cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

SDL_audio.h (35788B)


      1/*
      2  Simple DirectMedia Layer
      3  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
      4
      5  This software is provided 'as-is', without any express or implied
      6  warranty.  In no event will the authors be held liable for any damages
      7  arising from the use of this software.
      8
      9  Permission is granted to anyone to use this software for any purpose,
     10  including commercial applications, and to alter it and redistribute it
     11  freely, subject to the following restrictions:
     12
     13  1. The origin of this software must not be misrepresented; you must not
     14     claim that you wrote the original software. If you use this software
     15     in a product, an acknowledgment in the product documentation would be
     16     appreciated but is not required.
     17  2. Altered source versions must be plainly marked as such, and must not be
     18     misrepresented as being the original software.
     19  3. This notice may not be removed or altered from any source distribution.
     20*/
     21
     22/**
     23 *  \file SDL_audio.h
     24 *
     25 *  Access to the raw audio mixing buffer for the SDL library.
     26 */
     27
     28#ifndef SDL_audio_h_
     29#define SDL_audio_h_
     30
     31#include "SDL_stdinc.h"
     32#include "SDL_error.h"
     33#include "SDL_endian.h"
     34#include "SDL_mutex.h"
     35#include "SDL_thread.h"
     36#include "SDL_rwops.h"
     37
     38#include "begin_code.h"
     39/* Set up for C function definitions, even when using C++ */
     40#ifdef __cplusplus
     41extern "C" {
     42#endif
     43
     44/**
     45 *  \brief Audio format flags.
     46 *
     47 *  These are what the 16 bits in SDL_AudioFormat currently mean...
     48 *  (Unspecified bits are always zero).
     49 *
     50 *  \verbatim
     51    ++-----------------------sample is signed if set
     52    ||
     53    ||       ++-----------sample is bigendian if set
     54    ||       ||
     55    ||       ||          ++---sample is float if set
     56    ||       ||          ||
     57    ||       ||          || +---sample bit size---+
     58    ||       ||          || |                     |
     59    15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
     60    \endverbatim
     61 *
     62 *  There are macros in SDL 2.0 and later to query these bits.
     63 */
     64typedef Uint16 SDL_AudioFormat;
     65
     66/**
     67 *  \name Audio flags
     68 */
     69/* @{ */
     70
     71#define SDL_AUDIO_MASK_BITSIZE       (0xFF)
     72#define SDL_AUDIO_MASK_DATATYPE      (1<<8)
     73#define SDL_AUDIO_MASK_ENDIAN        (1<<12)
     74#define SDL_AUDIO_MASK_SIGNED        (1<<15)
     75#define SDL_AUDIO_BITSIZE(x)         (x & SDL_AUDIO_MASK_BITSIZE)
     76#define SDL_AUDIO_ISFLOAT(x)         (x & SDL_AUDIO_MASK_DATATYPE)
     77#define SDL_AUDIO_ISBIGENDIAN(x)     (x & SDL_AUDIO_MASK_ENDIAN)
     78#define SDL_AUDIO_ISSIGNED(x)        (x & SDL_AUDIO_MASK_SIGNED)
     79#define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x))
     80#define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x))
     81#define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))
     82
     83/**
     84 *  \name Audio format flags
     85 *
     86 *  Defaults to LSB byte order.
