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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <[email protected]>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * \file SDL_audio.h
- *
- * Audio functionality for the SDL library.
- */
- #ifndef SDL_audio_h_
- #define SDL_audio_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_endian.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_mutex.h>
- #include <SDL3/SDL_properties.h>
- #include <SDL3/SDL_rwops.h>
- #include <SDL3/SDL_thread.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /*
- * For multi-channel audio, the default SDL channel mapping is:
- * 2: FL FR (stereo)
- * 3: FL FR LFE (2.1 surround)
- * 4: FL FR BL BR (quad)
- * 5: FL FR LFE BL BR (4.1 surround)
- * 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
- * 7: FL FR FC LFE BC SL SR (6.1 surround)
- * 8: FL FR FC LFE BL BR SL SR (7.1 surround)
- */
- /**
- * Audio format flags.
- *
- * These are what the 16 bits in SDL_AudioFormat currently mean...
- * (Unspecified bits are always zero).
- *
- * \verbatim
- ++-----------------------sample is signed if set
- ||
- || ++-----------sample is bigendian if set
- || ||
- || || ++---sample is float if set
- || || ||
- || || || +---sample bit size---+
- || || || | |
- 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
- \endverbatim
- *
- * There are macros in SDL 2.0 and later to query these bits.
- */
- typedef Uint16 SDL_AudioFormat;
- /**
- * \name Audio flags
- */
- /* @{ */
- #define SDL_AUDIO_MASK_BITSIZE (0xFF)
- #define SDL_AUDIO_MASK_FLOAT (1<<8)
- #define SDL_AUDIO_MASK_BIG_ENDIAN (1<<12)
- #define SDL_AUDIO_MASK_SIGNED (1<<15)
- #define SDL_AUDIO_BITSIZE(x) ((x) & SDL_AUDIO_MASK_BITSIZE)
- #define SDL_AUDIO_BYTESIZE(x) (SDL_AUDIO_BITSIZE(x) / 8)
- #define SDL_AUDIO_ISFLOAT(x) ((x) & SDL_AUDIO_MASK_FLOAT)
- #define SDL_AUDIO_ISBIGENDIAN(x) ((x) & SDL_AUDIO_MASK_BIG_ENDIAN)
- #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
- #define SDL_AUDIO_ISSIGNED(x) ((x) & SDL_AUDIO_MASK_SIGNED)
- #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
- #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
- /**
- * \name Audio format flags
- *
- * Defaults to LSB byte order.
- */
- /* @{ */
- #define SDL_AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
- #define SDL_AUDIO_S8 0x8008 /**< Signed 8-bit samples */
- #define SDL_AUDIO_S16LE 0x8010 /**< Signed 16-bit samples */
- #define SDL_AUDIO_S16BE 0x9010 /**< As above, but big-endian byte order */
- /* @} */
- /**
- * \name int32 support
- */
- /* @{ */
- #define SDL_AUDIO_S32LE 0x8020 /**< 32-bit integer samples */
- #define SDL_AUDIO_S32BE 0x9020 /**< As above, but big-endian byte order */
- /* @} */
- /**
- * \name float32 support
- */
- /* @{ */
- #define SDL_AUDIO_F32LE 0x8120 /**< 32-bit floating point samples */
- #define SDL_AUDIO_F32BE 0x9120 /**< As above, but big-endian byte order */
- /* @} */
- /**
- * \name Native audio byte ordering
- */
- /* @{ */
- #if SDL_BYTEORDER == SDL_LIL_ENDIAN
- #define SDL_AUDIO_S16 SDL_AUDIO_S16LE
- #define SDL_AUDIO_S32 SDL_AUDIO_S32LE
- #define SDL_AUDIO_F32 SDL_AUDIO_F32LE
- #else
- #define SDL_AUDIO_S16 SDL_AUDIO_S16BE
- #define SDL_AUDIO_S32 SDL_AUDIO_S32BE
- #define SDL_AUDIO_F32 SDL_AUDIO_F32BE
- #endif
- /* @} */
- /* @} *//* Audio flags */
- /**
- * SDL Audio Device instance IDs.
- */
- typedef Uint32 SDL_AudioDeviceID;
- #define SDL_AUDIO_DEVICE_DEFAULT_OUTPUT ((SDL_AudioDeviceID) 0xFFFFFFFF)
- #define SDL_AUDIO_DEVICE_DEFAULT_CAPTURE ((SDL_AudioDeviceID) 0xFFFFFFFE)
- typedef struct SDL_AudioSpec
- {
- SDL_AudioFormat format; /**< Audio data format */
- int channels; /**< Number of channels: 1 mono, 2 stereo, etc */
- int freq; /**< sample rate: sample frames per second */
- } SDL_AudioSpec;
- /* Calculate the size of each audio frame (in bytes) */
- #define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels)
- /* SDL_AudioStream is an audio conversion interface.
- - It can handle resampling data in chunks without generating
- artifacts, when it doesn't have the complete buffer available.
- - It can handle incoming data in any variable size.
- - It can handle input/output format changes on the fly.
- - You push data as you have it, and pull it when you need it
- - It can also function as a basic audio data queue even if you
- just have sound that needs to pass from one place to another.
- - You can hook callbacks up to them when more data is added or
- requested, to manage data on-the-fly.
