SDL_audio.h 48 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /* !!! FIXME: several functions in here need Doxygen comments. */
  19. /**
  20. * \file SDL_audio.h
  21. *
  22. * Access to the raw audio mixing buffer for the SDL library.
  23. */
  24. #ifndef SDL_audio_h_
  25. #define SDL_audio_h_
  26. #include "SDL_stdinc.h"
  27. #include "SDL_error.h"
  28. #include "SDL_endian.h"
  29. #include "SDL_mutex.h"
  30. #include "SDL_thread.h"
  31. #include "SDL_rwops.h"
  32. #include "begin_code.h"
  33. /* Set up for C function definitions, even when using C++ */
  34. #ifdef __cplusplus
  35. extern "C" {
  36. #endif
  37. /**
  38. * \brief Audio format flags.
  39. *
  40. * These are what the 16 bits in SDL_AudioFormat currently mean...
  41. * (Unspecified bits are always zero).
  42. *
  43. * \verbatim
  44. ++-----------------------sample is signed if set
  45. ||
  46. || ++-----------sample is bigendian if set
  47. || ||
  48. || || ++---sample is float if set
  49. || || ||
  50. || || || +---sample bit size---+
  51. || || || | |
  52. 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
  53. \endverbatim
  54. *
  55. * There are macros in SDL 2.0 and later to query these bits.
  56. */
  57. typedef Uint16 SDL_AudioFormat;
  58. /**
  59. * \name Audio flags
  60. */
  61. /* @{ */
  62. #define SDL_AUDIO_MASK_BITSIZE (0xFF)
  63. #define SDL_AUDIO_MASK_DATATYPE (1<<8)
  64. #define SDL_AUDIO_MASK_ENDIAN (1<<12)
  65. #define SDL_AUDIO_MASK_SIGNED (1<<15)
  66. #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
  67. #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
  68. #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
  69. #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
  70. #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
  71. #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
  72. #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
  73. /**
  74. * \name Audio format flags
  75. *
  76. * Defaults to LSB byte order.
  77. */
  78. /* @{ */
  79. #define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
  80. #define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
  81. #define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
  82. #define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
  83. #define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
  84. #define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
  85. #define AUDIO_U16 AUDIO_U16LSB
  86. #define AUDIO_S16 AUDIO_S16LSB
  87. /* @} */
  88. /**
  89. * \name int32 support
  90. */
  91. /* @{ */
  92. #define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
  93. #define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
  94. #define AUDIO_S32 AUDIO_S32LSB
  95. /* @} */
  96. /**
  97. * \name float32 support
  98. */
  99. /* @{ */
  100. #define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
  101. #define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
  102. #define AUDIO_F32 AUDIO_F32LSB
  103. /* @} */
  104. /**
  105. * \name Native audio byte ordering
  106. */
  107. /* @{ */
  108. #if SDL_BYTEORDER == SDL_LIL_ENDIAN
  109. #define AUDIO_U16SYS AUDIO_U16LSB
  110. #define AUDIO_S16SYS AUDIO_S16LSB
  111. #define AUDIO_S32SYS AUDIO_S32LSB
  112. #define AUDIO_F32SYS AUDIO_F32LSB
  113. #else
  114. #define AUDIO_U16SYS AUDIO_U16MSB
  115. #define AUDIO_S16SYS AUDIO_S16MSB
  116. #define AUDIO_S32SYS AUDIO_S32MSB
  117. #define AUDIO_F32SYS AUDIO_F32MSB
  118. #endif
  119. /* @} */
  120. /**
  121. * \name Allow change flags
  122. *
  123. * Which audio format changes are allowed when opening a device.
  124. */
  125. /* @{ */
  126. #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
  127. #define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
  128. #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
  129. #define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008
  130. #define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
  131. /* @} */
  132. /* @} *//* Audio flags */
  133. /**
  134. * This function is called when the audio device needs more data.
  135. *
  136. * \param userdata An application-specific parameter saved in
  137. * the SDL_AudioSpec structure
  138. * \param stream A pointer to the audio data buffer.
  139. * \param len The length of that buffer in bytes.
  140. *
  141. * Once the callback returns, the buffer will no longer be valid.
  142. * Stereo samples are stored in a LRLRLR ordering.
  143. *
  144. * You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
  145. * you like. Just open your audio device with a NULL callback.
  146. */
  147. typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
  148. int len);
  149. /**
  150. * The calculated values in this structure are calculated by SDL_OpenAudio().
  151. *
  152. * For multi-channel audio, the default SDL channel mapping is:
  153. * 2: FL FR (stereo)
  154. * 3: FL FR LFE (2.1 surround)
  155. * 4: FL FR BL BR (quad)
  156. * 5: FL FR FC BL BR (quad + center)
  157. * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
  158. * 7: FL FR FC LFE BC SL SR (6.1 surround)
  159. * 8: FL FR FC LFE BL BR SL SR (7.1 surround)
  160. */
  161. typedef struct SDL_AudioSpec
  162. {
  163. int freq; /**< DSP frequency -- samples per second */
  164. SDL_AudioFormat format; /**< Audio data format */
  165. Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
  166. Uint8 silence; /**< Audio buffer silence value (calculated) */
  167. Uint16 samples; /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
  168. Uint16 padding; /**< Necessary for some compile environments */
  169. Uint32 size; /**< Audio buffer size in bytes (calculated) */
  170. SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
  171. void *userdata; /**< Userdata passed to callback (ignored for NULL callbacks). */
  172. } SDL_AudioSpec;
  173. struct SDL_AudioCVT;
  174. typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
  175. SDL_AudioFormat format);
  176. /**
  177. * \brief Upper limit of filters in SDL_AudioCVT
  178. *
  179. * The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
  180. * currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
  181. * one of which is the terminating NULL pointer.
