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| /* | |
| Simple DirectMedia Layer | |
| Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org> | |
| 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 | |
| * | |
| * Access to the raw audio mixing buffer for the SDL library. | |
| */ | |
| /* Set up for C function definitions, even when using C++ */ | |
| /* *INDENT-OFF* */ | |
| extern "C" { | |
| /* *INDENT-ON* */ | |
| /** | |
| * \brief 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 1.3 and later to query these bits. | |
| */ | |
| typedef Uint16 SDL_AudioFormat; | |
| /** | |
| * \name Audio flags | |
| */ | |
| /*@{*/ | |
| /** | |
| * \name Audio format flags | |
| * | |
| * Defaults to LSB byte order. | |
| */ | |
| /*@{*/ | |
| /*@}*/ | |
| /** | |
| * \name int32 support | |
| * | |
| * New to SDL 1.3. | |
| */ | |
| /*@{*/ | |
| /*@}*/ | |
| /** | |
| * \name float32 support | |
| * | |
| * New to SDL 1.3. | |
| */ | |
| /*@{*/ | |
| /*@}*/ | |
| /** | |
| * \name Native audio byte ordering | |
| */ | |
| /*@{*/ | |
| /*@}*/ | |
| /** | |
| * \name Allow change flags | |
| * | |
| * Which audio format changes are allowed when opening a device. | |
| */ | |
| /*@{*/ | |
| /*@}*/ | |
| /*@}*//*Audio flags*/ | |
| /** | |
| * This function is called when the audio device needs more data. | |
| * | |
| * \param userdata An application-specific parameter saved in | |
| * the SDL_AudioSpec structure | |
| * \param stream A pointer to the audio data buffer. | |
| * \param len The length of that buffer in bytes. | |
| * | |
| * Once the callback returns, the buffer will no longer be valid. | |
| * Stereo samples are stored in a LRLRLR ordering. | |
| */ | |
| typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream, | |
| int len); | |
| /** | |
| * The calculated values in this structure are calculated by SDL_OpenAudio(). | |
| */ | |
| typedef struct SDL_AudioSpec | |
| { | |
| int freq; /**< DSP frequency -- samples per second */ | |
| SDL_AudioFormat format; /**< Audio data format */ | |
| Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ | |
| Uint8 silence; /**< Audio buffer silence value (calculated) */ | |
| Uint16 samples; /**< Audio buffer size in samples (power of 2) */ | |
| Uint16 padding; /**< Necessary for some compile environments */ | |
| Uint32 size; /**< Audio buffer size in bytes (calculated) */ | |
| SDL_AudioCallback callback; | |
| void *userdata; | |
| } SDL_AudioSpec; | |
| struct SDL_AudioCVT; | |
| typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt, | |
| SDL_AudioFormat format); | |
| /** | |
| * A structure to hold a set of audio conversion filters and buffers. | |
| */ | |
| typedef struct SDL_AudioCVT | |
| { | |
| int needed; /**< Set to 1 if conversion possible */ | |
| SDL_AudioFormat src_format; /**< Source audio format */ | |
| SDL_AudioFormat dst_format; /**< Target audio format */ | |
| double rate_incr; /**< Rate conversion increment */ | |
| Uint8 *buf; /**< Buffer to hold entire audio data */ | |
| int len; /**< Length of original audio buffer */ | |
| int len_cvt; /**< Length of converted audio buffer */ | |
| int len_mult; /**< buffer must be len*len_mult big */ | |
| double len_ratio; /**< Given len, final size is len*len_ratio */ | |
| SDL_AudioFilter filters[10]; /**< Filter list */ | |
| int filter_index; /**< Current audio conversion function */ | |
| } SDL_AudioCVT; | |
| /* 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. | |
| */ | |
| /*@{*/ | |
| extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); | |
| extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index); | |
| /*@}*/ | |
| /** | |
| * \name Initialization and cleanup | |
| * | |
| * \internal These functions are used internally, and should not be used unless | |
| * you have a specific need to specify the audio driver you want to | |
| * use. You should normally use SDL_Init() or SDL_InitSubSystem(). | |
| */ | |
| /*@{*/ | |
| extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); | |
| extern DECLSPEC void SDLCALL SDL_AudioQuit(void); | |
| /*@}*/ | |
| /** | |
| * This function returns the name of the current audio driver, or NULL | |
| * if no driver has been initialized. | |
| */ | |
| extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void); | |
| /** | |
| * This function opens the audio device with the desired parameters, and | |
| * returns 0 if successful, placing the actual hardware parameters in the | |
| * structure pointed to by \c obtained. If \c obtained is NULL, the audio | |
| * data passed to the callback function will be guaranteed to be in the | |
| * requested format, and will be automatically converted to the hardware | |
| * audio format if necessary. This function returns -1 if it failed | |
| * to open the audio device, or couldn't set up the audio thread. | |
| * | |
| * When filling in the desired audio spec structure, | |
| * - \c desired->freq should be the desired audio frequency in samples-per- | |
| * second. | |
| * - \c desired->format should be the desired audio format. | |
| * - \c desired->samples is the desired size of the audio buffer, in | |
| * samples. This number should be a power of two, and may be adjusted by | |