- */
- struct SDL_AudioStream; /* this is opaque to the outside world. */
- typedef struct SDL_AudioStream SDL_AudioStream;
- /* Function prototypes */
- /**
- * \name Driver discovery functions
- *
- * These functions return the list of built in audio drivers, in the
- * order that they are normally initialized by default.
- */
- /* @{ */
- /**
- * Use this function to get the number of built-in audio drivers.
- *
- * This function returns a hardcoded number. This never returns a negative
- * value; if there are no drivers compiled into this build of SDL, this
- * function returns zero. The presence of a driver in this list does not mean
- * it will function, it just means SDL is capable of interacting with that
- * interface. For example, a build of SDL might have esound support, but if
- * there's no esound server available, SDL's esound driver would fail if used.
- *
- * By default, SDL tries all drivers, in its preferred order, until one is
- * found to be usable.
- *
- * \returns the number of built-in audio drivers.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetAudioDriver
- */
- extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
- /**
- * Use this function to get the name of a built in audio driver.
- *
- * The list of audio drivers is given in the order that they are normally
- * initialized by default; the drivers that seem more reasonable to choose
- * first (as far as the SDL developers believe) are earlier in the list.
- *
- * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
- * "coreaudio" or "xaudio2". These never have Unicode characters, and are not
- * meant to be proper names.
- *
- * \param index the index of the audio driver; the value ranges from 0 to
- * SDL_GetNumAudioDrivers() - 1
- * \returns the name of the audio driver at the requested index, or NULL if an
- * invalid index was specified.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetNumAudioDrivers
- */
- extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
- /* @} */
- /**
- * Get the name of the current audio driver.
- *
- * The returned string points to internal static memory and thus never becomes
- * invalid, even if you quit the audio subsystem and initialize a new driver
- * (although such a case would return a different static string from another
- * call to this function, of course). As such, you should not modify or free
- * the returned string.
- *
- * \returns the name of the current audio driver or NULL if no driver has been
- * initialized.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
- /**
- * Get a list of currently-connected audio output devices.
- *
- * This returns of list of available devices that play sound, perhaps to
- * speakers or headphones ("output" devices). If you want devices that record
- * audio, like a microphone ("capture" devices), use
- * SDL_GetAudioCaptureDevices() instead.
- *
- * This only returns a list of physical devices; it will not have any device
- * IDs returned by SDL_OpenAudioDevice().
- *
- * \param count a pointer filled in with the number of devices returned
- * \returns a 0 terminated array of device instance IDs which should be freed
- * with SDL_free(), or NULL on error; call SDL_GetError() for more
- * details.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_OpenAudioDevice
- * \sa SDL_GetAudioCaptureDevices
- */
- extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioOutputDevices(int *count);
- /**
- * Get a list of currently-connected audio capture devices.
- *
- * This returns of list of available devices that record audio, like a
- * microphone ("capture" devices). If you want devices that play sound,
- * perhaps to speakers or headphones ("output" devices), use
- * SDL_GetAudioOutputDevices() instead.
- *
- * This only returns a list of physical devices; it will not have any device
- * IDs returned by SDL_OpenAudioDevice().
- *
- * \param count a pointer filled in with the number of devices returned
- * \returns a 0 terminated array of device instance IDs which should be freed
- * with SDL_free(), or NULL on error; call SDL_GetError() for more
- * details.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_OpenAudioDevice
- * \sa SDL_GetAudioOutputDevices
- */
- extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioCaptureDevices(int *count);
- /**
- * Get the human-readable name of a specific audio device.
- *
- * The string returned by this function is UTF-8 encoded. The caller should
- * call SDL_free on the return value when done with it.
- *
- * \param devid the instance ID of the device to query.
- * \returns the name of the audio device, or NULL on error.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetAudioOutputDevices
- * \sa SDL_GetAudioCaptureDevices
- * \sa SDL_GetDefaultAudioInfo
- */
- extern DECLSPEC char *SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid);
- /**
- * Get the current audio format of a specific audio device.
- *
- * For an opened device, this will report the format the device is currently
- * using. If the device isn't yet opened, this will report the device's
- * preferred format (or a reasonable default if this can't be determined).
- *
- * You may also specify SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
- * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE here, which is useful for getting a
- * reasonable recommendation before opening the system-recommended default
- * device.
- *
- * You can also use this to request the current device buffer size. This is
- * specified in sample frames and represents the amount of data SDL will feed
- * to the physical hardware in each chunk. This can be converted to
- * milliseconds of audio with the following equation:
- *
- * `ms = (int) ((((Sint64) frames) * 1000) / spec.freq);`
- *
- * Buffer size is only important if you need low-level control over the audio
- * playback timing. Most apps do not need this.
- *
- * \param devid the instance ID of the device to query.
- * \param spec On return, will be filled with device details.
- * \param sample_frames Pointer to store device buffer size, in sample frames.
- * Can be NULL.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames);
- /**
- * Open a specific audio device.
- *
- * You can open both output and capture devices through this function. Output
- * devices will take data from bound audio streams, mix it, and send it to the
- * hardware. Capture devices will feed any bound audio streams with a copy of
- * any incoming data.