  182. */
  183. #define SDL_AUDIOCVT_MAX_FILTERS 9
  184. /**
  185. * \struct SDL_AudioCVT
  186. * \brief A structure to hold a set of audio conversion filters and buffers.
  187. *
  188. * Note that various parts of the conversion pipeline can take advantage
  189. * of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
  190. * you to pass it aligned data, but can possibly run much faster if you
  191. * set both its (buf) field to a pointer that is aligned to 16 bytes, and its
  192. * (len) field to something that's a multiple of 16, if possible.
  193. */
  194. #if defined(__GNUC__) && !defined(__CHERI_PURE_CAPABILITY__)
  195. /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
  196. pad it out to 88 bytes to guarantee ABI compatibility between compilers.
  197. This is not a concern on CHERI architectures, where pointers must be stored
  198. at aligned locations otherwise they will become invalid, and thus structs
  199. containing pointers cannot be packed without giving a warning or error.
  200. vvv
  201. The next time we rev the ABI, make sure to size the ints and add padding.
  202. */
  203. #define SDL_AUDIOCVT_PACKED __attribute__((packed))
  204. #else
  205. #define SDL_AUDIOCVT_PACKED
  206. #endif
  207. /* */
  208. typedef struct SDL_AudioCVT
  209. {
  210. int needed; /**< Set to 1 if conversion possible */
  211. SDL_AudioFormat src_format; /**< Source audio format */
  212. SDL_AudioFormat dst_format; /**< Target audio format */
  213. double rate_incr; /**< Rate conversion increment */
  214. Uint8 *buf; /**< Buffer to hold entire audio data */
  215. int len; /**< Length of original audio buffer */
  216. int len_cvt; /**< Length of converted audio buffer */
  217. int len_mult; /**< buffer must be len*len_mult big */
  218. double len_ratio; /**< Given len, final size is len*len_ratio */
  219. SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
  220. int filter_index; /**< Current audio conversion function */
  221. } SDL_AUDIOCVT_PACKED SDL_AudioCVT;
  222. /* Function prototypes */
  223. /**
  224. * \name Driver discovery functions
  225. *
  226. * These functions return the list of built in audio drivers, in the
  227. * order that they are normally initialized by default.
  228. */
  229. /* @{ */
  230. extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
  231. extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
  232. /* @} */
  233. /**
  234. * \name Initialization and cleanup
  235. *
  236. * \internal These functions are used internally, and should not be used unless
  237. * you have a specific need to specify the audio driver you want to
  238. * use. You should normally use SDL_Init() or SDL_InitSubSystem().
  239. */
  240. /* @{ */
  241. extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
  242. extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
  243. /* @} */
  244. /**
  245. * Get the name of the current audio driver.
  246. *
  247. * The returned string points to internal static memory and thus never becomes
  248. * invalid, even if you quit the audio subsystem and initialize a new driver
  249. * (although such a case would return a different static string from another
  250. * call to this function, of course). As such, you should not modify or free
  251. * the returned string.
  252. *
  253. * \returns the name of the current audio driver or NULL if no driver has been
  254. * initialized.
  255. *
  256. * \since This function is available since SDL 2.0.0.
  257. *
  258. * \sa SDL_AudioInit
  259. */
  260. extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
  261. /**
  262. * This function is a legacy means of opening the audio device.
  263. *
  264. * This function remains for compatibility with SDL 1.2, but also because it's
  265. * slightly easier to use than the new functions in SDL 2.0. The new, more
  266. * powerful, and preferred way to do this is SDL_OpenAudioDevice().
  267. *
  268. * This function is roughly equivalent to:
  269. *
  270. * ```c++
  271. * SDL_OpenAudioDevice(NULL, 0, desired, obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
  272. * ```
  273. *
  274. * With two notable exceptions:
  275. *
  276. * - If `obtained` is NULL, we use `desired` (and allow no changes), which
  277. * means desired will be modified to have the correct values for silence,
  278. * etc, and SDL will convert any differences between your app's specific
  279. * request and the hardware behind the scenes.
  280. * - The return value is always success or failure, and not a device ID, which
  281. * means you can only have one device open at a time with this function.
  282. *
  283. * \param desired an SDL_AudioSpec structure representing the desired output
  284. * format. Please refer to the SDL_OpenAudioDevice
  285. * documentation for details on how to prepare this structure.
  286. * \param obtained an SDL_AudioSpec structure filled in with the actual
  287. * parameters, or NULL.
  288. * \returns 0 if successful, placing the actual hardware parameters in the
  289. * structure pointed to by `obtained`.
  290. *
  291. * If `obtained` is NULL, the audio data passed to the callback
  292. * function will be guaranteed to be in the requested format, and
  293. * will be automatically converted to the actual hardware audio
  294. * format if necessary. If `obtained` is NULL, `desired` will have
  295. * fields modified.
  296. *
  297. * This function returns a negative error code on failure to open the
  298. * audio device or failure to set up the audio thread; call
  299. * SDL_GetError() for more information.
  300. *
  301. * \sa SDL_CloseAudio
  302. * \sa SDL_LockAudio
  303. * \sa SDL_PauseAudio
  304. * \sa SDL_UnlockAudio
  305. */
  306. extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
  307. SDL_AudioSpec * obtained);
  308. /**
  309. * SDL Audio Device IDs.
  310. *
  311. * A successful call to SDL_OpenAudio() is always device id 1, and legacy
  312. * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
  313. * always returns devices >= 2 on success. The legacy calls are good both
  314. * for backwards compatibility and when you don't care about multiple,
  315. * specific, or capture devices.
  316. */
  317. typedef Uint32 SDL_AudioDeviceID;
  318. /**
  319. * Get the number of built-in audio devices.
  320. *
  321. * This function is only valid after successfully initializing the audio
  322. * subsystem.
