SDL_audio.h 19 KB

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  1. /*
  2. SDL - Simple DirectMedia Layer
  3. Copyright (C) 1997-2010 Sam Lantinga
  4. This library is free software; you can redistribute it and/or
  5. modify it under the terms of the GNU Lesser General Public
  6. License as published by the Free Software Foundation; either
  7. version 2.1 of the License, or (at your option) any later version.
  8. This library is distributed in the hope that it will be useful,
  9. but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  11. Lesser General Public License for more details.
  12. You should have received a copy of the GNU Lesser General Public
  13. License along with this library; if not, write to the Free Software
  14. Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
  15. Sam Lantinga
  16. [email protected]
  17. */
  18. /**
  19. * \file SDL_audio.h
  20. *
  21. * Access to the raw audio mixing buffer for the SDL library.
  22. */
  23. #ifndef _SDL_audio_h
  24. #define _SDL_audio_h
  25. #include "SDL_stdinc.h"
  26. #include "SDL_error.h"
  27. #include "SDL_endian.h"
  28. #include "SDL_mutex.h"
  29. #include "SDL_thread.h"
  30. #include "SDL_rwops.h"
  31. #include "begin_code.h"
  32. /* Set up for C function definitions, even when using C++ */
  33. #ifdef __cplusplus
  34. /* *INDENT-OFF* */
  35. extern "C" {
  36. /* *INDENT-ON* */
  37. #endif
  38. /**
  39. * \brief Audio format flags.
  40. *
  41. * These are what the 16 bits in SDL_AudioFormat currently mean...
  42. * (Unspecified bits are always zero).
  43. *
  44. * \verbatim
  45. ++-----------------------sample is signed if set
  46. ||
  47. || ++-----------sample is bigendian if set
  48. || ||
  49. || || ++---sample is float if set
  50. || || ||
  51. || || || +---sample bit size---+
  52. || || || | |
  53. 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
  54. \endverbatim
  55. *
  56. * There are macros in SDL 1.3 and later to query these bits.
  57. */
  58. typedef Uint16 SDL_AudioFormat;
  59. /**
  60. * \name Audio flags
  61. */
  62. /*@{*/
  63. #define SDL_AUDIO_MASK_BITSIZE (0xFF)
  64. #define SDL_AUDIO_MASK_DATATYPE (1<<8)
  65. #define SDL_AUDIO_MASK_ENDIAN (1<<12)
  66. #define SDL_AUDIO_MASK_SIGNED (1<<15)
  67. #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
  68. #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
  69. #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
  70. #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
  71. #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
  72. #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
  73. #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
  74. /**
  75. * \name Audio format flags
  76. *
  77. * Defaults to LSB byte order.
  78. */
  79. /*@{*/
  80. #define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
  81. #define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
  82. #define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
  83. #define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
  84. #define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
  85. #define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
  86. #define AUDIO_U16 AUDIO_U16LSB
  87. #define AUDIO_S16 AUDIO_S16LSB
  88. /*@}*/
  89. /**
  90. * \name int32 support
  91. *
  92. * New to SDL 1.3.
  93. */
  94. /*@{*/
  95. #define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
  96. #define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
  97. #define AUDIO_S32 AUDIO_S32LSB
  98. /*@}*/
  99. /**
  100. * \name float32 support
  101. *
  102. * New to SDL 1.3.
  103. */
  104. /*@{*/
  105. #define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
  106. #define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
  107. #define AUDIO_F32 AUDIO_F32LSB
  108. /*@}*/
  109. /**
  110. * \name Native audio byte ordering
  111. */
  112. /*@{*/
  113. #if SDL_BYTEORDER == SDL_LIL_ENDIAN
  114. #define AUDIO_U16SYS AUDIO_U16LSB
  115. #define AUDIO_S16SYS AUDIO_S16LSB
  116. #define AUDIO_S32SYS AUDIO_S32LSB
  117. #define AUDIO_F32SYS AUDIO_F32LSB
  118. #else
  119. #define AUDIO_U16SYS AUDIO_U16MSB
  120. #define AUDIO_S16SYS AUDIO_S16MSB
  121. #define AUDIO_S32SYS AUDIO_S32MSB
  122. #define AUDIO_F32SYS AUDIO_F32MSB
  123. #endif
  124. /*@}*/
  125. /**
  126. * \name Allow change flags
  127. *
  128. * Which audio format changes are allowed when opening a device.