- *
- * An opened audio device starts out with no audio streams bound. To start
- * audio playing, bind a stream and supply audio data to it. Unlike SDL2,
- * there is no audio callback; you only bind audio streams and make sure they
- * have data flowing into them (however, you can simulate SDL2's semantics
- * fairly closely by using SDL_OpenAudioDeviceStream instead of this
- * function).
- *
- * If you don't care about opening a specific device, pass a `devid` of either
- * `SDL_AUDIO_DEVICE_DEFAULT_OUTPUT` or `SDL_AUDIO_DEVICE_DEFAULT_CAPTURE`. In
- * this case, SDL will try to pick the most reasonable default, and may also
- * switch between physical devices seamlessly later, if the most reasonable
- * default changes during the lifetime of this opened device (user changed the
- * default in the OS's system preferences, the default got unplugged so the
- * system jumped to a new default, the user plugged in headphones on a mobile
- * device, etc). Unless you have a good reason to choose a specific device,
- * this is probably what you want.
- *
- * You may request a specific format for the audio device, but there is no
- * promise the device will honor that request for several reasons. As such,
- * it's only meant to be a hint as to what data your app will provide. Audio
- * streams will accept data in whatever format you specify and manage
- * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you
- * the preferred format for the device before opening and the actual format
- * the device is using after opening.
- *
- * It's legal to open the same device ID more than once; each successful open
- * will generate a new logical SDL_AudioDeviceID that is managed separately
- * from others on the same physical device. This allows libraries to open a
- * device separately from the main app and bind its own streams without
- * conflicting.
- *
- * It is also legal to open a device ID returned by a previous call to this
- * function; doing so just creates another logical device on the same physical
- * device. This may be useful for making logical groupings of audio streams.
- *
- * This function returns the opened device ID on success. This is a new,
- * unique SDL_AudioDeviceID that represents a logical device.
- *
- * Some backends might offer arbitrary devices (for example, a networked audio
- * protocol that can connect to an arbitrary server). For these, as a change
- * from SDL2, you should open a default device ID and use an SDL hint to
- * specify the target if you care, or otherwise let the backend figure out a
- * reasonable default. Most backends don't offer anything like this, and often
- * this would be an end user setting an environment variable for their custom
- * need, and not something an application should specifically manage.
- *
- * When done with an audio device, possibly at the end of the app's life, one
- * should call SDL_CloseAudioDevice() on the returned device id.
- *
- * \param devid the device instance id to open, or
- * SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
- * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for the most reasonable
- * default device.
- * \param spec the requested device configuration. Can be NULL to use
- * reasonable defaults.
- * \returns The device ID on success, 0 on error; call SDL_GetError() for more
- * information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CloseAudioDevice
- * \sa SDL_GetAudioDeviceFormat
- */
- extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
- /**
- * Use this function to pause audio playback on a specified device.
- *
- * This function pauses audio processing for a given device. Any bound audio
- * streams will not progress, and no audio will be generated. Pausing one
- * device does not prevent other unpaused devices from running.
- *
- * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
- * has to bind a stream before any audio will flow. Pausing a paused device is
- * a legal no-op.
- *
- * Pausing a device can be useful to halt all audio without unbinding all the
- * audio streams. This might be useful while a game is paused, or a level is
- * loading, etc.
- *
- * Physical devices can not be paused or unpaused, only logical devices
- * created through SDL_OpenAudioDevice() can be.
- *
- * \param dev a device opened by SDL_OpenAudioDevice()
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_ResumeAudioDevice
- * \sa SDL_AudioDevicePaused
- */
- extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
- /**
- * Use this function to unpause audio playback on a specified device.
- *
- * This function unpauses audio processing for a given device that has
- * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
- * bound audio streams will begin to progress again, and audio can be
- * generated.
- *
- * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
- * has to bind a stream before any audio will flow. Unpausing an unpaused
- * device is a legal no-op.
- *
- * Physical devices can not be paused or unpaused, only logical devices
- * created through SDL_OpenAudioDevice() can be.
- *
- * \param dev a device opened by SDL_OpenAudioDevice()
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_AudioDevicePaused
- * \sa SDL_PauseAudioDevice
- */
- extern DECLSPEC int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
- /**
- * Use this function to query if an audio device is paused.
- *
- * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
- * has to bind a stream before any audio will flow.
- *
- * Physical devices can not be paused or unpaused, only logical devices
- * created through SDL_OpenAudioDevice() can be. Physical and invalid device
- * IDs will report themselves as unpaused here.
- *
- * \param dev a device opened by SDL_OpenAudioDevice()
- * \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_PauseAudioDevice
- * \sa SDL_ResumeAudioDevice
- */
- extern DECLSPEC SDL_bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
- /**
- * Close a previously-opened audio device.
- *
- * The application should close open audio devices once they are no longer
- * needed.
- *
- * This function may block briefly while pending audio data is played by the
- * hardware, so that applications don't drop the last buffer of data they
- * supplied if terminating immediately afterwards.
- *
- * \param devid an audio device id previously returned by
- * SDL_OpenAudioDevice()
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_OpenAudioDevice
- */
- extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
- /**
- * Bind a list of audio streams to an audio device.
- *
- * Audio data will flow through any bound streams. For an output device, data
- * for all bound streams will be mixed together and fed to the device. For a
- * capture device, a copy of recorded data will be provided to each bound
- * stream.