  323. *
  324. * Note that audio capture support is not implemented as of SDL 2.0.4, so the
  325. * `iscapture` parameter is for future expansion and should always be zero for
  326. * now.
  327. *
  328. * This function will return -1 if an explicit list of devices can't be
  329. * determined. Returning -1 is not an error. For example, if SDL is set up to
  330. * talk to a remote audio server, it can't list every one available on the
  331. * Internet, but it will still allow a specific host to be specified in
  332. * SDL_OpenAudioDevice().
  333. *
  334. * In many common cases, when this function returns a value <= 0, it can still
  335. * successfully open the default device (NULL for first argument of
  336. * SDL_OpenAudioDevice()).
  337. *
  338. * This function may trigger a complete redetect of available hardware. It
  339. * should not be called for each iteration of a loop, but rather once at the
  340. * start of a loop:
  341. *
  342. * ```c++
  343. * // Don't do this:
  344. * for (int i = 0; i < SDL_GetNumAudioDevices(0); i++)
  345. *
  346. * // do this instead:
  347. * const int count = SDL_GetNumAudioDevices(0);
  348. * for (int i = 0; i < count; ++i) { do_something_here(); }
  349. * ```
  350. *
  351. * \param iscapture zero to request playback devices, non-zero to request
  352. * recording devices
  353. * \returns the number of available devices exposed by the current driver or
  354. * -1 if an explicit list of devices can't be determined. A return
  355. * value of -1 does not necessarily mean an error condition.
  356. *
  357. * \since This function is available since SDL 2.0.0.
  358. *
  359. * \sa SDL_GetAudioDeviceName
  360. * \sa SDL_OpenAudioDevice
  361. */
  362. extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
  363. /**
  364. * Get the human-readable name of a specific audio device.
  365. *
  366. * This function is only valid after successfully initializing the audio
  367. * subsystem. The values returned by this function reflect the latest call to
  368. * SDL_GetNumAudioDevices(); re-call that function to redetect available
  369. * hardware.
  370. *
  371. * The string returned by this function is UTF-8 encoded, read-only, and
  372. * managed internally. You are not to free it. If you need to keep the string
  373. * for any length of time, you should make your own copy of it, as it will be
  374. * invalid next time any of several other SDL functions are called.
  375. *
  376. * \param index the index of the audio device; valid values range from 0 to
  377. * SDL_GetNumAudioDevices() - 1
  378. * \param iscapture non-zero to query the list of recording devices, zero to
  379. * query the list of output devices.
  380. * \returns the name of the audio device at the requested index, or NULL on
  381. * error.
  382. *
  383. * \sa SDL_GetNumAudioDevices
  384. */
  385. extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
  386. int iscapture);
  387. /**
  388. * Get the preferred audio format of a specific audio device.
  389. *
  390. * This function is only valid after a successfully initializing the audio
  391. * subsystem. The values returned by this function reflect the latest call to
  392. * SDL_GetNumAudioDevices(); re-call that function to redetect available
  393. * hardware.
  394. *
  395. * `spec` will be filled with the sample rate, sample format, and channel
  396. * count. All other values in the structure are filled with 0. When the
  397. * supported struct members are 0, SDL was unable to get the property from the
  398. * backend.
  399. *
  400. * \param index the index of the audio device; valid values range from 0 to
  401. * SDL_GetNumAudioDevices() - 1
  402. * \param iscapture non-zero to query the list of recording devices, zero to
  403. * query the list of output devices.
  404. * \param spec The SDL_AudioSpec to be initialized by this function.
  405. * \returns 0 on success, nonzero on error
  406. *
  407. * \since This function is available since SDL 2.0.16.
  408. *
  409. * \sa SDL_GetNumAudioDevices
  410. */
  411. extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
  412. int iscapture,
  413. SDL_AudioSpec *spec);
  414. /**
  415. * Open a specific audio device.
  416. *
  417. * SDL_OpenAudio(), unlike this function, always acts on device ID 1. As such,
  418. * this function will never return a 1 so as not to conflict with the legacy
  419. * function.
  420. *
  421. * Please note that SDL 2.0 before 2.0.5 did not support recording; as such,
  422. * this function would fail if `iscapture` was not zero. Starting with SDL
  423. * 2.0.5, recording is implemented and this value can be non-zero.
  424. *
  425. * Passing in a `device` name of NULL requests the most reasonable default
  426. * (and is equivalent to what SDL_OpenAudio() does to choose a device). The
  427. * `device` name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
  428. * some drivers allow arbitrary and driver-specific strings, such as a
  429. * hostname/IP address for a remote audio server, or a filename in the
  430. * diskaudio driver.
  431. *
  432. * An opened audio device starts out paused, and should be enabled for playing
  433. * by calling SDL_PauseAudioDevice(devid, 0) when you are ready for your audio
  434. * callback function to be called. Since the audio driver may modify the
  435. * requested size of the audio buffer, you should allocate any local mixing
  436. * buffers after you open the audio device.
  437. *
  438. * The audio callback runs in a separate thread in most cases; you can prevent
  439. * race conditions between your callback and other threads without fully
  440. * pausing playback with SDL_LockAudioDevice(). For more information about the
  441. * callback, see SDL_AudioSpec.
  442. *
  443. * Managing the audio spec via 'desired' and 'obtained':
  444. *
  445. * When filling in the desired audio spec structure:
  446. *
  447. * - `desired->freq` should be the frequency in sample-frames-per-second (Hz).
  448. * - `desired->format` should be the audio format (`AUDIO_S16SYS`, etc).
  449. * - `desired->samples` is the desired size of the audio buffer, in _sample
  450. * frames_ (with stereo output, two samples--left and right--would make a
  451. * single sample frame). This number should be a power of two, and may be
  452. * adjusted by the audio driver to a value more suitable for the hardware.
