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@@ -1931,6 +1931,84 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream)
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*/
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extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata);
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+/**
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+ * A callback that fires around an audio device's processing work.
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+ *
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+ * This callback fires when a logical audio device is about to start
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+ * accessing its bound audio streams, and fires again when it has
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+ * finished accessing them. It covers the range of one "iteration" of
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+ * the audio device.
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+ *
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+ * It can be useful to use this callback to update state that must
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+ * apply to all bound audio streams atomically: to make sure state
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+ * changes don't happen while half of the streams are already processed
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+ * for the latest audio buffer.
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+ *
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+ * This callback should run as quickly as possible and not block for any
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+ * significant time, as this callback delays submission of data to the audio
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+ * device, which can cause audio playback problems. This callback delays all
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+ * audio processing across a single physical audio device: all its logical
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+ * devices and all bound audio streams. Use it carefully.
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+ *
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+ * \param userdata a pointer provided by the app through
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+ * SDL_SetAudioPostmixCallback, for its own use.
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+ * \param devid the audio device this callback is running for.
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+ * \param start true if this is the start of the iteration, false if the end.
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+ *
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+ * \threadsafety This will run from a background thread owned by SDL. The
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+ * application is responsible for locking resources the callback
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+ * touches that need to be protected.
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+ *
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+ * \since This datatype is available since SDL 3.4.0.
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+ *
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+ * \sa SDL_SetAudioIterationCallbacks
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+ */
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+typedef void (SDLCALL *SDL_AudioIterationCallback)(void *userdata, SDL_AudioDeviceID devid, bool start);
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+
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+/**
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+ * Set callbacks that fire around a new iteration of audio device processing.
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+ *
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+ * Two callbacks are provided here: one that runs when a device is about to
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+ * process its bound audio streams, and another that runs when the device has
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+ * finished processing them.
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+ *
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+ * These callbacks can run at any time, and from any thread; if you need to
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+ * serialize access to your app's data, you should provide and use a mutex or
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+ * other synchronization device.
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+ *
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+ * Generally these callbacks are used to apply state that applies to multiple
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+ * bound audio streams, with a guarantee that the audio device's thread isn't
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+ * halfway through processing them. Generally a finer-grained lock through
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+ * SDL_LockAudioStream() is more appropriate.
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+ *
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+ * The callbacks are extremely time-sensitive; the callback should do the
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+ * least amount of work possible and return as quickly as it can. The longer
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+ * the callback runs, the higher the risk of audio dropouts or other problems.
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+ *
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+ * This function will block until the audio device is in between iterations,
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+ * so any existing callback that might be running will finish before this
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+ * function sets the new callback and returns.
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+ *
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+ * Physical devices do not accept these callbacks, only logical devices
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+ * created through SDL_OpenAudioDevice() can be.
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+ *
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+ * Setting a NULL callback function disables any previously-set callback.
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+ * Either callback may be NULL, and the same callback is permitted to be used
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+ * for both.
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+ *
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+ * \param devid the ID of an opened audio device.
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+ * \param start a callback function to be called at the start of an iteration. Can be NULL.
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+ * \param end a callback function to be called at the end of an iteration. Can be NULL.
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+ * \param userdata app-controlled pointer passed to callback. Can be NULL.
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+ * \returns true on success or false on failure; call SDL_GetError() for more
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+ * information.
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+ *
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+ * \threadsafety It is safe to call this function from any thread.
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+ *
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+ * \since This function is available since SDL 3.4.0.
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+ */
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+extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioIterationCallbacks(SDL_AudioDeviceID devid, SDL_AudioIterationCallback start, SDL_AudioIterationCallback end, void *userdata);
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+
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/**
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* A callback that fires when data is about to be fed to an audio device.
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*
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