     87 */
     88/* @{ */
     89#define AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */
     90#define AUDIO_S8        0x8008  /**< Signed 8-bit samples */
     91#define AUDIO_U16LSB    0x0010  /**< Unsigned 16-bit samples */
     92#define AUDIO_S16LSB    0x8010  /**< Signed 16-bit samples */
     93#define AUDIO_U16MSB    0x1010  /**< As above, but big-endian byte order */
     94#define AUDIO_S16MSB    0x9010  /**< As above, but big-endian byte order */
     95#define AUDIO_U16       AUDIO_U16LSB
     96#define AUDIO_S16       AUDIO_S16LSB
     97/* @} */
     98
     99/**
    100 *  \name int32 support
    101 */
    102/* @{ */
    103#define AUDIO_S32LSB    0x8020  /**< 32-bit integer samples */
    104#define AUDIO_S32MSB    0x9020  /**< As above, but big-endian byte order */
    105#define AUDIO_S32       AUDIO_S32LSB
    106/* @} */
    107
    108/**
    109 *  \name float32 support
    110 */
    111/* @{ */
    112#define AUDIO_F32LSB    0x8120  /**< 32-bit floating point samples */
    113#define AUDIO_F32MSB    0x9120  /**< As above, but big-endian byte order */
    114#define AUDIO_F32       AUDIO_F32LSB
    115/* @} */
    116
    117/**
    118 *  \name Native audio byte ordering
    119 */
    120/* @{ */
    121#if SDL_BYTEORDER == SDL_LIL_ENDIAN
    122#define AUDIO_U16SYS    AUDIO_U16LSB
    123#define AUDIO_S16SYS    AUDIO_S16LSB
    124#define AUDIO_S32SYS    AUDIO_S32LSB
    125#define AUDIO_F32SYS    AUDIO_F32LSB
    126#else
    127#define AUDIO_U16SYS    AUDIO_U16MSB
    128#define AUDIO_S16SYS    AUDIO_S16MSB
    129#define AUDIO_S32SYS    AUDIO_S32MSB
    130#define AUDIO_F32SYS    AUDIO_F32MSB
    131#endif
    132/* @} */
    133
    134/**
    135 *  \name Allow change flags
    136 *
    137 *  Which audio format changes are allowed when opening a device.
    138 */
    139/* @{ */
    140#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE    0x00000001
    141#define SDL_AUDIO_ALLOW_FORMAT_CHANGE       0x00000002
    142#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE     0x00000004
    143#define SDL_AUDIO_ALLOW_SAMPLES_CHANGE      0x00000008
    144#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)
    145/* @} */
    146
    147/* @} *//* Audio flags */
    148
    149/**
    150 *  This function is called when the audio device needs more data.
    151 *
    152 *  \param userdata An application-specific parameter saved in
    153 *                  the SDL_AudioSpec structure
    154 *  \param stream A pointer to the audio data buffer.
    155 *  \param len    The length of that buffer in bytes.
    156 *
    157 *  Once the callback returns, the buffer will no longer be valid.
    158 *  Stereo samples are stored in a LRLRLR ordering.
    159 *
    160 *  You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
    161 *  you like. Just open your audio device with a NULL callback.
    162 */
    163typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
    164                                            int len);
    165
    166/**
    167 *  The calculated values in this structure are calculated by SDL_OpenAudio().
    168 *
    169 *  For multi-channel audio, the default SDL channel mapping is:
    170 *  2:  FL FR                       (stereo)
    171 *  3:  FL FR LFE                   (2.1 surround)
    172 *  4:  FL FR BL BR                 (quad)
    173 *  5:  FL FR FC BL BR              (quad + center)
    174 *  6:  FL FR FC LFE SL SR          (5.1 surround - last two can also be BL BR)
    175 *  7:  FL FR FC LFE BC SL SR       (6.1 surround)
    176 *  8:  FL FR FC LFE BL BR SL SR    (7.1 surround)
    177 */
    178typedef struct SDL_AudioSpec
    179{
    180    int freq;                   /**< DSP frequency -- samples per second */
    181    SDL_AudioFormat format;     /**< Audio data format */
    182    Uint8 channels;             /**< Number of channels: 1 mono, 2 stereo */
    183    Uint8 silence;              /**< Audio buffer silence value (calculated) */
    184    Uint16 samples;             /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
    185    Uint16 padding;             /**< Necessary for some compile environments */
    186    Uint32 size;                /**< Audio buffer size in bytes (calculated) */
    187    SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
    188    void *userdata;             /**< Userdata passed to callback (ignored for NULL callbacks). */
    189} SDL_AudioSpec;
    190
    191
    192struct SDL_AudioCVT;
    193typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
    194                                          SDL_AudioFormat format);
    195
    196/**
    197 *  \brief Upper limit of filters in SDL_AudioCVT
    198 *
    199 *  The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
    200 *  currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
    201 *  one of which is the terminating NULL pointer.
    202 */
    203#define SDL_AUDIOCVT_MAX_FILTERS 9
    204
    205/**
    206 *  \struct SDL_AudioCVT
    207 *  \brief A structure to hold a set of audio conversion filters and buffers.
    208 *
    209 *  Note that various parts of the conversion pipeline can take advantage
    210 *  of SIMD operations (like SSE2, for example). SDL_AudioCVT doesn't require
    211 *  you to pass it aligned data, but can possibly run much faster if you
    212 *  set both its (buf) field to a pointer that is aligned to 16 bytes, and its
    213 *  (len) field to something that's a multiple of 16, if possible.