  453. * Good values seem to range between 512 and 8096 inclusive, depending on
  454. * the application and CPU speed. Smaller values reduce latency, but can
  455. * lead to underflow if the application is doing heavy processing and cannot
  456. * fill the audio buffer in time. Note that the number of sample frames is
  457. * directly related to time by the following formula: `ms =
  458. * (sampleframes*1000)/freq`
  459. * - `desired->size` is the size in _bytes_ of the audio buffer, and is
  460. * calculated by SDL_OpenAudioDevice(). You don't initialize this.
  461. * - `desired->silence` is the value used to set the buffer to silence, and is
  462. * calculated by SDL_OpenAudioDevice(). You don't initialize this.
  463. * - `desired->callback` should be set to a function that will be called when
  464. * the audio device is ready for more data. It is passed a pointer to the
  465. * audio buffer, and the length in bytes of the audio buffer. This function
  466. * usually runs in a separate thread, and so you should protect data
  467. * structures that it accesses by calling SDL_LockAudioDevice() and
  468. * SDL_UnlockAudioDevice() in your code. Alternately, you may pass a NULL
  469. * pointer here, and call SDL_QueueAudio() with some frequency, to queue
  470. * more audio samples to be played (or for capture devices, call
  471. * SDL_DequeueAudio() with some frequency, to obtain audio samples).
  472. * - `desired->userdata` is passed as the first parameter to your callback
  473. * function. If you passed a NULL callback, this value is ignored.
  474. *
  475. * `allowed_changes` can have the following flags OR'd together:
  476. *
  477. * - `SDL_AUDIO_ALLOW_FREQUENCY_CHANGE`
  478. * - `SDL_AUDIO_ALLOW_FORMAT_CHANGE`
  479. * - `SDL_AUDIO_ALLOW_CHANNELS_CHANGE`
  480. * - `SDL_AUDIO_ALLOW_ANY_CHANGE`
  481. *
  482. * These flags specify how SDL should behave when a device cannot offer a
  483. * specific feature. If the application requests a feature that the hardware
  484. * doesn't offer, SDL will always try to get the closest equivalent.
  485. *
  486. * For example, if you ask for float32 audio format, but the sound card only
  487. * supports int16, SDL will set the hardware to int16. If you had set
  488. * SDL_AUDIO_ALLOW_FORMAT_CHANGE, SDL will change the format in the `obtained`
  489. * structure. If that flag was *not* set, SDL will prepare to convert your
  490. * callback's float32 audio to int16 before feeding it to the hardware and
  491. * will keep the originally requested format in the `obtained` structure.
  492. *
  493. * The resulting audio specs, varying depending on hardware and on what
  494. * changes were allowed, will then be written back to `obtained`.
  495. *
  496. * If your application can only handle one specific data format, pass a zero
  497. * for `allowed_changes` and let SDL transparently handle any differences.
  498. *
  499. * \param device a UTF-8 string reported by SDL_GetAudioDeviceName() or a
  500. * driver-specific name as appropriate. NULL requests the most
  501. * reasonable default device.
  502. * \param iscapture non-zero to specify a device should be opened for
  503. * recording, not playback
  504. * \param desired an SDL_AudioSpec structure representing the desired output
  505. * format; see SDL_OpenAudio() for more information
  506. * \param obtained an SDL_AudioSpec structure filled in with the actual output
  507. * format; see SDL_OpenAudio() for more information
  508. * \param allowed_changes 0, or one or more flags OR'd together
  509. * \returns a valid device ID that is > 0 on success or 0 on failure; call
  510. * SDL_GetError() for more information.
  511. *
  512. * For compatibility with SDL 1.2, this will never return 1, since
  513. * SDL reserves that ID for the legacy SDL_OpenAudio() function.
  514. *
  515. * \since This function is available since SDL 2.0.0.
  516. *
  517. * \sa SDL_CloseAudioDevice
  518. * \sa SDL_GetAudioDeviceName
  519. * \sa SDL_LockAudioDevice
  520. * \sa SDL_OpenAudio
  521. * \sa SDL_PauseAudioDevice
  522. * \sa SDL_UnlockAudioDevice
  523. */
  524. extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(
  525. const char *device,
  526. int iscapture,
  527. const SDL_AudioSpec *desired,
  528. SDL_AudioSpec *obtained,
  529. int allowed_changes);
  530. /**
  531. * \name Audio state
  532. *
  533. * Get the current audio state.
  534. */
  535. /* @{ */
  536. typedef enum
  537. {
  538. SDL_AUDIO_STOPPED = 0,
  539. SDL_AUDIO_PLAYING,
  540. SDL_AUDIO_PAUSED
  541. } SDL_AudioStatus;
  542. extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
  543. extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
  544. /* @} *//* Audio State */
  545. /**
  546. * \name Pause audio functions
  547. *
  548. * These functions pause and unpause the audio callback processing.
  549. * They should be called with a parameter of 0 after opening the audio
  550. * device to start playing sound. This is so you can safely initialize
  551. * data for your callback function after opening the audio device.
  552. * Silence will be written to the audio device during the pause.
  553. */
  554. /* @{ */
  555. extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
  556. extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
  557. int pause_on);
  558. /* @} *//* Pause audio functions */
  559. /**
  560. * Load the audio data of a WAVE file into memory.
  561. *
  562. * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
  563. * be valid pointers. The entire data portion of the file is then loaded into
  564. * memory and decoded if necessary.
  565. *
  566. * If `freesrc` is non-zero, the data source gets automatically closed and
  567. * freed before the function returns.
  568. *
  569. * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
  570. * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
  571. * A-law and mu-law (8 bits). Other formats are currently unsupported and
  572. * cause an error.