- *
- * Audio streams can only be bound to an open device. This operation is
- * atomic--all streams bound in the same call will start processing at the
- * same time, so they can stay in sync. Also: either all streams will be bound
- * or none of them will be.
- *
- * It is an error to bind an already-bound stream; it must be explicitly
- * unbound first.
- *
- * Binding a stream to a device will set its output format for output devices,
- * and its input format for capture devices, so they match the device's
- * settings. The caller is welcome to change the other end of the stream's
- * format at any time.
- *
- * \param devid an audio device to bind a stream to.
- * \param streams an array of audio streams to unbind.
- * \param num_streams Number streams listed in the `streams` array.
- * \returns 0 on success, -1 on error; call SDL_GetError() for more
- * information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_BindAudioStreams
- * \sa SDL_UnbindAudioStreams
- * \sa SDL_UnbindAudioStream
- * \sa SDL_GetAudioStreamDevice
- */
- extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams);
- /**
- * Bind a single audio stream to an audio device.
- *
- * This is a convenience function, equivalent to calling
- * `SDL_BindAudioStreams(devid, &stream, 1)`.
- *
- * \param devid an audio device to bind a stream to.
- * \param stream an audio stream to bind to a device.
- * \returns 0 on success, -1 on error; call SDL_GetError() for more
- * information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_BindAudioStreams
- * \sa SDL_UnbindAudioStreams
- * \sa SDL_UnbindAudioStream
- * \sa SDL_GetAudioStreamDevice
- */
- extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream);
- /**
- * Unbind a list of audio streams from their audio devices.
- *
- * The streams being unbound do not all have to be on the same device. All
- * streams on the same device will be unbound atomically (data will stop
- * flowing through them all unbound streams on the same device at the same
- * time).
- *
- * Unbinding a stream that isn't bound to a device is a legal no-op.
- *
- * \param streams an array of audio streams to unbind.
- * \param num_streams Number streams listed in the `streams` array.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_BindAudioStreams
- * \sa SDL_BindAudioStream
- * \sa SDL_UnbindAudioStream
- * \sa SDL_GetAudioStreamDevice
- */
- extern DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams);
- /**
- * Unbind a single audio stream from its audio device.
- *
- * This is a convenience function, equivalent to calling
- * `SDL_UnbindAudioStreams(&stream, 1)`.
- *
- * \param stream an audio stream to unbind from a device.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_BindAudioStream
- * \sa SDL_BindAudioStreams
- * \sa SDL_UnbindAudioStreams
- * \sa SDL_GetAudioStreamDevice
- */
- extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
- /**
- * Query an audio stream for its currently-bound device.
- *
- * This reports the audio device that an audio stream is currently bound to.
- *
- * If not bound, or invalid, this returns zero, which is not a valid device
- * ID.
- *
- * \param stream the audio stream to query.
- * \returns The bound audio device, or 0 if not bound or invalid.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_BindAudioStream
- * \sa SDL_BindAudioStreams
- * \sa SDL_UnbindAudioStream
- * \sa SDL_UnbindAudioStreams
- */
- extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream);
- /**
- * Create a new audio stream.
- *
- * \param src_spec The format details of the input audio
- * \param dst_spec The format details of the output audio
- * \returns a new audio stream on success, or NULL on failure.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- * \sa SDL_ChangeAudioStreamOutput
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec);
- /**
- * Get the properties associated with an audio stream.
- *
- * \param stream the SDL_AudioStream to query
- * \returns a valid property ID on success or 0 on failure; call
- * SDL_GetError() for more information.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetProperty
- * \sa SDL_SetProperty
- */
- extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetAudioStreamProperties(SDL_AudioStream *stream);
- /**
- * Query the current format of an audio stream.
- *
- * \param stream the SDL_AudioStream to query.
- * \param src_spec Where to store the input audio format; ignored if NULL.
- * \param dst_spec Where to store the output audio format; ignored if NULL.
- * \returns 0 on success, or -1 on error.
- *
- * \threadsafety It is safe to call this function from any thread, as it holds
- * a stream-specific mutex while running.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream,
- SDL_AudioSpec *src_spec,
- SDL_AudioSpec *dst_spec);
- /**
- * Change the input and output formats of an audio stream.
- *
- * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData
- * will reflect the new format, and future calls to SDL_PutAudioStreamData
- * must provide data in the new input formats.
- *
- * \param stream The stream the format is being changed
- * \param src_spec The new format of the audio input; if NULL, it is not
- * changed.
- * \param dst_spec The new format of the audio output; if NULL, it is not
- * changed.
- * \returns 0 on success, or -1 on error.
- *
- * \threadsafety It is safe to call this function from any thread, as it holds
- * a stream-specific mutex while running.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetAudioStreamFormat
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_SetAudioStreamFrequencyRatio
- */
- extern DECLSPEC int SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream,
- const SDL_AudioSpec *src_spec,
- const SDL_AudioSpec *dst_spec);
- /**
- * Get the frequency ratio of an audio stream.
- *
- * \param stream the SDL_AudioStream to query.
- * \returns the frequency ratio of the stream, or 0.0 on error
- *
- * \threadsafety It is safe to call this function from any thread, as it holds
- * a stream-specific mutex while running.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_SetAudioStreamFrequencyRatio
- */
- extern DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream);
- /**
- * Change the frequency ratio of an audio stream.