| * the audio driver to a value more suitable for the hardware. Good values | |
| * seem to range between 512 and 8096 inclusive, depending on the | |
| * application and CPU speed. Smaller values yield faster response time, | |
| * but can lead to underflow if the application is doing heavy processing | |
| * and cannot fill the audio buffer in time. A stereo sample consists of | |
| * both right and left channels in LR ordering. | |
| * Note that the number of samples is directly related to time by the | |
| * following formula: \code ms = (samples*1000)/freq \endcode | |
| * - \c desired->size is the size in bytes of the audio buffer, and is | |
| * calculated by SDL_OpenAudio(). | |
| * - \c desired->silence is the value used to set the buffer to silence, | |
| * and is calculated by SDL_OpenAudio(). | |
| * - \c desired->callback should be set to a function that will be called | |
| * when the audio device is ready for more data. It is passed a pointer | |
| * to the audio buffer, and the length in bytes of the audio buffer. | |
| * This function usually runs in a separate thread, and so you should | |
| * protect data structures that it accesses by calling SDL_LockAudio() | |
| * and SDL_UnlockAudio() in your code. | |
| * - \c desired->userdata is passed as the first parameter to your callback | |
| * function. | |
| * | |
| * The audio device starts out playing silence when it's opened, and should | |
| * be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready | |
| * for your audio callback function to be called. Since the audio driver | |
| * may modify the requested size of the audio buffer, you should allocate | |
| * any local mixing buffers after you open the audio device. | |
| */ | |
| extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired, | |
| SDL_AudioSpec * obtained); | |
| /** | |
| * SDL Audio Device IDs. | |
| * | |
| * A successful call to SDL_OpenAudio() is always device id 1, and legacy | |
| * SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls | |
| * always returns devices >= 2 on success. The legacy calls are good both | |
| * for backwards compatibility and when you don't care about multiple, | |
| * specific, or capture devices. | |
| */ | |
| typedef Uint32 SDL_AudioDeviceID; | |
| /** | |
| * Get the number of available devices exposed by the current driver. | |
| * Only valid after a successfully initializing the audio subsystem. | |
| * Returns -1 if an explicit list of devices can't be determined; this is | |
| * not an error. For example, if SDL is set up to talk to a remote audio | |
| * server, it can't list every one available on the Internet, but it will | |
| * still allow a specific host to be specified to SDL_OpenAudioDevice(). | |
| * | |
| * In many common cases, when this function returns a value <= 0, it can still | |
| * successfully open the default device (NULL for first argument of | |
| * SDL_OpenAudioDevice()). | |
| */ | |
| extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture); | |
| /** | |
| * Get the human-readable name of a specific audio device. | |
| * Must be a value between 0 and (number of audio devices-1). | |
| * Only valid after a successfully initializing the audio subsystem. | |
| * The values returned by this function reflect the latest call to | |
| * SDL_GetNumAudioDevices(); recall that function to redetect available | |
| * hardware. | |
| * | |
| * The string returned by this function is UTF-8 encoded, read-only, and | |
| * managed internally. You are not to free it. If you need to keep the | |
| * string for any length of time, you should make your own copy of it, as it | |
| * will be invalid next time any of several other SDL functions is called. | |
| */ | |
| extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index, | |
| int iscapture); | |
| /** | |
| * Open a specific audio device. Passing in a device name of NULL requests | |
| * the most reasonable default (and is equivalent to calling SDL_OpenAudio()). | |
| * | |
| * The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but | |
| * some drivers allow arbitrary and driver-specific strings, such as a | |
| * hostname/IP address for a remote audio server, or a filename in the | |
| * diskaudio driver. | |
| * | |
| * \return 0 on error, a valid device ID that is >= 2 on success. | |
| * | |
| * SDL_OpenAudio(), unlike this function, always acts on device ID 1. | |
| */ | |
| extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char | |
| *device, | |
| int iscapture, | |
| const | |
| SDL_AudioSpec * | |
| desired, | |
| SDL_AudioSpec * | |
| obtained, | |
| int | |
| allowed_changes); | |
| /** | |
| * \name Audio state | |
| * | |
| * Get the current audio state. | |
| */ | |
| /*@{*/ | |
| typedef enum | |
| { | |
| SDL_AUDIO_STOPPED = 0, | |
| SDL_AUDIO_PLAYING, | |
| SDL_AUDIO_PAUSED | |
| } SDL_AudioStatus; | |
| extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void); | |
| extern DECLSPEC SDL_AudioStatus SDLCALL | |
| SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev); | |
| /*@}*//*Audio State*/ | |
| /** | |
| * \name Pause audio functions | |
| * | |
| * These functions pause and unpause the audio callback processing. | |