  573. *
  574. * If this function succeeds, the pointer returned by it is equal to `spec`
  575. * and the pointer to the audio data allocated by the function is written to
  576. * `audio_buf` and its length in bytes to `audio_len`. The SDL_AudioSpec
  577. * members `freq`, `channels`, and `format` are set to the values of the audio
  578. * data in the buffer. The `samples` member is set to a sane default and all
  579. * others are set to zero.
  580. *
  581. * It's necessary to use SDL_FreeWAV() to free the audio data returned in
  582. * `audio_buf` when it is no longer used.
  583. *
  584. * Because of the underspecification of the .WAV format, there are many
  585. * problematic files in the wild that cause issues with strict decoders. To
  586. * provide compatibility with these files, this decoder is lenient in regards
  587. * to the truncation of the file, the fact chunk, and the size of the RIFF
  588. * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
  589. * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
  590. * tune the behavior of the loading process.
  591. *
  592. * Any file that is invalid (due to truncation, corruption, or wrong values in
  593. * the headers), too big, or unsupported causes an error. Additionally, any
  594. * critical I/O error from the data source will terminate the loading process
  595. * with an error. The function returns NULL on error and in all cases (with
  596. * the exception of `src` being NULL), an appropriate error message will be
  597. * set.
  598. *
  599. * It is required that the data source supports seeking.
  600. *
  601. * Example:
  602. *
  603. * ```c++
  604. * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
  605. * ```
  606. *
  607. * Note that the SDL_LoadWAV macro does this same thing for you, but in a less
  608. * messy way:
  609. *
  610. * ```c++
  611. * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
  612. * ```
  613. *
  614. * \param src The data source for the WAVE data
  615. * \param freesrc If non-zero, SDL will _always_ free the data source
  616. * \param spec An SDL_AudioSpec that will be filled in with the wave file's
  617. * format details
  618. * \param audio_buf A pointer filled with the audio data, allocated by the
  619. * function.
  620. * \param audio_len A pointer filled with the length of the audio data buffer
  621. * in bytes
  622. * \returns This function, if successfully called, returns `spec`, which will
  623. * be filled with the audio data format of the wave source data.
  624. * `audio_buf` will be filled with a pointer to an allocated buffer
  625. * containing the audio data, and `audio_len` is filled with the
  626. * length of that audio buffer in bytes.
  627. *
  628. * This function returns NULL if the .WAV file cannot be opened, uses
  629. * an unknown data format, or is corrupt; call SDL_GetError() for
  630. * more information.
  631. *
  632. * When the application is done with the data returned in
  633. * `audio_buf`, it should call SDL_FreeWAV() to dispose of it.
  634. *
  635. * \sa SDL_FreeWAV
  636. * \sa SDL_LoadWAV
  637. */
  638. extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
  639. int freesrc,
  640. SDL_AudioSpec * spec,
  641. Uint8 ** audio_buf,
  642. Uint32 * audio_len);
  643. /**
  644. * Loads a WAV from a file.
  645. * Compatibility convenience function.
  646. */
  647. #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
  648. SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
  649. /**
  650. * Free data previously allocated with SDL_LoadWAV() or SDL_LoadWAV_RW().
  651. *
  652. * After a WAVE file has been opened with SDL_LoadWAV() or SDL_LoadWAV_RW()
  653. * its data can eventually be freed with SDL_FreeWAV(). It is safe to call
  654. * this function with a NULL pointer.
  655. *
  656. * \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or
  657. * SDL_LoadWAV_RW()
  658. *
  659. * \sa SDL_LoadWAV
  660. * \sa SDL_LoadWAV_RW
  661. */
  662. extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
  663. /**
  664. * Initialize an SDL_AudioCVT structure for conversion.
  665. *
  666. * Before an SDL_AudioCVT structure can be used to convert audio data it must
  667. * be initialized with source and destination information.
  668. *
  669. * This function will zero out every field of the SDL_AudioCVT, so it must be
  670. * called before the application fills in the final buffer information.
  671. *
  672. * Once this function has returned successfully, and reported that a
  673. * conversion is necessary, the application fills in the rest of the fields in
  674. * SDL_AudioCVT, now that it knows how large a buffer it needs to allocate,
  675. * and then can call SDL_ConvertAudio() to complete the conversion.
  676. *
  677. * \param cvt an SDL_AudioCVT structure filled in with audio conversion
  678. * information
  679. * \param src_format the source format of the audio data; for more info see
  680. * SDL_AudioFormat
  681. * \param src_channels the number of channels in the source
  682. * \param src_rate the frequency (sample-frames-per-second) of the source
  683. * \param dst_format the destination format of the audio data; for more info
  684. * see SDL_AudioFormat
  685. * \param dst_channels the number of channels in the destination
  686. * \param dst_rate the frequency (sample-frames-per-second) of the destination
  687. * \returns 1 if the audio filter is prepared, 0 if no conversion is needed,
  688. * or a negative error code on failure; call SDL_GetError() for more
  689. * information.
  690. *
  691. * \sa SDL_ConvertAudio
  692. */
  693. extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
  694. SDL_AudioFormat src_format,
  695. Uint8 src_channels,
  696. int src_rate,
  697. SDL_AudioFormat dst_format,
  698. Uint8 dst_channels,
  699. int dst_rate);
  700. /**
  701. * Convert audio data to a desired audio format.
  702. *
  703. * This function does the actual audio data conversion, after the application
  704. * has called SDL_BuildAudioCVT() to prepare the conversion information and
  705. * then filled in the buffer details.
  706. *
  707. * Once the application has initialized the `cvt` structure using
  708. * SDL_BuildAudioCVT(), allocated an audio buffer and filled it with audio
  709. * data in the source format, this function will convert the buffer, in-place,
  710. * to the desired format.