- *
- * The frequency ratio is used to adjust the rate at which input data is
- * consumed. Changing this effectively modifies the speed and pitch of the
- * audio. A value greater than 1.0 will play the audio faster, and at a higher
- * pitch. A value less than 1.0 will play the audio slower, and at a lower
- * pitch.
- *
- * This is applied during SDL_GetAudioStreamData, and can be continuously
- * changed to create various effects.
- *
- * \param stream The stream the frequency ratio is being changed
- * \param ratio The frequency ratio. 1.0 is normal speed. Must be between 0.01
- * and 100.
- * \returns 0 on success, or -1 on error.
- *
- * \threadsafety It is safe to call this function from any thread, as it holds
- * a stream-specific mutex while running.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetAudioStreamFrequencyRatio
- * \sa SDL_SetAudioStreamFormat
- */
- extern DECLSPEC int SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio);
- /**
- * Add data to be converted/resampled to the stream.
- *
- * This data must match the format/channels/samplerate specified in the latest
- * call to SDL_SetAudioStreamFormat, or the format specified when creating the
- * stream if it hasn't been changed.
- *
- * Note that this call simply queues unconverted data for later. This is
- * different than SDL2, where data was converted during the Put call and the
- * Get call would just dequeue the previously-converted data.
- *
- * \param stream The stream the audio data is being added to
- * \param buf A pointer to the audio data to add
- * \param len The number of bytes to write to the stream
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread, but if the
- * stream has a callback set, the caller might need to manage
- * extra locking.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len);
- /**
- * Get converted/resampled data from the stream.
- *
- * The input/output data format/channels/samplerate is specified when creating
- * the stream, and can be changed after creation by calling
- * SDL_SetAudioStreamFormat.
- *
- * Note that any conversion and resampling necessary is done during this call,
- * and SDL_PutAudioStreamData simply queues unconverted data for later. This
- * is different than SDL2, where that work was done while inputting new data
- * to the stream and requesting the output just copied the converted data.
- *
- * \param stream The stream the audio is being requested from
- * \param buf A buffer to fill with audio data
- * \param len The maximum number of bytes to fill
- * \returns the number of bytes read from the stream, or -1 on error
- *
- * \threadsafety It is safe to call this function from any thread, but if the
- * stream has a callback set, the caller might need to manage
- * extra locking.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_SetAudioStreamFormat
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len);
- /**
- * Get the number of converted/resampled bytes available.
- *
- * The stream may be buffering data behind the scenes until it has enough to
- * resample correctly, so this number might be lower than what you expect, or
- * even be zero. Add more data or flush the stream if you need the data now.
- *
- * If the stream has so much data that it would overflow an int, the return
- * value is clamped to a maximum value, but no queued data is lost; if there
- * are gigabytes of data queued, the app might need to read some of it with
- * SDL_GetAudioStreamData before this function's return value is no longer
- * clamped.
- *
- * \param stream The audio stream to query
- * \returns the number of converted/resampled bytes available.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
- /**
- * Get the number of bytes currently queued.
- *
- * Note that audio streams can change their input format at any time, even if
- * there is still data queued in a different format, so the returned byte
- * count will not necessarily match the number of _sample frames_ available.
- * Users of this API should be aware of format changes they make when feeding
- * a stream and plan accordingly.
- *
- * Queued data is not converted until it is consumed by
- * SDL_GetAudioStreamData, so this value should be representative of the exact
- * data that was put into the stream.
- *
- * If the stream has so much data that it would overflow an int, the return
- * value is clamped to a maximum value, but no queued data is lost; if there
- * are gigabytes of data queued, the app might need to read some of it with
- * SDL_GetAudioStreamData before this function's return value is no longer
- * clamped.
- *
- * \param stream The audio stream to query
- * \returns the number of bytes queued.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_ClearAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream);
- /**
- * Tell the stream that you're done sending data, and anything being buffered
- * should be converted/resampled and made available immediately.
- *
- * It is legal to add more data to a stream after flushing, but there will be
- * audio gaps in the output. Generally this is intended to signal the end of
- * input, so the complete output becomes available.
- *
- * \param stream The audio stream to flush
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_ClearAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
- /**
- * Clear any pending data in the stream without converting it
- *
- * \param stream The audio stream to clear
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_FlushAudioStream
- * \sa SDL_DestroyAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
- /**
- * Lock an audio stream for serialized access.
- *
- * Each SDL_AudioStream has an internal mutex it uses to protect its data
- * structures from threading conflicts. This function allows an app to lock
- * that mutex, which could be useful if registering callbacks on this stream.
- *
- * One does not need to lock a stream to use in it most cases, as the stream
- * manages this lock internally. However, this lock is held during callbacks,
- * which may run from arbitrary threads at any time, so if an app needs to
- * protect shared data during those callbacks, locking the stream guarantees
- * that the callback is not running while the lock is held.
- *
- * As this is just a wrapper over SDL_LockMutex for an internal lock, it has
- * all the same attributes (recursive locks are allowed, etc).
- *
- * \param stream The audio stream to lock.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_UnlockAudioStream
- * \sa SDL_SetAudioStreamPutCallback
- * \sa SDL_SetAudioStreamGetCallback
- */
- extern DECLSPEC int SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream);
- /**
- * Unlock an audio stream for serialized access.
