * Set a callback that runs when data is requested from an audio stream.
- *
- * This callback is called _before_ data is obtained from the stream,
- * giving the callback the chance to add more on-demand.
- *
- * The callback can (optionally) call SDL_PutAudioStreamData() to add
- * more audio to the stream during this call; if needed, the request
- * that triggered this callback will obtain the new data immediately.
- *
- * The callback's `approx_request` argument is roughly how many bytes
- * of _unconverted_ data (in the stream's input format) is needed by
- * the caller, although this may overestimate a little for safety.
- * This takes into account how much is already in the stream and only
- * asks for any extra necessary to resolve the request, which means
- * the callback may be asked for zero bytes, and a different amount
- * on each call.
- *
- * The callback is not required to supply exact amounts; it is allowed
- * to supply too much or too little or none at all. The caller will
- * get what's available, up to the amount they requested, regardless
- * of this callback's outcome.
- *
- * Clearing or flushing an audio stream does not call this callback.
- *
- * This function obtains the stream's lock, which means any existing
- * callback (get or put) in progress will finish running before setting
- * the new callback.
- *
- * Setting a NULL function turns off the callback.
- *
- * \param stream the audio stream to set the new callback on.
- * \param callback the new callback function to call when data is added to the stream.
- * \param userdata an opaque pointer provided to the callback for its own personal use.
- * \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_SetAudioStreamPutCallback
- */
- extern DECLSPEC int SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamRequestCallback callback, void *userdata);
- /**
- * Set a callback that runs when data is added to an audio stream.
- *
- * This callback is called _after_ the data is added to the stream,
- * giving the callback the chance to obtain it immediately.
- *
- * The callback can (optionally) call SDL_GetAudioStreamData() to
- * obtain audio from the stream during this call.
- *
- * The callback's `approx_request` argument is how many bytes
- * of _converted_ data (in the stream's output format) was provided
- * by the caller, although this may underestimate a little for safety.
- * This value might be less than what is currently available in the
- * stream, if data was already there, and might be less than the
- * caller provided if the stream needs to keep a buffer to aid in
- * resampling. Which means the callback may be provided with zero
- * bytes, and a different amount on each call.
- *
- * The callback may call SDL_GetAudioStreamAvailable to see the
- * total amount currently available to read from the stream, instead
- * of the total provided by the current call.
- *
- * The callback is not required to obtain all data. It is allowed
- * to read less or none at all. Anything not read now simply remains
- * in the stream for later access.
- *
- * Clearing or flushing an audio stream does not call this callback.
- *
- * This function obtains the stream's lock, which means any existing
- * callback (get or put) in progress will finish running before setting
- * the new callback.
- *
- * Setting a NULL function turns off the callback.
- *
- * \param stream the audio stream to set the new callback on.
- * \param callback the new callback function to call when data is added to the stream.
- * \param userdata an opaque pointer provided to the callback for its own personal use.
- * \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_SetAudioStreamGetCallback
- */
- extern DECLSPEC int SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamRequestCallback callback, void *userdata);
- /**
- * Free an audio stream
- *
- * \param stream The audio stream to free
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- */
- extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
- /**
- * Convenience function to create and bind an audio stream in one step.
- *
- * This manages the creation of an audio stream, and setting its format
- * correctly to match both the app and the audio device's needs. This is
- * optional, but slightly less cumbersome to set up for a common use case.
- *
- * The `spec` parameter represents the app's side of the audio stream. That
- * is, for recording audio, this will be the output format, and for playing
- * audio, this will be the input format. This function will set the other
- * side of the audio stream to the device's format.
- *
- * \param devid an audio device to bind a stream to. This must be an opened device, and can not be zero.
- * \param spec the audio stream's input format
- * \returns a bound audio stream on success, ready to use. NULL on error; call SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \sa SDL_BindAudioStreams
- * \sa SDL_UnbindAudioStreams
- * \sa SDL_UnbindAudioStream
- */
- extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAndBindAudioStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
- /**
- * Load the audio data of a WAVE file into memory.
- *
- * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
- * be valid pointers. The entire data portion of the file is then loaded into
- * memory and decoded if necessary.
- *
- * If `freesrc` is non-zero, the data source gets automatically closed and
- * freed before the function returns.
- *
- * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
- * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
- * A-law and mu-law (8 bits). Other formats are currently unsupported and
- * cause an error.
- *
- * If this function succeeds, the return value is zero and the pointer to the
- * audio data allocated by the function is written to `audio_buf` and its
- * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`,
- * `channels`, and `format` are set to the values of the audio data in the
- * buffer. The `samples` member is set to a sane default and all
- * others are set to zero.
- *
- * It's necessary to use SDL_free() to free the audio data returned in
- * `audio_buf` when it is no longer used.
- *
- * Because of the underspecification of the .WAV format, there are many
- * problematic files in the wild that cause issues with strict decoders. To
- * provide compatibility with these files, this decoder is lenient in regards
- * to the truncation of the file, the fact chunk, and the size of the RIFF
- * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
- * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
- * tune the behavior of the loading process.
- *
- * Any file that is invalid (due to truncation, corruption, or wrong values in
- * the headers), too big, or unsupported causes an error. Additionally, any
- * critical I/O error from the data source will terminate the loading process
- * with an error. The function returns NULL on error and in all cases (with
- * the exception of `src` being NULL), an appropriate error message will be
- * set.