  711. *
  712. * The data conversion may go through several passes; any given pass may
  713. * possibly temporarily increase the size of the data. For example, SDL might
  714. * expand 16-bit data to 32 bits before resampling to a lower frequency,
  715. * shrinking the data size after having grown it briefly. Since the supplied
  716. * buffer will be both the source and destination, converting as necessary
  717. * in-place, the application must allocate a buffer that will fully contain
  718. * the data during its largest conversion pass. After SDL_BuildAudioCVT()
  719. * returns, the application should set the `cvt->len` field to the size, in
  720. * bytes, of the source data, and allocate a buffer that is `cvt->len *
  721. * cvt->len_mult` bytes long for the `buf` field.
  722. *
  723. * The source data should be copied into this buffer before the call to
  724. * SDL_ConvertAudio(). Upon successful return, this buffer will contain the
  725. * converted audio, and `cvt->len_cvt` will be the size of the converted data,
  726. * in bytes. Any bytes in the buffer past `cvt->len_cvt` are undefined once
  727. * this function returns.
  728. *
  729. * \param cvt an SDL_AudioCVT structure that was previously set up by
  730. * SDL_BuildAudioCVT().
  731. * \returns 0 if the conversion was completed successfully or a negative error
  732. * code on failure; call SDL_GetError() for more information.
  733. *
  734. * \sa SDL_BuildAudioCVT
  735. */
  736. extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
  737. /* SDL_AudioStream is a new audio conversion interface.
  738. The benefits vs SDL_AudioCVT:
  739. - it can handle resampling data in chunks without generating
  740. artifacts, when it doesn't have the complete buffer available.
  741. - it can handle incoming data in any variable size.
  742. - You push data as you have it, and pull it when you need it
  743. */
  744. /* this is opaque to the outside world. */
  745. struct _SDL_AudioStream;
  746. typedef struct _SDL_AudioStream SDL_AudioStream;
  747. /**
  748. * Create a new audio stream.
  749. *
  750. * \param src_format The format of the source audio
  751. * \param src_channels The number of channels of the source audio
  752. * \param src_rate The sampling rate of the source audio
  753. * \param dst_format The format of the desired audio output
  754. * \param dst_channels The number of channels of the desired audio output
  755. * \param dst_rate The sampling rate of the desired audio output
  756. * \returns 0 on success, or -1 on error.
  757. *
  758. * \sa SDL_AudioStreamPut
  759. * \sa SDL_AudioStreamGet
  760. * \sa SDL_AudioStreamAvailable
  761. * \sa SDL_AudioStreamFlush
  762. * \sa SDL_AudioStreamClear
  763. * \sa SDL_FreeAudioStream
  764. */
  765. extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
  766. const Uint8 src_channels,
  767. const int src_rate,
  768. const SDL_AudioFormat dst_format,
  769. const Uint8 dst_channels,
  770. const int dst_rate);
  771. /**
  772. * Add data to be converted/resampled to the stream.
  773. *
  774. * \param stream The stream the audio data is being added to
  775. * \param buf A pointer to the audio data to add
  776. * \param len The number of bytes to write to the stream
  777. * \returns 0 on success, or -1 on error.
  778. *
  779. * \sa SDL_NewAudioStream
  780. * \sa SDL_AudioStreamGet
  781. * \sa SDL_AudioStreamAvailable
  782. * \sa SDL_AudioStreamFlush
  783. * \sa SDL_AudioStreamClear
  784. * \sa SDL_FreeAudioStream
  785. */
  786. extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
  787. /**
  788. * Get converted/resampled data from the stream
  789. *
  790. * \param stream The stream the audio is being requested from
  791. * \param buf A buffer to fill with audio data
  792. * \param len The maximum number of bytes to fill
  793. * \returns the number of bytes read from the stream, or -1 on error
  794. *
  795. * \sa SDL_NewAudioStream
  796. * \sa SDL_AudioStreamPut
  797. * \sa SDL_AudioStreamAvailable
  798. * \sa SDL_AudioStreamFlush
  799. * \sa SDL_AudioStreamClear
  800. * \sa SDL_FreeAudioStream
  801. */
  802. extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
  803. /**
  804. * Get the number of converted/resampled bytes available.
  805. *
  806. * The stream may be buffering data behind the scenes until it has enough to
  807. * resample correctly, so this number might be lower than what you expect, or
  808. * even be zero. Add more data or flush the stream if you need the data now.
  809. *
  810. * \sa SDL_NewAudioStream
  811. * \sa SDL_AudioStreamPut
  812. * \sa SDL_AudioStreamGet
  813. * \sa SDL_AudioStreamFlush
  814. * \sa SDL_AudioStreamClear
  815. * \sa SDL_FreeAudioStream
  816. */
  817. extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
  818. /**
  819. * Tell the stream that you're done sending data, and anything being buffered
  820. * should be converted/resampled and made available immediately.
  821. *
  822. * It is legal to add more data to a stream after flushing, but there will be
  823. * audio gaps in the output. Generally this is intended to signal the end of
  824. * input, so the complete output becomes available.
  825. *
  826. * \sa SDL_NewAudioStream
  827. * \sa SDL_AudioStreamPut
  828. * \sa SDL_AudioStreamGet
  829. * \sa SDL_AudioStreamAvailable
  830. * \sa SDL_AudioStreamClear
  831. * \sa SDL_FreeAudioStream
  832. */
  833. extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
  834. /**
  835. * Clear any pending data in the stream without converting it
  836. *
  837. * \sa SDL_NewAudioStream
  838. * \sa SDL_AudioStreamPut
  839. * \sa SDL_AudioStreamGet
  840. * \sa SDL_AudioStreamAvailable
  841. * \sa SDL_AudioStreamFlush
  842. * \sa SDL_FreeAudioStream
  843. */
  844. extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
  845. /**
  846. * Free an audio stream
  847. *
  848. * \sa SDL_NewAudioStream
  849. * \sa SDL_AudioStreamPut
  850. * \sa SDL_AudioStreamGet
  851. * \sa SDL_AudioStreamAvailable
  852. * \sa SDL_AudioStreamFlush
  853. * \sa SDL_AudioStreamClear
  854. */
  855. extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
  856. #define SDL_MIX_MAXVOLUME 128
  857. /**
  858. * This function is a legacy means of mixing audio.