    214 */
    215#ifdef __GNUC__
    216/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
    217   pad it out to 88 bytes to guarantee ABI compatibility between compilers.
    218   vvv
    219   The next time we rev the ABI, make sure to size the ints and add padding.
    220*/
    221#define SDL_AUDIOCVT_PACKED __attribute__((packed))
    222#else
    223#define SDL_AUDIOCVT_PACKED
    224#endif
    225/* */
    226typedef struct SDL_AudioCVT
    227{
    228    int needed;                 /**< Set to 1 if conversion possible */
    229    SDL_AudioFormat src_format; /**< Source audio format */
    230    SDL_AudioFormat dst_format; /**< Target audio format */
    231    double rate_incr;           /**< Rate conversion increment */
    232    Uint8 *buf;                 /**< Buffer to hold entire audio data */
    233    int len;                    /**< Length of original audio buffer */
    234    int len_cvt;                /**< Length of converted audio buffer */
    235    int len_mult;               /**< buffer must be len*len_mult big */
    236    double len_ratio;           /**< Given len, final size is len*len_ratio */
    237    SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS + 1]; /**< NULL-terminated list of filter functions */
    238    int filter_index;           /**< Current audio conversion function */
    239} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
    240
    241
    242/* Function prototypes */
    243
    244/**
    245 *  \name Driver discovery functions
    246 *
    247 *  These functions return the list of built in audio drivers, in the
    248 *  order that they are normally initialized by default.
    249 */
    250/* @{ */
    251extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
    252extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
    253/* @} */
    254
    255/**
    256 *  \name Initialization and cleanup
    257 *
    258 *  \internal These functions are used internally, and should not be used unless
    259 *            you have a specific need to specify the audio driver you want to
    260 *            use.  You should normally use SDL_Init() or SDL_InitSubSystem().
    261 */
    262/* @{ */
    263extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
    264extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
    265/* @} */
    266
    267/**
    268 *  This function returns the name of the current audio driver, or NULL
    269 *  if no driver has been initialized.
    270 */
    271extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
    272
    273/**
    274 *  This function opens the audio device with the desired parameters, and
    275 *  returns 0 if successful, placing the actual hardware parameters in the
    276 *  structure pointed to by \c obtained.  If \c obtained is NULL, the audio
    277 *  data passed to the callback function will be guaranteed to be in the
    278 *  requested format, and will be automatically converted to the hardware
    279 *  audio format if necessary.  This function returns -1 if it failed
    280 *  to open the audio device, or couldn't set up the audio thread.
    281 *
    282 *  When filling in the desired audio spec structure,
    283 *    - \c desired->freq should be the desired audio frequency in samples-per-
    284 *      second.
    285 *    - \c desired->format should be the desired audio format.
    286 *    - \c desired->samples is the desired size of the audio buffer, in
    287 *      samples.  This number should be a power of two, and may be adjusted by
    288 *      the audio driver to a value more suitable for the hardware.  Good values
    289 *      seem to range between 512 and 8096 inclusive, depending on the
    290 *      application and CPU speed.  Smaller values yield faster response time,
    291 *      but can lead to underflow if the application is doing heavy processing
    292 *      and cannot fill the audio buffer in time.  A stereo sample consists of
    293 *      both right and left channels in LR ordering.
    294 *      Note that the number of samples is directly related to time by the
    295 *      following formula:  \code ms = (samples*1000)/freq \endcode
    296 *    - \c desired->size is the size in bytes of the audio buffer, and is
    297 *      calculated by SDL_OpenAudio().
    298 *    - \c desired->silence is the value used to set the buffer to silence,
    299 *      and is calculated by SDL_OpenAudio().
    300 *    - \c desired->callback should be set to a function that will be called
    301 *      when the audio device is ready for more data.  It is passed a pointer
    302 *      to the audio buffer, and the length in bytes of the audio buffer.
    303 *      This function usually runs in a separate thread, and so you should
    304 *      protect data structures that it accesses by calling SDL_LockAudio()
    305 *      and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
    306 *      pointer here, and call SDL_QueueAudio() with some frequency, to queue
    307 *      more audio samples to be played (or for capture devices, call
    308 *      SDL_DequeueAudio() with some frequency, to obtain audio samples).