- *
- * This unlocks an audio stream after a call to SDL_LockAudioStream.
- *
- * \param stream The audio stream to unlock.
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety You should only call this from the same thread that
- * previously called SDL_LockAudioStream.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_LockAudioStream
- * \sa SDL_SetAudioStreamPutCallback
- * \sa SDL_SetAudioStreamGetCallback
- */
- extern DECLSPEC int SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream);
- /**
- * A callback that fires when data passes through an SDL_AudioStream.
- *
- * Apps can (optionally) register a callback with an audio stream that
- * is called when data is added with SDL_PutAudioStreamData, or requested
- * with SDL_GetAudioStreamData. These callbacks may run from any
- * thread, so if you need to protect shared data, you should use
- * SDL_LockAudioStream to serialize access; this lock will be held by
- * before your callback is called, so your callback does not need to
- * manage the lock explicitly.
- *
- * Two values are offered here: one is the amount of additional data needed
- * to satisfy the immediate request (which might be zero if the stream
- * already has enough data queued) and the other is the total amount
- * being requested. In a Get call triggering a Put callback, these
- * values can be different. In a Put call triggering a Get callback,
- * these values are always the same.
- *
- * Byte counts might be slightly overestimated due to buffering or
- * resampling, and may change from call to call.
- *
- * \param stream The SDL audio stream associated with this callback.
- * \param additional_amount The amount of data, in bytes, that is needed right now.
- * \param total_amount The total amount of data requested, in bytes, that is requested or available.
- * \param userdata An opaque pointer provided by the app for their personal use.
- */
- typedef void (SDLCALL *SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount);
- /**
- * Set a callback that runs when data is requested from an audio stream.
- *
- * This callback is called _before_ data is obtained from the stream, giving
- * the callback the chance to add more on-demand.
- *
- * The callback can (optionally) call SDL_PutAudioStreamData() to add more
- * audio to the stream during this call; if needed, the request that triggered
- * this callback will obtain the new data immediately.
- *
- * The callback's `approx_request` argument is roughly how many bytes of
- * _unconverted_ data (in the stream's input format) is needed by the caller,
- * although this may overestimate a little for safety. This takes into account
- * how much is already in the stream and only asks for any extra necessary to
- * resolve the request, which means the callback may be asked for zero bytes,
- * and a different amount on each call.
- *
- * The callback is not required to supply exact amounts; it is allowed to
- * supply too much or too little or none at all. The caller will get what's
- * available, up to the amount they requested, regardless of this callback's
- * outcome.
- *
- * Clearing or flushing an audio stream does not call this callback.
- *
- * This function obtains the stream's lock, which means any existing callback
- * (get or put) in progress will finish running before setting the new
- * callback.
- *
- * Setting a NULL function turns off the callback.
- *
- * \param stream the audio stream to set the new callback on.
- * \param callback the new callback function to call when data is added to the
- * stream.
- * \param userdata an opaque pointer provided to the callback for its own
- * personal use.
- * \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_SetAudioStreamPutCallback
- */
- extern DECLSPEC int SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
- /**
- * Set a callback that runs when data is added to an audio stream.
- *
- * This callback is called _after_ the data is added to the stream, giving the
- * callback the chance to obtain it immediately.
- *
- * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio
- * from the stream during this call.
- *
- * The callback's `approx_request` argument is how many bytes of _converted_
- * data (in the stream's output format) was provided by the caller, although
- * this may underestimate a little for safety. This value might be less than
- * what is currently available in the stream, if data was already there, and
- * might be less than the caller provided if the stream needs to keep a buffer
- * to aid in resampling. Which means the callback may be provided with zero
- * bytes, and a different amount on each call.
- *
- * The callback may call SDL_GetAudioStreamAvailable to see the total amount
- * currently available to read from the stream, instead of the total provided
- * by the current call.
- *
- * The callback is not required to obtain all data. It is allowed to read less
- * or none at all. Anything not read now simply remains in the stream for
- * later access.
- *
- * Clearing or flushing an audio stream does not call this callback.
- *
- * This function obtains the stream's lock, which means any existing callback
- * (get or put) in progress will finish running before setting the new
- * callback.
- *
- * Setting a NULL function turns off the callback.
- *
- * \param stream the audio stream to set the new callback on.
- * \param callback the new callback function to call when data is added to the
- * stream.
- * \param userdata an opaque pointer provided to the callback for its own
- * personal use.
- * \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_SetAudioStreamGetCallback
- */
- extern DECLSPEC int SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
- /**
- * Free an audio stream
- *
- * \param stream The audio stream to free
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- * \sa SDL_PutAudioStreamData
- * \sa SDL_GetAudioStreamData
- * \sa SDL_GetAudioStreamAvailable
- * \sa SDL_FlushAudioStream
- * \sa SDL_ClearAudioStream
- */
- extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
- /**
- * Convenience function for straightforward audio init for the common case.
- *
- * If all your app intends to do is provide a single source of PCM audio, this
- * function allows you to do all your audio setup in a single call.
- *
- * This is intended to be a clean means to migrate apps from SDL2.
- *
- * This function will open an audio device, create a stream and bind it.
- * Unlike other methods of setup, the audio device will be closed when this
- * stream is destroyed, so the app can treat the returned SDL_AudioStream as
- * the only object needed to manage audio playback.