  129. */
  130. /*@{*/
  131. #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
  132. #define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
  133. #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
  134. #define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
  135. /*@}*/
  136. /*@}*//*Audio flags*/
  137. /**
  138. * This function is called when the audio device needs more data.
  139. *
  140. * \param userdata An application-specific parameter saved in
  141. * the SDL_AudioSpec structure
  142. * \param stream A pointer to the audio data buffer.
  143. * \param len The length of that buffer in bytes.
  144. *
  145. * Once the callback returns, the buffer will no longer be valid.
  146. * Stereo samples are stored in a LRLRLR ordering.
  147. */
  148. typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
  149. int len);
  150. /**
  151. * The calculated values in this structure are calculated by SDL_OpenAudio().
  152. */
  153. typedef struct SDL_AudioSpec
  154. {
  155. int freq; /**< DSP frequency -- samples per second */
  156. SDL_AudioFormat format; /**< Audio data format */
  157. Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */
  158. Uint8 silence; /**< Audio buffer silence value (calculated) */
  159. Uint16 samples; /**< Audio buffer size in samples (power of 2) */
  160. Uint16 padding; /**< Necessary for some compile environments */
  161. Uint32 size; /**< Audio buffer size in bytes (calculated) */
  162. SDL_AudioCallback callback;
  163. void *userdata;
  164. } SDL_AudioSpec;
  165. struct SDL_AudioCVT;
  166. typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
  167. SDL_AudioFormat format);
  168. /**
  169. * A structure to hold a set of audio conversion filters and buffers.
  170. */
  171. typedef struct SDL_AudioCVT
  172. {
  173. int needed; /**< Set to 1 if conversion possible */
  174. SDL_AudioFormat src_format; /**< Source audio format */
  175. SDL_AudioFormat dst_format; /**< Target audio format */
  176. double rate_incr; /**< Rate conversion increment */
  177. Uint8 *buf; /**< Buffer to hold entire audio data */
  178. int len; /**< Length of original audio buffer */
  179. int len_cvt; /**< Length of converted audio buffer */
  180. int len_mult; /**< buffer must be len*len_mult big */
  181. double len_ratio; /**< Given len, final size is len*len_ratio */
  182. SDL_AudioFilter filters[10]; /**< Filter list */
  183. int filter_index; /**< Current audio conversion function */
  184. } SDL_AudioCVT;
  185. /* Function prototypes */
  186. /**
  187. * \name Driver discovery functions
  188. *
  189. * These functions return the list of built in audio drivers, in the
  190. * order that they are normally initialized by default.
  191. */
  192. /*@{*/
  193. extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
  194. extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
  195. /*@}*/
  196. /**
  197. * \name Initialization and cleanup
  198. *
  199. * \internal These functions are used internally, and should not be used unless
  200. * you have a specific need to specify the audio driver you want to
  201. * use. You should normally use SDL_Init() or SDL_InitSubSystem().
  202. */
  203. /*@{*/
  204. extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
  205. extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
  206. /*@}*/
  207. /**
  208. * This function returns the name of the current audio driver, or NULL
  209. * if no driver has been initialized.
  210. */
  211. extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
  212. /**
  213. * This function opens the audio device with the desired parameters, and
  214. * returns 0 if successful, placing the actual hardware parameters in the
  215. * structure pointed to by \c obtained. If \c obtained is NULL, the audio
  216. * data passed to the callback function will be guaranteed to be in the
  217. * requested format, and will be automatically converted to the hardware
  218. * audio format if necessary. This function returns -1 if it failed
  219. * to open the audio device, or couldn't set up the audio thread.
  220. *
  221. * When filling in the desired audio spec structure,
  222. * - \c desired->freq should be the desired audio frequency in samples-per-
  223. * second.
  224. * - \c desired->format should be the desired audio format.
  225. * - \c desired->samples is the desired size of the audio buffer, in
  226. * samples. This number should be a power of two, and may be adjusted by
  227. * the audio driver to a value more suitable for the hardware. Good values
  228. * seem to range between 512 and 8096 inclusive, depending on the
  229. * application and CPU speed. Smaller values yield faster response time,
  230. * but can lead to underflow if the application is doing heavy processing
  231. * and cannot fill the audio buffer in time. A stereo sample consists of
  232. * both right and left channels in LR ordering.