    309 *    - \c desired->userdata is passed as the first parameter to your callback
    310 *      function. If you passed a NULL callback, this value is ignored.
    311 *
    312 *  The audio device starts out playing silence when it's opened, and should
    313 *  be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
    314 *  for your audio callback function to be called.  Since the audio driver
    315 *  may modify the requested size of the audio buffer, you should allocate
    316 *  any local mixing buffers after you open the audio device.
    317 */
    318extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
    319                                          SDL_AudioSpec * obtained);
    320
    321/**
    322 *  SDL Audio Device IDs.
    323 *
    324 *  A successful call to SDL_OpenAudio() is always device id 1, and legacy
    325 *  SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
    326 *  always returns devices >= 2 on success. The legacy calls are good both
    327 *  for backwards compatibility and when you don't care about multiple,
    328 *  specific, or capture devices.
    329 */
    330typedef Uint32 SDL_AudioDeviceID;
    331
    332/**
    333 *  Get the number of available devices exposed by the current driver.
    334 *  Only valid after a successfully initializing the audio subsystem.
    335 *  Returns -1 if an explicit list of devices can't be determined; this is
    336 *  not an error. For example, if SDL is set up to talk to a remote audio
    337 *  server, it can't list every one available on the Internet, but it will
    338 *  still allow a specific host to be specified to SDL_OpenAudioDevice().
    339 *
    340 *  In many common cases, when this function returns a value <= 0, it can still
    341 *  successfully open the default device (NULL for first argument of
    342 *  SDL_OpenAudioDevice()).
    343 */
    344extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
    345
    346/**
    347 *  Get the human-readable name of a specific audio device.
    348 *  Must be a value between 0 and (number of audio devices-1).
    349 *  Only valid after a successfully initializing the audio subsystem.
    350 *  The values returned by this function reflect the latest call to
    351 *  SDL_GetNumAudioDevices(); recall that function to redetect available
    352 *  hardware.
    353 *
    354 *  The string returned by this function is UTF-8 encoded, read-only, and
    355 *  managed internally. You are not to free it. If you need to keep the
    356 *  string for any length of time, you should make your own copy of it, as it
    357 *  will be invalid next time any of several other SDL functions is called.
    358 */
    359extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
    360                                                           int iscapture);
    361
    362
    363/**
    364 *  Open a specific audio device. Passing in a device name of NULL requests
    365 *  the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
    366 *
    367 *  The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
    368 *  some drivers allow arbitrary and driver-specific strings, such as a
    369 *  hostname/IP address for a remote audio server, or a filename in the
    370 *  diskaudio driver.
    371 *
    372 *  \return 0 on error, a valid device ID that is >= 2 on success.
    373 *
    374 *  SDL_OpenAudio(), unlike this function, always acts on device ID 1.
    375 */
    376extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
    377                                                              *device,
    378                                                              int iscapture,
    379                                                              const
    380                                                              SDL_AudioSpec *
    381                                                              desired,
    382                                                              SDL_AudioSpec *
    383                                                              obtained,
    384                                                              int
    385                                                              allowed_changes);
    386
    387
    388
    389/**
    390 *  \name Audio state
    391 *
    392 *  Get the current audio state.
    393 */
    394/* @{ */
    395typedef enum
    396{
    397    SDL_AUDIO_STOPPED = 0,
    398    SDL_AUDIO_PLAYING,
    399    SDL_AUDIO_PAUSED
    400} SDL_AudioStatus;
    401extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
    402
    403extern DECLSPEC SDL_AudioStatus SDLCALL
    404SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
    405/* @} *//* Audio State */
    406
    407/**
    408 *  \name Pause audio functions
    409 *
    410 *  These functions pause and unpause the audio callback processing.
    411 *  They should be called with a parameter of 0 after opening the audio
    412 *  device to start playing sound.  This is so you can safely initialize
    413 *  data for your callback function after opening the audio device.
    414 *  Silence will be written to the audio device during the pause.
    415 */
    416/* @{ */
    417extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
    418extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
    419                                                  int pause_on);
    420/* @} *//* Pause audio functions */
    421
    422/**
    423 *  \brief Load the audio data of a WAVE file into memory
    424 *
    425 *  Loading a WAVE file requires \c src, \c spec, \c audio_buf and \c audio_len
    426 *  to be valid pointers. The entire data portion of the file is then loaded
    427 *  into memory and decoded if necessary.