- *
- * Also unlike other functions, the audio device begins paused. This is to map
- * more closely to SDL2-style behavior, and since there is no extra step here
- * to bind a stream to begin audio flowing. The audio device should be resumed
- * with SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
- *
- * This function works with both playback and capture devices.
- *
- * The `spec` parameter represents the app's side of the audio stream. That
- * is, for recording audio, this will be the output format, and for playing
- * audio, this will be the input format.
- *
- * If you don't care about opening a specific audio device, you can (and
- * probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_OUTPUT for playback and
- * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for recording.
- *
- * One can optionally provide a callback function; if NULL, the app is
- * expected to queue audio data for playback (or unqueue audio data if
- * capturing). Otherwise, the callback will begin to fire once the device is
- * unpaused.
- *
- * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
- * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE.
- * \param spec the audio stream's data format. Required.
- * \param callback A callback where the app will provide new data for
- * playback, or receive new data for capture. Can be NULL, in
- * which case the app will need to call SDL_PutAudioStreamData
- * or SDL_GetAudioStreamData as necessary.
- * \param userdata App-controlled pointer passed to callback. Can be NULL.
- * Ignored if callback is NULL.
- * \returns an audio stream on success, ready to use. NULL on error; call
- * SDL_GetError() for more information. When done with this stream,
- * call SDL_DestroyAudioStream to free resources and close the
- * device.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_GetAudioStreamDevice
- * \sa SDL_ResumeAudioDevice
- */
- extern DECLSPEC SDL_AudioStream *SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata);
- /**
- * A callback that fires when data is about to be fed to an audio device.
- *
- * This is useful for accessing the final mix, perhaps for writing a
- * visualizer or applying a final effect to the audio data before playback.
- *
- * \sa SDL_SetAudioDevicePostmixCallback
- */
- typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen);
- /**
- * Set a callback that fires when data is about to be fed to an audio device.
- *
- * This is useful for accessing the final mix, perhaps for writing a
- * visualizer or applying a final effect to the audio data before playback.
- *
- * The buffer is the final mix of all bound audio streams on an opened device;
- * this callback will fire regularly for any device that is both opened and
- * unpaused. If there is no new data to mix, either because no streams are
- * bound to the device or all the streams are empty, this callback will still
- * fire with the entire buffer set to silence.
- *
- * This callback is allowed to make changes to the data; the contents of the
- * buffer after this call is what is ultimately passed along to the hardware.
- *
- * The callback is always provided the data in float format (values from -1.0f
- * to 1.0f), but the number of channels or sample rate may be different than
- * the format the app requested when opening the device; SDL might have had to
- * manage a conversion behind the scenes, or the playback might have jumped to
- * new physical hardware when a system default changed, etc. These details may
- * change between calls. Accordingly, the size of the buffer might change
- * between calls as well.
- *
- * This callback can run at any time, and from any thread; if you need to
- * serialize access to your app's data, you should provide and use a mutex or
- * other synchronization device.
- *
- * All of this to say: there are specific needs this callback can fulfill, but
- * it is not the simplest interface. Apps should generally provide audio in
- * their preferred format through an SDL_AudioStream and let SDL handle the
- * difference.
- *
- * This function is extremely time-sensitive; the callback should do the least
- * amount of work possible and return as quickly as it can. The longer the
- * callback runs, the higher the risk of audio dropouts or other problems.
- *
- * This function will block until the audio device is in between iterations,
- * so any existing callback that might be running will finish before this
- * function sets the new callback and returns.
- *
- * Setting a NULL callback function disables any previously-set callback.
- *
- * \param devid The ID of an opened audio device.
- * \param callback A callback function to be called. Can be NULL.
- * \param userdata App-controlled pointer passed to callback. Can be NULL.
- * \returns zero on success, -1 on error; call SDL_GetError() for more
- * information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata);
- /**
- * Load the audio data of a WAVE file into memory.
- *
- * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
- * be valid pointers. The entire data portion of the file is then loaded into
- * memory and decoded if necessary.
- *
- * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
- * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
- * A-law and mu-law (8 bits). Other formats are currently unsupported and
- * cause an error.
- *
- * If this function succeeds, the return value is zero and the pointer to the
- * audio data allocated by the function is written to `audio_buf` and its
- * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`,
- * `channels`, and `format` are set to the values of the audio data in the
- * buffer.
- *
- * It's necessary to use SDL_free() to free the audio data returned in
- * `audio_buf` when it is no longer used.
- *
- * Because of the underspecification of the .WAV format, there are many
- * problematic files in the wild that cause issues with strict decoders. To
- * provide compatibility with these files, this decoder is lenient in regards
- * to the truncation of the file, the fact chunk, and the size of the RIFF
- * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
- * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
- * tune the behavior of the loading process.
- *
- * Any file that is invalid (due to truncation, corruption, or wrong values in
- * the headers), too big, or unsupported causes an error. Additionally, any
- * critical I/O error from the data source will terminate the loading process
- * with an error. The function returns NULL on error and in all cases (with
- * the exception of `src` being NULL), an appropriate error message will be
- * set.
- *
- * It is required that the data source supports seeking.