  859. *
  860. * This function is equivalent to calling
  861. *
  862. * ```c++
  863. * SDL_MixAudioFormat(dst, src, format, len, volume);
  864. * ```
  865. *
  866. * where `format` is the obtained format of the audio device from the legacy
  867. * SDL_OpenAudio() function.
  868. *
  869. * \param dst the destination for the mixed audio
  870. * \param src the source audio buffer to be mixed
  871. * \param len the length of the audio buffer in bytes
  872. * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
  873. * for full audio volume
  874. *
  875. * \sa SDL_MixAudioFormat
  876. */
  877. extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
  878. Uint32 len, int volume);
  879. /**
  880. * Mix audio data in a specified format.
  881. *
  882. * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
  883. * it into `dst`, performing addition, volume adjustment, and overflow
  884. * clipping. The buffer pointed to by `dst` must also be `len` bytes of
  885. * `format` data.
  886. *
  887. * This is provided for convenience -- you can mix your own audio data.
  888. *
  889. * Do not use this function for mixing together more than two streams of
  890. * sample data. The output from repeated application of this function may be
  891. * distorted by clipping, because there is no accumulator with greater range
  892. * than the input (not to mention this being an inefficient way of doing it).
  893. *
  894. * It is a common misconception that this function is required to write audio
  895. * data to an output stream in an audio callback. While you can do that,
  896. * SDL_MixAudioFormat() is really only needed when you're mixing a single
  897. * audio stream with a volume adjustment.
  898. *
  899. * \param dst the destination for the mixed audio
  900. * \param src the source audio buffer to be mixed
  901. * \param format the SDL_AudioFormat structure representing the desired audio
  902. * format
  903. * \param len the length of the audio buffer in bytes
  904. * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
  905. * for full audio volume
  906. */
  907. extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
  908. const Uint8 * src,
  909. SDL_AudioFormat format,
  910. Uint32 len, int volume);
  911. /**
  912. * Queue more audio on non-callback devices.
  913. *
  914. * If you are looking to retrieve queued audio from a non-callback capture
  915. * device, you want SDL_DequeueAudio() instead. SDL_QueueAudio() will return
  916. * -1 to signify an error if you use it with capture devices.
  917. *
  918. * SDL offers two ways to feed audio to the device: you can either supply a
  919. * callback that SDL triggers with some frequency to obtain more audio (pull
  920. * method), or you can supply no callback, and then SDL will expect you to
  921. * supply data at regular intervals (push method) with this function.
  922. *
  923. * There are no limits on the amount of data you can queue, short of
  924. * exhaustion of address space. Queued data will drain to the device as
  925. * necessary without further intervention from you. If the device needs audio
  926. * but there is not enough queued, it will play silence to make up the
  927. * difference. This means you will have skips in your audio playback if you
  928. * aren't routinely queueing sufficient data.
  929. *
  930. * This function copies the supplied data, so you are safe to free it when the
  931. * function returns. This function is thread-safe, but queueing to the same
  932. * device from two threads at once does not promise which buffer will be
  933. * queued first.
  934. *
  935. * You may not queue audio on a device that is using an application-supplied
  936. * callback; doing so returns an error. You have to use the audio callback or
  937. * queue audio with this function, but not both.
  938. *
  939. * You should not call SDL_LockAudio() on the device before queueing; SDL
  940. * handles locking internally for this function.
  941. *
  942. * Note that SDL2
  943. * [https://discourse.libsdl.org/t/sdl2-support-for-planar-audio/31263/3 does
  944. * not support planar audio]. You will need to resample from planar audio
  945. * formats into a non-planar one (see SDL_AudioFormat) before queuing audio.
  946. *
  947. * \param dev the device ID to which we will queue audio
  948. * \param data the data to queue to the device for later playback
  949. * \param len the number of bytes (not samples!) to which `data` points
  950. * \returns 0 on success or a negative error code on failure; call
  951. * SDL_GetError() for more information.
  952. *
  953. * \since This function is available since SDL 2.0.4.
  954. *
  955. * \sa SDL_ClearQueuedAudio
  956. * \sa SDL_GetQueuedAudioSize
  957. */
  958. extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
  959. /**
  960. * Dequeue more audio on non-callback devices.
  961. *
  962. * If you are looking to queue audio for output on a non-callback playback
  963. * device, you want SDL_QueueAudio() instead. SDL_DequeueAudio() will always
  964. * return 0 if you use it with playback devices.
  965. *
  966. * SDL offers two ways to retrieve audio from a capture device: you can either
  967. * supply a callback that SDL triggers with some frequency as the device
  968. * records more audio data, (push method), or you can supply no callback, and
  969. * then SDL will expect you to retrieve data at regular intervals (pull
  970. * method) with this function.
  971. *
  972. * There are no limits on the amount of data you can queue, short of
  973. * exhaustion of address space. Data from the device will keep queuing as
  974. * necessary without further intervention from you. This means you will
  975. * eventually run out of memory if you aren't routinely dequeueing data.
  976. *
  977. * Capture devices will not queue data when paused; if you are expecting to
  978. * not need captured audio for some length of time, use SDL_PauseAudioDevice()
  979. * to stop the capture device from queueing more data. This can be useful
  980. * during, say, level loading times. When unpaused, capture devices will start
  981. * queueing data from that point, having flushed any capturable data available
  982. * while paused.
  983. *
  984. * This function is thread-safe, but dequeueing from the same device from two
  985. * threads at once does not promise which thread will dequeue data first.