    428 *
    429 *  If \c freesrc is non-zero, the data source gets automatically closed and
    430 *  freed before the function returns.
    431 *
    432 *  Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits),
    433 *  IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and
    434 *  ยต-law (8 bits). Other formats are currently unsupported and cause an error.
    435 *
    436 *  If this function succeeds, the pointer returned by it is equal to \c spec
    437 *  and the pointer to the audio data allocated by the function is written to
    438 *  \c audio_buf and its length in bytes to \c audio_len. The \ref SDL_AudioSpec
    439 *  members \c freq, \c channels, and \c format are set to the values of the
    440 *  audio data in the buffer. The \c samples member is set to a sane default and
    441 *  all others are set to zero.
    442 *
    443 *  It's necessary to use SDL_FreeWAV() to free the audio data returned in
    444 *  \c audio_buf when it is no longer used.
    445 *
    446 *  Because of the underspecification of the Waveform format, there are many
    447 *  problematic files in the wild that cause issues with strict decoders. To
    448 *  provide compatibility with these files, this decoder is lenient in regards
    449 *  to the truncation of the file, the fact chunk, and the size of the RIFF
    450 *  chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION,
    451 *  and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the
    452 *  loading process.
    453 *
    454 *  Any file that is invalid (due to truncation, corruption, or wrong values in
    455 *  the headers), too big, or unsupported causes an error. Additionally, any
    456 *  critical I/O error from the data source will terminate the loading process
    457 *  with an error. The function returns NULL on error and in all cases (with the
    458 *  exception of \c src being NULL), an appropriate error message will be set.
    459 *
    460 *  It is required that the data source supports seeking.
    461 *
    462 *  Example:
    463 *  \code
    464 *      SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
    465 *  \endcode
    466 *
    467 *  \param src The data source with the WAVE data
    468 *  \param freesrc A integer value that makes the function close the data source if non-zero
    469 *  \param spec A pointer filled with the audio format of the audio data
    470 *  \param audio_buf A pointer filled with the audio data allocated by the function
    471 *  \param audio_len A pointer filled with the length of the audio data buffer in bytes
    472 *  \return NULL on error, or non-NULL on success.
    473 */
    474extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
    475                                                      int freesrc,
    476                                                      SDL_AudioSpec * spec,
    477                                                      Uint8 ** audio_buf,
    478                                                      Uint32 * audio_len);
    479
    480/**
    481 *  Loads a WAV from a file.
    482 *  Compatibility convenience function.
    483 */
    484#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
    485    SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
    486
    487/**
    488 *  This function frees data previously allocated with SDL_LoadWAV_RW()
    489 */
    490extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
    491
    492/**
    493 *  This function takes a source format and rate and a destination format
    494 *  and rate, and initializes the \c cvt structure with information needed
    495 *  by SDL_ConvertAudio() to convert a buffer of audio data from one format
    496 *  to the other. An unsupported format causes an error and -1 will be returned.
    497 *
    498 *  \return 0 if no conversion is needed, 1 if the audio filter is set up,
    499 *  or -1 on error.
    500 */
    501extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
    502                                              SDL_AudioFormat src_format,
    503                                              Uint8 src_channels,
    504                                              int src_rate,
    505                                              SDL_AudioFormat dst_format,
    506                                              Uint8 dst_channels,
    507                                              int dst_rate);
    508
    509/**
    510 *  Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
    511 *  created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
    512 *  audio data in the source format, this function will convert it in-place
    513 *  to the desired format.
    514 *
    515 *  The data conversion may expand the size of the audio data, so the buffer
    516 *  \c cvt->buf should be allocated after the \c cvt structure is initialized by
    517 *  SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
    518 *
    519 *  \return 0 on success or -1 if \c cvt->buf is NULL.
    520 */
    521extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
    522
    523/* SDL_AudioStream is a new audio conversion interface.
    524   The benefits vs SDL_AudioCVT:
    525    - it can handle resampling data in chunks without generating
    526      artifacts, when it doesn't have the complete buffer available.
    527    - it can handle incoming data in any variable size.