  233. * Note that the number of samples is directly related to time by the
  234. * following formula: \code ms = (samples*1000)/freq \endcode
  235. * - \c desired->size is the size in bytes of the audio buffer, and is
  236. * calculated by SDL_OpenAudio().
  237. * - \c desired->silence is the value used to set the buffer to silence,
  238. * and is calculated by SDL_OpenAudio().
  239. * - \c desired->callback should be set to a function that will be called
  240. * when the audio device is ready for more data. It is passed a pointer
  241. * to the audio buffer, and the length in bytes of the audio buffer.
  242. * This function usually runs in a separate thread, and so you should
  243. * protect data structures that it accesses by calling SDL_LockAudio()
  244. * and SDL_UnlockAudio() in your code.
  245. * - \c desired->userdata is passed as the first parameter to your callback
  246. * function.
  247. *
  248. * The audio device starts out playing silence when it's opened, and should
  249. * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
  250. * for your audio callback function to be called. Since the audio driver
  251. * may modify the requested size of the audio buffer, you should allocate
  252. * any local mixing buffers after you open the audio device.
  253. */
  254. extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
  255. SDL_AudioSpec * obtained);
  256. /**
  257. * SDL Audio Device IDs.
  258. *
  259. * A successful call to SDL_OpenAudio() is always device id 1, and legacy
  260. * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
  261. * always returns devices >= 2 on success. The legacy calls are good both
  262. * for backwards compatibility and when you don't care about multiple,
  263. * specific, or capture devices.
  264. */
  265. typedef Uint32 SDL_AudioDeviceID;
  266. /**
  267. * Get the number of available devices exposed by the current driver.
  268. * Only valid after a successfully initializing the audio subsystem.
  269. * Returns -1 if an explicit list of devices can't be determined; this is
  270. * not an error. For example, if SDL is set up to talk to a remote audio
  271. * server, it can't list every one available on the Internet, but it will
  272. * still allow a specific host to be specified to SDL_OpenAudioDevice().
  273. *
  274. * In many common cases, when this function returns a value <= 0, it can still
  275. * successfully open the default device (NULL for first argument of
  276. * SDL_OpenAudioDevice()).
  277. */
  278. extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
  279. /**
  280. * Get the human-readable name of a specific audio device.
  281. * Must be a value between 0 and (number of audio devices-1).
  282. * Only valid after a successfully initializing the audio subsystem.
  283. * The values returned by this function reflect the latest call to
  284. * SDL_GetNumAudioDevices(); recall that function to redetect available
  285. * hardware.
  286. *
  287. * The string returned by this function is UTF-8 encoded, read-only, and
  288. * managed internally. You are not to free it. If you need to keep the
  289. * string for any length of time, you should make your own copy of it, as it
  290. * will be invalid next time any of several other SDL functions is called.
  291. */
  292. extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
  293. int iscapture);
  294. /**
  295. * Open a specific audio device. Passing in a device name of NULL requests
  296. * the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
  297. *
  298. * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
  299. * some drivers allow arbitrary and driver-specific strings, such as a
  300. * hostname/IP address for a remote audio server, or a filename in the
  301. * diskaudio driver.
  302. *
  303. * \return 0 on error, a valid device ID that is >= 2 on success.
  304. *
  305. * SDL_OpenAudio(), unlike this function, always acts on device ID 1.
  306. */
  307. extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
  308. *device,
  309. int iscapture,
  310. const
  311. SDL_AudioSpec *
  312. desired,
  313. SDL_AudioSpec *
  314. obtained,
  315. int
  316. allowed_changes);
  317. /**
  318. * \name Audio state
  319. *
  320. * Get the current audio state.
  321. */
  322. /*@{*/
  323. typedef enum
  324. {
  325. SDL_AUDIO_STOPPED = 0,
  326. SDL_AUDIO_PLAYING,
  327. SDL_AUDIO_PAUSED
  328. } SDL_AudioStatus;
  329. extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
  330. extern DECLSPEC SDL_AudioStatus SDLCALL
  331. SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
  332. /*@}*//*Audio State*/
  333. /**
  334. * \name Pause audio functions
  335. *
  336. * These functions pause and unpause the audio callback processing.
  337. * They should be called with a parameter of 0 after opening the audio
  338. * device to start playing sound. This is so you can safely initialize
  339. * data for your callback function after opening the audio device.
