| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203 |
- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2016 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.
- */
- #include "../SDL_internal.h"
- #ifndef _SDL_sysaudio_h
- #define _SDL_sysaudio_h
- #include "SDL_mutex.h"
- #include "SDL_thread.h"
- /* !!! FIXME: These are wordy and unlocalized... */
- #define DEFAULT_OUTPUT_DEVNAME "System audio output device"
- #define DEFAULT_INPUT_DEVNAME "System audio capture device"
- /* The SDL audio driver */
- typedef struct SDL_AudioDevice SDL_AudioDevice;
- #define _THIS SDL_AudioDevice *_this
- /* Audio targets should call this as devices are added to the system (such as
- a USB headset being plugged in), and should also be called for
- for every device found during DetectDevices(). */
- extern void SDL_AddAudioDevice(const int iscapture, const char *name, void *handle);
- /* Audio targets should call this as devices are removed, so SDL can update
- its list of available devices. */
- extern void SDL_RemoveAudioDevice(const int iscapture, void *handle);
- /* Audio targets should call this if an opened audio device is lost while
- being used. This can happen due to i/o errors, or a device being unplugged,
- etc. If the device is totally gone, please also call SDL_RemoveAudioDevice()
- as appropriate so SDL's list of devices is accurate. */
- extern void SDL_OpenedAudioDeviceDisconnected(SDL_AudioDevice *device);
- /* This is the size of a packet when using SDL_QueueAudio(). We allocate
- these as necessary and pool them, under the assumption that we'll
- eventually end up with a handful that keep recycling, meeting whatever
- the app needs. We keep packing data tightly as more arrives to avoid
- wasting space, and if we get a giant block of data, we'll split them
- into multiple packets behind the scenes. My expectation is that most
- apps will have 2-3 of these in the pool. 8k should cover most needs, but
- if this is crippling for some embedded system, we can #ifdef this.
- The system preallocates enough packets for 2 callbacks' worth of data. */
- #define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
- /* Used by apps that queue audio instead of using the callback. */
- typedef struct SDL_AudioBufferQueue
- {
- Uint8 data[SDL_AUDIOBUFFERQUEUE_PACKETLEN]; /* packet data. */
- Uint32 datalen; /* bytes currently in use in this packet. */
- Uint32 startpos; /* bytes currently consumed in this packet. */
- struct SDL_AudioBufferQueue *next; /* next item in linked list. */
- } SDL_AudioBufferQueue;
- typedef struct SDL_AudioDriverImpl
- {
- void (*DetectDevices) (void);
- int (*OpenDevice) (_THIS, void *handle, const char *devname, int iscapture);
- void (*ThreadInit) (_THIS); /* Called by audio thread at start */
- void (*WaitDevice) (_THIS);
- void (*PlayDevice) (_THIS);
- int (*GetPendingBytes) (_THIS);
- Uint8 *(*GetDeviceBuf) (_THIS);
- void (*WaitDone) (_THIS);
- int (*CaptureFromDevice) (_THIS, void *buffer, int buflen);
- void (*FlushCapture) (_THIS);
- void (*CloseDevice) (_THIS);
- void (*LockDevice) (_THIS);
- void (*UnlockDevice) (_THIS);
- void (*FreeDeviceHandle) (void *handle); /**< SDL is done with handle from SDL_AddAudioDevice() */
- void (*Deinitialize) (void);
- /* !!! FIXME: add pause(), so we can optimize instead of mixing silence. */
- /* Some flags to push duplicate code into the core and reduce #ifdefs. */
- /* !!! FIXME: these should be SDL_bool */
- int ProvidesOwnCallbackThread;
- int SkipMixerLock; /* !!! FIXME: do we need this anymore? */
- int HasCaptureSupport;
- int OnlyHasDefaultOutputDevice;
- int OnlyHasDefaultCaptureDevice;
- int AllowsArbitraryDeviceNames;
- } SDL_AudioDriverImpl;
- typedef struct SDL_AudioDeviceItem
- {
- void *handle;
- struct SDL_AudioDeviceItem *next;
- #if (defined(__GNUC__) && (__GNUC__ <= 2))
- char name[1]; /* actually variable length. */
- #else
- char name[];
- #endif
- } SDL_AudioDeviceItem;
- typedef struct SDL_AudioDriver
- {
- /* * * */
- /* The name of this audio driver */
- const char *name;
- /* * * */
- /* The description of this audio driver */
- const char *desc;
- SDL_AudioDriverImpl impl;
- /* A mutex for device detection */
- SDL_mutex *detectionLock;
- SDL_bool captureDevicesRemoved;
- SDL_bool outputDevicesRemoved;
- int outputDeviceCount;
- int inputDeviceCount;
- SDL_AudioDeviceItem *outputDevices;
- SDL_AudioDeviceItem *inputDevices;
- } SDL_AudioDriver;
- /* Streamer */
- typedef struct
- {
- Uint8 *buffer;
- int max_len; /* the maximum length in bytes */
- int read_pos, write_pos; /* the position of the write and read heads in bytes */
- } SDL_AudioStreamer;
- /* Define the SDL audio driver structure */
- struct SDL_AudioDevice
- {
- /* * * */
- /* Data common to all devices */
- SDL_AudioDeviceID id;
- /* The current audio specification (shared with audio thread) */
- SDL_AudioSpec spec;
- /* An audio conversion block for audio format emulation */
- SDL_AudioCVT convert;
- /* The streamer, if sample rate conversion necessitates it */
- int use_streamer;
- SDL_AudioStreamer streamer;
- /* Current state flags */
- SDL_atomic_t shutdown; /* true if we are signaling the play thread to end. */
- SDL_atomic_t enabled; /* true if device is functioning and connected. */
- SDL_atomic_t paused;
- SDL_bool iscapture;
- /* Fake audio buffer for when the audio hardware is busy */
- Uint8 *fake_stream;
- /* A mutex for locking the mixing buffers */
- SDL_mutex *mixer_lock;
- /* A thread to feed the audio device */
- SDL_Thread *thread;
- SDL_threadID threadid;
- /* Queued buffers (if app not using callback). */
- SDL_AudioBufferQueue *buffer_queue_head; /* device fed from here. */
- SDL_AudioBufferQueue *buffer_queue_tail; /* queue fills to here. */
- SDL_AudioBufferQueue *buffer_queue_pool; /* these are unused packets. */
- Uint32 queued_bytes; /* number of bytes of audio data in the queue. */
- /* * * */
- /* Data private to this driver */
- struct SDL_PrivateAudioData *hidden;
- };
- #undef _THIS
- typedef struct AudioBootStrap
- {
- const char *name;
- const char *desc;
- int (*init) (SDL_AudioDriverImpl * impl);
- int demand_only; /* 1==request explicitly, or it won't be available. */
- } AudioBootStrap;
- #endif /* _SDL_sysaudio_h */
- /* vi: set ts=4 sw=4 expandtab: */
|