    528    - You push data as you have it, and pull it when you need it
    529 */
    530/* this is opaque to the outside world. */
    531struct _SDL_AudioStream;
    532typedef struct _SDL_AudioStream SDL_AudioStream;
    533
    534/**
    535 *  Create a new audio stream
    536 *
    537 *  \param src_format The format of the source audio
    538 *  \param src_channels The number of channels of the source audio
    539 *  \param src_rate The sampling rate of the source audio
    540 *  \param dst_format The format of the desired audio output
    541 *  \param dst_channels The number of channels of the desired audio output
    542 *  \param dst_rate The sampling rate of the desired audio output
    543 *  \return 0 on success, or -1 on error.
    544 *
    545 *  \sa SDL_AudioStreamPut
    546 *  \sa SDL_AudioStreamGet
    547 *  \sa SDL_AudioStreamAvailable
    548 *  \sa SDL_AudioStreamFlush
    549 *  \sa SDL_AudioStreamClear
    550 *  \sa SDL_FreeAudioStream
    551 */
    552extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format,
    553                                           const Uint8 src_channels,
    554                                           const int src_rate,
    555                                           const SDL_AudioFormat dst_format,
    556                                           const Uint8 dst_channels,
    557                                           const int dst_rate);
    558
    559/**
    560 *  Add data to be converted/resampled to the stream
    561 *
    562 *  \param stream The stream the audio data is being added to
    563 *  \param buf A pointer to the audio data to add
    564 *  \param len The number of bytes to write to the stream
    565 *  \return 0 on success, or -1 on error.
    566 *
    567 *  \sa SDL_NewAudioStream
    568 *  \sa SDL_AudioStreamGet
    569 *  \sa SDL_AudioStreamAvailable
    570 *  \sa SDL_AudioStreamFlush
    571 *  \sa SDL_AudioStreamClear
    572 *  \sa SDL_FreeAudioStream
    573 */
    574extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len);
    575
    576/**
    577 *  Get converted/resampled data from the stream
    578 *
    579 *  \param stream The stream the audio is being requested from
    580 *  \param buf A buffer to fill with audio data
    581 *  \param len The maximum number of bytes to fill
    582 *  \return The number of bytes read from the stream, or -1 on error
    583 *
    584 *  \sa SDL_NewAudioStream
    585 *  \sa SDL_AudioStreamPut
    586 *  \sa SDL_AudioStreamAvailable
    587 *  \sa SDL_AudioStreamFlush
    588 *  \sa SDL_AudioStreamClear
    589 *  \sa SDL_FreeAudioStream
    590 */
    591extern DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len);
    592
    593/**
    594 * Get the number of converted/resampled bytes available. The stream may be
    595 *  buffering data behind the scenes until it has enough to resample
    596 *  correctly, so this number might be lower than what you expect, or even
    597 *  be zero. Add more data or flush the stream if you need the data now.
    598 *
    599 *  \sa SDL_NewAudioStream
    600 *  \sa SDL_AudioStreamPut
    601 *  \sa SDL_AudioStreamGet
    602 *  \sa SDL_AudioStreamFlush
    603 *  \sa SDL_AudioStreamClear
    604 *  \sa SDL_FreeAudioStream
    605 */
    606extern DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream);
    607
    608/**
    609 * Tell the stream that you're done sending data, and anything being buffered
    610 *  should be converted/resampled and made available immediately.
    611 *
    612 * It is legal to add more data to a stream after flushing, but there will
    613 *  be audio gaps in the output. Generally this is intended to signal the
    614 *  end of input, so the complete output becomes available.
    615 *
    616 *  \sa SDL_NewAudioStream
    617 *  \sa SDL_AudioStreamPut
    618 *  \sa SDL_AudioStreamGet
    619 *  \sa SDL_AudioStreamAvailable
    620 *  \sa SDL_AudioStreamClear
    621 *  \sa SDL_FreeAudioStream
    622 */
    623extern DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream);
    624
    625/**
    626 *  Clear any pending data in the stream without converting it
    627 *
    628 *  \sa SDL_NewAudioStream
    629 *  \sa SDL_AudioStreamPut
    630 *  \sa SDL_AudioStreamGet
    631 *  \sa SDL_AudioStreamAvailable
    632 *  \sa SDL_AudioStreamFlush
    633 *  \sa SDL_FreeAudioStream
    634 */
    635extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
    636
    637/**
    638 * Free an audio stream
    639 *
    640 *  \sa SDL_NewAudioStream
    641 *  \sa SDL_AudioStreamPut
    642 *  \sa SDL_AudioStreamGet
    643 *  \sa SDL_AudioStreamAvailable
    644 *  \sa SDL_AudioStreamFlush
    645 *  \sa SDL_AudioStreamClear
    646 */
    647extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
    648
    649#define SDL_MIX_MAXVOLUME 128
    650/**
    651 *  This takes two audio buffers of the playing audio format and mixes
    652 *  them, performing addition, volume adjustment, and overflow clipping.