| * They should be called with a parameter of 0 after opening the audio | |
| * device to start playing sound. This is so you can safely initialize | |
| * data for your callback function after opening the audio device. | |
| * Silence will be written to the audio device during the pause. | |
| */ | |
| /*@{*/ | |
| extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); | |
| extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, | |
| int pause_on); | |
| /*@}*//*Pause audio functions*/ | |
| /** | |
| * This function loads a WAVE from the data source, automatically freeing | |
| * that source if \c freesrc is non-zero. For example, to load a WAVE file, | |
| * you could do: | |
| * \code | |
| * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); | |
| * \endcode | |
| * | |
| * If this function succeeds, it returns the given SDL_AudioSpec, | |
| * filled with the audio data format of the wave data, and sets | |
| * \c *audio_buf to a malloc()'d buffer containing the audio data, | |
| * and sets \c *audio_len to the length of that audio buffer, in bytes. | |
| * You need to free the audio buffer with SDL_FreeWAV() when you are | |
| * done with it. | |
| * | |
| * This function returns NULL and sets the SDL error message if the | |
| * wave file cannot be opened, uses an unknown data format, or is | |
| * corrupt. Currently raw and MS-ADPCM WAVE files are supported. | |
| */ | |
| extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, | |
| int freesrc, | |
| SDL_AudioSpec * spec, | |
| Uint8 ** audio_buf, | |
| Uint32 * audio_len); | |
| /** | |
| * Loads a WAV from a file. | |
| * Compatibility convenience function. | |
| */ | |
| /** | |
| * This function frees data previously allocated with SDL_LoadWAV_RW() | |
| */ | |
| extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf); | |
| /** | |
| * This function takes a source format and rate and a destination format | |
| * and rate, and initializes the \c cvt structure with information needed | |
| * by SDL_ConvertAudio() to convert a buffer of audio data from one format | |
| * to the other. | |
| * | |
| * \return -1 if the format conversion is not supported, 0 if there's | |
| * no conversion needed, or 1 if the audio filter is set up. | |
| */ | |
| extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt, | |
| SDL_AudioFormat src_format, | |
| Uint8 src_channels, | |
| int src_rate, | |
| SDL_AudioFormat dst_format, | |
| Uint8 dst_channels, | |
| int dst_rate); | |
| /** | |
| * Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), | |
| * created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of | |
| * audio data in the source format, this function will convert it in-place | |
| * to the desired format. | |
| * | |
| * The data conversion may expand the size of the audio data, so the buffer | |
| * \c cvt->buf should be allocated after the \c cvt structure is initialized by | |
| * SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long. | |
| */ | |
| extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt); | |
| /** | |
| * This takes two audio buffers of the playing audio format and mixes | |
| * them, performing addition, volume adjustment, and overflow clipping. | |
| * The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME | |
| * for full audio volume. Note this does not change hardware volume. | |
| * This is provided for convenience -- you can mix your own audio data. | |
| */ | |
| extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src, | |
| Uint32 len, int volume); | |
| /** | |
| * This works like SDL_MixAudio(), but you specify the audio format instead of | |
| * using the format of audio device 1. Thus it can be used when no audio | |
| * device is open at all. | |
| */ | |
| extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst, | |
| const Uint8 * src, | |
| SDL_AudioFormat format, | |
| Uint32 len, int volume); | |
| /** | |
| * \name Audio lock functions | |
| * | |
| * The lock manipulated by these functions protects the callback function. | |
| * During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that | |
| * the callback function is not running. Do not call these from the callback | |
| * function or you will cause deadlock. | |
| */ | |
| /*@{*/ | |
| extern DECLSPEC void SDLCALL SDL_LockAudio(void); | |
| extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev); | |
| extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); | |
| extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev); | |
| /*@}*//*Audio lock functions*/ | |
| /** | |
| * This function shuts down audio processing and closes the audio device. | |
| */ | |
| extern DECLSPEC void SDLCALL SDL_CloseAudio(void); | |
| extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev); | |
| /** | |
| * \return 1 if audio device is still functioning, zero if not, -1 on error. | |
| */ | |
| extern DECLSPEC int SDLCALL SDL_AudioDeviceConnected(SDL_AudioDeviceID dev); | |
| /* Ends C function definitions when using C++ */ | |
| /* *INDENT-OFF* */ | |
| } | |
| /* *INDENT-ON* */ | |
| /* vi: set ts=4 sw=4 expandtab: */ | |
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