- *
- * Example:
- *
- * ```c
- * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
- * ```
- *
- * Note that the SDL_LoadWAV function does this same thing for you, but in a
- * less messy way:
- *
- * ```c
- * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
- * ```
- *
- * \param src The data source for the WAVE data
- * \param freesrc If SDL_TRUE, calls SDL_RWclose() on `src` before returning,
- * even in the case of an error
- * \param spec A pointer to an SDL_AudioSpec that will be set to the WAVE
- * data's format details on successful return
- * \param audio_buf A pointer filled with the audio data, allocated by the
- * function
- * \param audio_len A pointer filled with the length of the audio data buffer
- * in bytes
- * \returns This function, if successfully called, returns 0. `audio_buf` will
- * be filled with a pointer to an allocated buffer containing the
- * audio data, and `audio_len` is filled with the length of that
- * audio buffer in bytes.
- *
- * This function returns -1 if the .WAV file cannot be opened, uses
- * an unknown data format, or is corrupt; call SDL_GetError() for
- * more information.
- *
- * When the application is done with the data returned in
- * `audio_buf`, it should call SDL_free() to dispose of it.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_free
- * \sa SDL_LoadWAV
- */
- extern DECLSPEC int SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, SDL_bool freesrc,
- SDL_AudioSpec * spec, Uint8 ** audio_buf,
- Uint32 * audio_len);
- /**
- * Loads a WAV from a file path.
- *
- * This is a convenience function that is effectively the same as:
- *
- * ```c
- * SDL_LoadWAV_RW(SDL_RWFromFile(path, "rb"), 1, spec, audio_buf, audio_len);
- * ```
- *
- * Note that in SDL2, this was a preprocessor macro and not a real function.
- *
- * \param path The file path of the WAV file to open.
- * \param spec A pointer to an SDL_AudioSpec that will be set to the WAVE
- * data's format details on successful return.
- * \param audio_buf A pointer filled with the audio data, allocated by the
- * function.
- * \param audio_len A pointer filled with the length of the audio data buffer
- * in bytes
- * \returns This function, if successfully called, returns 0. `audio_buf` will
- * be filled with a pointer to an allocated buffer containing the
- * audio data, and `audio_len` is filled with the length of that
- * audio buffer in bytes.
- *
- * This function returns -1 if the .WAV file cannot be opened, uses
- * an unknown data format, or is corrupt; call SDL_GetError() for
- * more information.
- *
- * When the application is done with the data returned in
- * `audio_buf`, it should call SDL_free() to dispose of it.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_free
- * \sa SDL_LoadWAV_RW
- */
- extern DECLSPEC int SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec * spec,
- Uint8 ** audio_buf, Uint32 * audio_len);
- #define SDL_MIX_MAXVOLUME 128
- /**
- * Mix audio data in a specified format.
- *
- * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
- * it into `dst`, performing addition, volume adjustment, and overflow
- * clipping. The buffer pointed to by `dst` must also be `len` bytes of
- * `format` data.
- *
- * This is provided for convenience -- you can mix your own audio data.
- *
- * Do not use this function for mixing together more than two streams of
- * sample data. The output from repeated application of this function may be
- * distorted by clipping, because there is no accumulator with greater range
- * than the input (not to mention this being an inefficient way of doing it).
- *
- * It is a common misconception that this function is required to write audio
- * data to an output stream in an audio callback. While you can do that,
- * SDL_MixAudioFormat() is really only needed when you're mixing a single
- * audio stream with a volume adjustment.
- *
- * \param dst the destination for the mixed audio
- * \param src the source audio buffer to be mixed
- * \param format the SDL_AudioFormat structure representing the desired audio
- * format
- * \param len the length of the audio buffer in bytes
- * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
- * for full audio volume
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_MixAudioFormat(Uint8 * dst,
- const Uint8 * src,
- SDL_AudioFormat format,
- Uint32 len, int volume);
- /**
- * Convert some audio data of one format to another format.
- *
- * Please note that this function is for convenience, but should not be used
- * to resample audio in blocks, as it will introduce audio artifacts on the
- * boundaries. You should only use this function if you are converting audio
- * data in its entirety in one call. If you want to convert audio in smaller
- * chunks, use an SDL_AudioStream, which is designed for this situation.
- *
- * Internally, this function creates and destroys an SDL_AudioStream on each
- * use, so it's also less efficient than using one directly, if you need to
- * convert multiple times.
- *
- * \param src_spec The format details of the input audio
- * \param src_data The audio data to be converted
- * \param src_len The len of src_data
- * \param dst_spec The format details of the output audio
- * \param dst_data Will be filled with a pointer to converted audio data,
- * which should be freed with SDL_free(). On error, it will be
- * NULL.
- * \param dst_len Will be filled with the len of dst_data
- * \returns 0 on success or a negative error code on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- *
- * \sa SDL_CreateAudioStream
- */
- extern DECLSPEC int SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec,
- const Uint8 *src_data,
- int src_len,
- const SDL_AudioSpec *dst_spec,
- Uint8 **dst_data,
- int *dst_len);
- /**
- * Get the appropriate memset value for silencing an audio format.
- *
- * The value returned by this function can be used as the second argument to
- * memset (or SDL_memset) to set an audio buffer in a specific format to
- * silence.
- *
- * \param format the audio data format to query.
- * \returns A byte value that can be passed to memset.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.0.0.
- */
- extern DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_audio_h_ */
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