    653 *  The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
    654 *  for full audio volume.  Note this does not change hardware volume.
    655 *  This is provided for convenience -- you can mix your own audio data.
    656 */
    657extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
    658                                          Uint32 len, int volume);
    659
    660/**
    661 *  This works like SDL_MixAudio(), but you specify the audio format instead of
    662 *  using the format of audio device 1. Thus it can be used when no audio
    663 *  device is open at all.
    664 */
    665extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
    666                                                const Uint8 * src,
    667                                                SDL_AudioFormat format,
    668                                                Uint32 len, int volume);
    669
    670/**
    671 *  Queue more audio on non-callback devices.
    672 *
    673 *  (If you are looking to retrieve queued audio from a non-callback capture
    674 *  device, you want SDL_DequeueAudio() instead. This will return -1 to
    675 *  signify an error if you use it with capture devices.)
    676 *
    677 *  SDL offers two ways to feed audio to the device: you can either supply a
    678 *  callback that SDL triggers with some frequency to obtain more audio
    679 *  (pull method), or you can supply no callback, and then SDL will expect
    680 *  you to supply data at regular intervals (push method) with this function.
    681 *
    682 *  There are no limits on the amount of data you can queue, short of
    683 *  exhaustion of address space. Queued data will drain to the device as
    684 *  necessary without further intervention from you. If the device needs
    685 *  audio but there is not enough queued, it will play silence to make up
    686 *  the difference. This means you will have skips in your audio playback
    687 *  if you aren't routinely queueing sufficient data.
    688 *
    689 *  This function copies the supplied data, so you are safe to free it when
    690 *  the function returns. This function is thread-safe, but queueing to the
    691 *  same device from two threads at once does not promise which buffer will
    692 *  be queued first.
    693 *
    694 *  You may not queue audio on a device that is using an application-supplied
    695 *  callback; doing so returns an error. You have to use the audio callback
    696 *  or queue audio with this function, but not both.
    697 *
    698 *  You should not call SDL_LockAudio() on the device before queueing; SDL
    699 *  handles locking internally for this function.
    700 *
    701 *  \param dev The device ID to which we will queue audio.
    702 *  \param data The data to queue to the device for later playback.
    703 *  \param len The number of bytes (not samples!) to which (data) points.
    704 *  \return 0 on success, or -1 on error.
    705 *
    706 *  \sa SDL_GetQueuedAudioSize
    707 *  \sa SDL_ClearQueuedAudio
    708 */
    709extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
    710
    711/**
    712 *  Dequeue more audio on non-callback devices.
    713 *
    714 *  (If you are looking to queue audio for output on a non-callback playback
    715 *  device, you want SDL_QueueAudio() instead. This will always return 0
    716 *  if you use it with playback devices.)
    717 *
    718 *  SDL offers two ways to retrieve audio from a capture device: you can
    719 *  either supply a callback that SDL triggers with some frequency as the
    720 *  device records more audio data, (push method), or you can supply no
    721 *  callback, and then SDL will expect you to retrieve data at regular
    722 *  intervals (pull method) with this function.
    723 *
    724 *  There are no limits on the amount of data you can queue, short of
    725 *  exhaustion of address space. Data from the device will keep queuing as
    726 *  necessary without further intervention from you. This means you will
    727 *  eventually run out of memory if you aren't routinely dequeueing data.
    728 *
    729 *  Capture devices will not queue data when paused; if you are expecting
    730 *  to not need captured audio for some length of time, use
    731 *  SDL_PauseAudioDevice() to stop the capture device from queueing more
    732 *  data. This can be useful during, say, level loading times. When
    733 *  unpaused, capture devices will start queueing data from that point,
    734 *  having flushed any capturable data available while paused.
    735 *
    736 *  This function is thread-safe, but dequeueing from the same device from
    737 *  two threads at once does not promise which thread will dequeued data
    738 *  first.
    739 *
    740 *  You may not dequeue audio from a device that is using an
    741 *  application-supplied callback; doing so returns an error. You have to use
    742 *  the audio callback, or dequeue audio with this function, but not both.