  986. *
  987. * You may not dequeue audio from a device that is using an
  988. * application-supplied callback; doing so returns an error. You have to use
  989. * the audio callback, or dequeue audio with this function, but not both.
  990. *
  991. * You should not call SDL_LockAudio() on the device before dequeueing; SDL
  992. * handles locking internally for this function.
  993. *
  994. * \param dev the device ID from which we will dequeue audio
  995. * \param data a pointer into where audio data should be copied
  996. * \param len the number of bytes (not samples!) to which (data) points
  997. * \returns the number of bytes dequeued, which could be less than requested;
  998. * call SDL_GetError() for more information.
  999. *
  1000. * \since This function is available since SDL 2.0.5.
  1001. *
  1002. * \sa SDL_ClearQueuedAudio
  1003. * \sa SDL_GetQueuedAudioSize
  1004. */
  1005. extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
  1006. /**
  1007. * Get the number of bytes of still-queued audio.
  1008. *
  1009. * For playback devices: this is the number of bytes that have been queued for
  1010. * playback with SDL_QueueAudio(), but have not yet been sent to the hardware.
  1011. *
  1012. * Once we've sent it to the hardware, this function can not decide the exact
  1013. * byte boundary of what has been played. It's possible that we just gave the
  1014. * hardware several kilobytes right before you called this function, but it
  1015. * hasn't played any of it yet, or maybe half of it, etc.
  1016. *
  1017. * For capture devices, this is the number of bytes that have been captured by
  1018. * the device and are waiting for you to dequeue. This number may grow at any
  1019. * time, so this only informs of the lower-bound of available data.
  1020. *
  1021. * You may not queue or dequeue audio on a device that is using an
  1022. * application-supplied callback; calling this function on such a device
  1023. * always returns 0. You have to use the audio callback or queue audio, but
  1024. * not both.
  1025. *
  1026. * You should not call SDL_LockAudio() on the device before querying; SDL
  1027. * handles locking internally for this function.
  1028. *
  1029. * \param dev the device ID of which we will query queued audio size
  1030. * \returns the number of bytes (not samples!) of queued audio.
  1031. *
  1032. * \since This function is available since SDL 2.0.4.
  1033. *
  1034. * \sa SDL_ClearQueuedAudio
  1035. * \sa SDL_QueueAudio
  1036. * \sa SDL_DequeueAudio
  1037. */
  1038. extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
  1039. /**
  1040. * Drop any queued audio data waiting to be sent to the hardware.
  1041. *
  1042. * Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
  1043. * output devices, the hardware will start playing silence if more audio isn't
  1044. * queued. For capture devices, the hardware will start filling the empty
  1045. * queue with new data if the capture device isn't paused.
  1046. *
  1047. * This will not prevent playback of queued audio that's already been sent to
  1048. * the hardware, as we can not undo that, so expect there to be some fraction
  1049. * of a second of audio that might still be heard. This can be useful if you
  1050. * want to, say, drop any pending music or any unprocessed microphone input
  1051. * during a level change in your game.
  1052. *
  1053. * You may not queue or dequeue audio on a device that is using an
  1054. * application-supplied callback; calling this function on such a device
  1055. * always returns 0. You have to use the audio callback or queue audio, but
  1056. * not both.
  1057. *
  1058. * You should not call SDL_LockAudio() on the device before clearing the
  1059. * queue; SDL handles locking internally for this function.
  1060. *
  1061. * This function always succeeds and thus returns void.
  1062. *
  1063. * \param dev the device ID of which to clear the audio queue
  1064. *
  1065. * \since This function is available since SDL 2.0.4.
  1066. *
  1067. * \sa SDL_GetQueuedAudioSize
  1068. * \sa SDL_QueueAudio
  1069. * \sa SDL_DequeueAudio
  1070. */
  1071. extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
  1072. /**
  1073. * \name Audio lock functions
  1074. *
  1075. * The lock manipulated by these functions protects the callback function.
  1076. * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
  1077. * the callback function is not running. Do not call these from the callback
  1078. * function or you will cause deadlock.
  1079. */
  1080. /* @{ */
  1081. extern DECLSPEC void SDLCALL SDL_LockAudio(void);
  1082. extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
  1083. extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
  1084. extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
  1085. /* @} *//* Audio lock functions */
  1086. /**
  1087. * This function is a legacy means of closing the audio device.
  1088. *
  1089. * This function is equivalent to calling
  1090. *
  1091. * ```c++
  1092. * SDL_CloseAudioDevice(1);
  1093. * ```
  1094. *
  1095. * and is only useful if you used the legacy SDL_OpenAudio() function.
  1096. *
  1097. * \sa SDL_OpenAudio
  1098. */
  1099. extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
  1100. /**
  1101. * Use this function to shut down audio processing and close the audio device.
  1102. *
  1103. * The application should close open audio devices once they are no longer
  1104. * needed. Calling this function will wait until the device's audio callback
  1105. * is not running, release the audio hardware and then clean up internal
  1106. * state. No further audio will play from this device once this function
  1107. * returns.
  1108. *
  1109. * This function may block briefly while pending audio data is played by the
  1110. * hardware, so that applications don't drop the last buffer of data they
  1111. * supplied.
  1112. *
  1113. * The device ID is invalid as soon as the device is closed, and is eligible
  1114. * for reuse in a new SDL_OpenAudioDevice() call immediately.
  1115. *
  1116. * \param dev an audio device previously opened with SDL_OpenAudioDevice()
  1117. *
  1118. * \sa SDL_OpenAudioDevice
  1119. */
  1120. extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
  1121. /* Ends C function definitions when using C++ */
  1122. #ifdef __cplusplus
  1123. }
  1124. #endif
  1125. #include "close_code.h"
  1126. #endif /* SDL_audio_h_ */
  1127. /* vi: set ts=4 sw=4 expandtab: */