- *
- * It is required that the data source supports seeking.
- *
- * Example:
- *
- * ```c
- * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
- * ```
- *
- * Note that the SDL_LoadWAV function does this same thing for you, but in a
- * less messy way:
- *
- * ```c
- * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
- * ```
- *
- * \param src The data source for the WAVE data
- * \param freesrc If non-zero, SDL will _always_ free the data source
- * \param spec A pointer to an SDL_AudioSpec that will be set to the
- * WAVE data's format details on successful return.
- * \param audio_buf A pointer filled with the audio data, allocated by the
- * function.
- * \param audio_len A pointer filled with the length of the audio data buffer
- * in bytes
- * \returns This function, if successfully called, returns 0. `audio_buf`
- * will be filled with a pointer to an allocated buffer
- * containing the audio data, and `audio_len` is filled with the
- * length of that audio buffer in bytes.
- *
- * This function returns -1 if the .WAV file cannot be opened, uses
- * an unknown data format, or is corrupt; call SDL_GetError() for
- * more information.
- *
- * When the application is done with the data returned in
- * `audio_buf`, it should call SDL_free() to dispose of it.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_free
- * \sa SDL_LoadWAV
- */
- extern DECLSPEC int SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, int freesrc,
- SDL_AudioSpec * spec, Uint8 ** audio_buf,
- Uint32 * audio_len);
- /**
- * Loads a WAV from a file path.
- *
- * This is a convenience function that is effectively the same as:
- *
- * ```c
- * SDL_LoadWAV_RW(SDL_RWFromFile(path, "rb"), 1, spec, audio_buf, audio_len);
- * ```
- *
- * Note that in SDL2, this was a preprocessor macro and not a real function.
- *
- * \param path The file path of the WAV file to open.
- * \param spec A pointer to an SDL_AudioSpec that will be set to the
- * WAVE data's format details on successful return.
- * \param audio_buf A pointer filled with the audio data, allocated by the
- * function.
- * \param audio_len A pointer filled with the length of the audio data buffer
- * in bytes
- * \returns This function, if successfully called, returns 0. `audio_buf`
- * will be filled with a pointer to an allocated buffer
- * containing the audio data, and `audio_len` is filled with the
- * length of that audio buffer in bytes.
- *
- * This function returns -1 if the .WAV file cannot be opened, uses
- * an unknown data format, or is corrupt; call SDL_GetError() for
- * more information.
- *
- * When the application is done with the data returned in
- * `audio_buf`, it should call SDL_free() to dispose of it.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_free
- * \sa SDL_LoadWAV_RW
- */
- extern DECLSPEC int SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec * spec,
- Uint8 ** audio_buf, Uint32 * audio_len);
- #define SDL_MIX_MAXVOLUME 128
- /**
- * Mix audio data in a specified format.
- *
- * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
- * it into `dst`, performing addition, volume adjustment, and overflow
- * clipping. The buffer pointed to by `dst` must also be `len` bytes of
- * `format` data.
- *
- * This is provided for convenience -- you can mix your own audio data.
- *
- * Do not use this function for mixing together more than two streams of
- * sample data. The output from repeated application of this function may be
- * distorted by clipping, because there is no accumulator with greater range
- * than the input (not to mention this being an inefficient way of doing it).
- *
- * It is a common misconception that this function is required to write audio
- * data to an output stream in an audio callback. While you can do that,
- * SDL_MixAudioFormat() is really only needed when you're mixing a single
- * audio stream with a volume adjustment.
- *
- * \param dst the destination for the mixed audio
- * \param src the source audio buffer to be mixed
- * \param format the SDL_AudioFormat structure representing the desired audio
- * format
- * \param len the length of the audio buffer in bytes
- * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
- * for full audio volume
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_MixAudioFormat(Uint8 * dst,
- const Uint8 * src,
- SDL_AudioFormat format,
- Uint32 len, int volume);
- /**
- * Convert some audio data of one format to another format.
- *
- * Please note that this function is for convenience, but should not be used
- * to resample audio in blocks, as it will introduce audio artifacts on the
- * boundaries. You should only use this function if you are converting audio
- * data in its entirety in one call. If you want to convert audio in smaller
- * chunks, use an SDL_AudioStream, which is designed for this situation.
- *
- * Internally, this function creates and destroys an SDL_AudioStream on each
- * use, so it's also less efficient than using one directly, if you need to
- * convert multiple times.
- *
- * \param src_spec The format details of the input audio
- * \param src_data The audio data to be converted
- * \param src_len The len of src_data
- * \param dst_spec The format details of the output audio
- * \param dst_data Will be filled with a pointer to converted audio data,
- * which should be freed with SDL_free(). On error, it will be
- * NULL.
- * \param dst_len Will be filled with the len of dst_data
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec,
- const Uint8 *src_data,
- int src_len,
- const SDL_AudioSpec *dst_spec,
- Uint8 **dst_data,
- int *dst_len);
- /**
- * Get the appropriate memset value for silencing an audio format.
- *
- * The value returned by this function can be used as the second
- * argument to memset (or SDL_memset) to set an audio buffer in
- * a specific format to silence.
- *
- * \param format the audio data format to query.
- * \returns A byte value that can be passed to memset.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_audio_h_ */
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