    743 *
    744 *  You should not call SDL_LockAudio() on the device before queueing; SDL
    745 *  handles locking internally for this function.
    746 *
    747 *  \param dev The device ID from which we will dequeue audio.
    748 *  \param data A pointer into where audio data should be copied.
    749 *  \param len The number of bytes (not samples!) to which (data) points.
    750 *  \return number of bytes dequeued, which could be less than requested.
    751 *
    752 *  \sa SDL_GetQueuedAudioSize
    753 *  \sa SDL_ClearQueuedAudio
    754 */
    755extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
    756
    757/**
    758 *  Get the number of bytes of still-queued audio.
    759 *
    760 *  For playback device:
    761 *
    762 *    This is the number of bytes that have been queued for playback with
    763 *    SDL_QueueAudio(), but have not yet been sent to the hardware. This
    764 *    number may shrink at any time, so this only informs of pending data.
    765 *
    766 *    Once we've sent it to the hardware, this function can not decide the
    767 *    exact byte boundary of what has been played. It's possible that we just
    768 *    gave the hardware several kilobytes right before you called this
    769 *    function, but it hasn't played any of it yet, or maybe half of it, etc.
    770 *
    771 *  For capture devices:
    772 *
    773 *    This is the number of bytes that have been captured by the device and
    774 *    are waiting for you to dequeue. This number may grow at any time, so
    775 *    this only informs of the lower-bound of available data.
    776 *
    777 *  You may not queue audio on a device that is using an application-supplied
    778 *  callback; calling this function on such a device always returns 0.
    779 *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
    780 *  the audio callback, but not both.
    781 *
    782 *  You should not call SDL_LockAudio() on the device before querying; SDL
    783 *  handles locking internally for this function.
    784 *
    785 *  \param dev The device ID of which we will query queued audio size.
    786 *  \return Number of bytes (not samples!) of queued audio.
    787 *
    788 *  \sa SDL_QueueAudio
    789 *  \sa SDL_ClearQueuedAudio
    790 */
    791extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
    792
    793/**
    794 *  Drop any queued audio data. For playback devices, this is any queued data
    795 *  still waiting to be submitted to the hardware. For capture devices, this
    796 *  is any data that was queued by the device that hasn't yet been dequeued by
    797 *  the application.
    798 *
    799 *  Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
    800 *  playback devices, the hardware will start playing silence if more audio
    801 *  isn't queued. Unpaused capture devices will start filling the queue again
    802 *  as soon as they have more data available (which, depending on the state
    803 *  of the hardware and the thread, could be before this function call
    804 *  returns!).
    805 *
    806 *  This will not prevent playback of queued audio that's already been sent
    807 *  to the hardware, as we can not undo that, so expect there to be some
    808 *  fraction of a second of audio that might still be heard. This can be
    809 *  useful if you want to, say, drop any pending music during a level change
    810 *  in your game.
    811 *
    812 *  You may not queue audio on a device that is using an application-supplied
    813 *  callback; calling this function on such a device is always a no-op.
    814 *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
    815 *  the audio callback, but not both.
    816 *
    817 *  You should not call SDL_LockAudio() on the device before clearing the
    818 *  queue; SDL handles locking internally for this function.
    819 *
    820 *  This function always succeeds and thus returns void.
    821 *
    822 *  \param dev The device ID of which to clear the audio queue.
    823 *
    824 *  \sa SDL_QueueAudio
    825 *  \sa SDL_GetQueuedAudioSize
    826 */
    827extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
    828
    829
    830/**
    831 *  \name Audio lock functions
    832 *
    833 *  The lock manipulated by these functions protects the callback function.
    834 *  During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
    835 *  the callback function is not running.  Do not call these from the callback
    836 *  function or you will cause deadlock.
    837 */
    838/* @{ */
    839extern DECLSPEC void SDLCALL SDL_LockAudio(void);
    840extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
    841extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
    842extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
    843/* @} *//* Audio lock functions */
    844
    845/**
    846 *  This function shuts down audio processing and closes the audio device.
    847 */
    848extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
    849extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
    850
    851/* Ends C function definitions when using C++ */
    852#ifdef __cplusplus
    853}
    854#endif
    855#include "close_code.h"
    856
    857#endif /* SDL_audio_h_ */
    858
    859/* vi: set ts=4 sw=4 expandtab: */