  340. * Silence will be written to the audio device during the pause.
  341. */
  342. /*@{*/
  343. extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
  344. extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
  345. int pause_on);
  346. /*@}*//*Pause audio functions*/
  347. /**
  348. * This function loads a WAVE from the data source, automatically freeing
  349. * that source if \c freesrc is non-zero. For example, to load a WAVE file,
  350. * you could do:
  351. * \code
  352. * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
  353. * \endcode
  354. *
  355. * If this function succeeds, it returns the given SDL_AudioSpec,
  356. * filled with the audio data format of the wave data, and sets
  357. * \c *audio_buf to a malloc()'d buffer containing the audio data,
  358. * and sets \c *audio_len to the length of that audio buffer, in bytes.
  359. * You need to free the audio buffer with SDL_FreeWAV() when you are
  360. * done with it.
  361. *
  362. * This function returns NULL and sets the SDL error message if the
  363. * wave file cannot be opened, uses an unknown data format, or is
  364. * corrupt. Currently raw and MS-ADPCM WAVE files are supported.
  365. */
  366. extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
  367. int freesrc,
  368. SDL_AudioSpec * spec,
  369. Uint8 ** audio_buf,
  370. Uint32 * audio_len);
  371. /**
  372. * Loads a WAV from a file.
  373. * Compatibility convenience function.
  374. */
  375. #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
  376. SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
  377. /**
  378. * This function frees data previously allocated with SDL_LoadWAV_RW()
  379. */
  380. extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
  381. /**
  382. * This function takes a source format and rate and a destination format
  383. * and rate, and initializes the \c cvt structure with information needed
  384. * by SDL_ConvertAudio() to convert a buffer of audio data from one format
  385. * to the other.
  386. *
  387. * \return -1 if the format conversion is not supported, 0 if there's
  388. * no conversion needed, or 1 if the audio filter is set up.
  389. */
  390. extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
  391. SDL_AudioFormat src_format,
  392. Uint8 src_channels,
  393. int src_rate,
  394. SDL_AudioFormat dst_format,
  395. Uint8 dst_channels,
  396. int dst_rate);
  397. /**
  398. * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
  399. * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
  400. * audio data in the source format, this function will convert it in-place
  401. * to the desired format.
  402. *
  403. * The data conversion may expand the size of the audio data, so the buffer
  404. * \c cvt->buf should be allocated after the \c cvt structure is initialized by
  405. * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
  406. */
  407. extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
  408. #define SDL_MIX_MAXVOLUME 128
  409. /**
  410. * This takes two audio buffers of the playing audio format and mixes
  411. * them, performing addition, volume adjustment, and overflow clipping.
  412. * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
  413. * for full audio volume. Note this does not change hardware volume.
  414. * This is provided for convenience -- you can mix your own audio data.
  415. */
  416. extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
  417. Uint32 len, int volume);
  418. /**
  419. * This works like SDL_MixAudio(), but you specify the audio format instead of
  420. * using the format of audio device 1. Thus it can be used when no audio
  421. * device is open at all.
  422. */
  423. extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
  424. const Uint8 * src,
  425. SDL_AudioFormat format,
  426. Uint32 len, int volume);
  427. /**
  428. * \name Audio lock functions
  429. *
  430. * The lock manipulated by these functions protects the callback function.
  431. * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
  432. * the callback function is not running. Do not call these from the callback
  433. * function or you will cause deadlock.
  434. */
  435. /*@{*/
  436. extern DECLSPEC void SDLCALL SDL_LockAudio(void);
  437. extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
  438. extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
  439. extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
  440. /*@}*//*Audio lock functions*/
  441. /**
  442. * This function shuts down audio processing and closes the audio device.
  443. */
  444. extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
  445. extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
  446. /**
  447. * \return 1 if audio device is still functioning, zero if not, -1 on error.
  448. */
  449. extern DECLSPEC int SDLCALL SDL_AudioDeviceConnected(SDL_AudioDeviceID dev);
  450. /* Ends C function definitions when using C++ */
  451. #ifdef __cplusplus
  452. /* *INDENT-OFF* */
  453. }
  454. /* *INDENT-ON* */
  455. #endif
  456. #include "close_code.h"
  457. #endif /* _SDL_audio_h */
  458. /* vi: set ts=4 sw=4 expandtab: */