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https://github.com/shadps4-emu/ext-SDL.git
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2022 lines
80 KiB
C
2022 lines
80 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* # CategoryAudio
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*
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* Audio functionality for the SDL library.
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*
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* All audio in SDL3 revolves around SDL_AudioStream. Whether you want to play
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* or record audio, convert it, stream it, buffer it, or mix it, you're going
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* to be passing it through an audio stream.
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*
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* Audio streams are quite flexible; they can accept any amount of data at a
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* time, in any supported format, and output it as needed in any other format,
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* even if the data format changes on either side halfway through.
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*
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* An app opens an audio device and binds any number of audio streams to it,
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* feeding more data to it as available. When the devices needs more data, it
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* will pull it from all bound streams and mix them together for playback.
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*
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* Audio streams can also use an app-provided callback to supply data
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* on-demand, which maps pretty closely to the SDL2 audio model.
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*
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* SDL also provides a simple .WAV loader in SDL_LoadWAV (and SDL_LoadWAV_IO
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* if you aren't reading from a file) as a basic means to load sound data into
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* your program.
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*
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* ## Channel layouts
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*
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* Audio data passing through SDL is uncompressed PCM data, interleaved. One
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* can provide their own decompression through an MP3, etc, decoder, but SDL
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* does not provide this directly. Each interleaved channel of data is meant
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* to be in a specific order.
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*
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* Abbreviations:
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*
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* - FRONT = single mono speaker
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* - FL = front left speaker
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* - FR = front right speaker
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* - FC = front center speaker
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* - BL = back left speaker
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* - BR = back right speaker
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* - SR = surround right speaker
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* - SL = surround left speaker
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* - BC = back center speaker
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* - LFE = low-frequency speaker
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*
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* These are listed in the order they are laid out in memory, so "FL, FR"
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* means "the front left speaker is laid out in memory first, then the front
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* right, then it repeats for the next audio frame".
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*
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* - 1 channel (mono) layout: FRONT
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* - 2 channels (stereo) layout: FL, FR
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* - 3 channels (2.1) layout: FL, FR, LFE
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* - 4 channels (quad) layout: FL, FR, BL, BR
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* - 5 channels (4.1) layout: FL, FR, LFE, BL, BR
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* - 6 channels (5.1) layout: FL, FR, FC, LFE, BL, BR (last two can also be
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* BL, BR)
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* - 7 channels (6.1) layout: FL, FR, FC, LFE, BC, SL, SR
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* - 8 channels (7.1) layout: FL, FR, FC, LFE, BL, BR, SL, SR
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*
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* This is the same order as DirectSound expects, but applied to all
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* platforms; SDL will swizzle the channels as necessary if a platform expects
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* something different.
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*
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* SDL_AudioStream can also be provided channel maps to change this ordering
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* to whatever is necessary, in other audio processing scenarios.
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*/
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#ifndef SDL_audio_h_
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#define SDL_audio_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_endian.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_mutex.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_iostream.h>
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#include <SDL3/SDL_thread.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* masks for different parts of SDL_AudioFormat. */
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#define SDL_AUDIO_MASK_BITSIZE (0xFFu)
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#define SDL_AUDIO_MASK_FLOAT (1u<<8)
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#define SDL_AUDIO_MASK_BIG_ENDIAN (1u<<12)
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#define SDL_AUDIO_MASK_SIGNED (1u<<15)
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#define SDL_DEFINE_AUDIO_FORMAT(signed, bigendian, float, size) \
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(((Uint16)(signed) << 15) | ((Uint16)(bigendian) << 12) | ((Uint16)(float) << 8) | ((size) & SDL_AUDIO_MASK_BITSIZE))
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/**
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* Audio format.
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*
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* \since This enum is available since SDL 3.0.0.
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*
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* \sa SDL_AUDIO_BITSIZE
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* \sa SDL_AUDIO_BYTESIZE
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* \sa SDL_AUDIO_ISINT
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* \sa SDL_AUDIO_ISFLOAT
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* \sa SDL_AUDIO_ISBIGENDIAN
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* \sa SDL_AUDIO_ISLITTLEENDIAN
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* \sa SDL_AUDIO_ISSIGNED
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* \sa SDL_AUDIO_ISUNSIGNED
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*/
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typedef enum SDL_AudioFormat
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{
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SDL_AUDIO_U8 = 0x0008u, /**< Unsigned 8-bit samples */
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/* SDL_DEFINE_AUDIO_FORMAT(0, 0, 0, 8), */
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SDL_AUDIO_S8 = 0x8008u, /**< Signed 8-bit samples */
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/* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 8), */
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SDL_AUDIO_S16LE = 0x8010u, /**< Signed 16-bit samples */
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/* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 16), */
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SDL_AUDIO_S16BE = 0x9010u, /**< As above, but big-endian byte order */
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/* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 16), */
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SDL_AUDIO_S32LE = 0x8020u, /**< 32-bit integer samples */
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/* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32), */
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SDL_AUDIO_S32BE = 0x9020u, /**< As above, but big-endian byte order */
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/* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 32), */
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SDL_AUDIO_F32LE = 0x8120u, /**< 32-bit floating point samples */
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/* SDL_DEFINE_AUDIO_FORMAT(1, 0, 1, 32), */
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SDL_AUDIO_F32BE = 0x9120u, /**< As above, but big-endian byte order */
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/* SDL_DEFINE_AUDIO_FORMAT(1, 1, 1, 32), */
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} SDL_AudioFormat;
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define SDL_AUDIO_S16 SDL_AUDIO_S16LE
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#define SDL_AUDIO_S32 SDL_AUDIO_S32LE
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#define SDL_AUDIO_F32 SDL_AUDIO_F32LE
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#else
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#define SDL_AUDIO_S16 SDL_AUDIO_S16BE
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#define SDL_AUDIO_S32 SDL_AUDIO_S32BE
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#define SDL_AUDIO_F32 SDL_AUDIO_F32BE
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#endif
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/**
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* Retrieve the size, in bits, from an SDL_AudioFormat.
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*
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* For example, `SDL_AUDIO_BITSIZE(SDL_AUDIO_S16)` returns 16.
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*
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* \param x an SDL_AudioFormat value.
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* \returns data size in bits.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_BITSIZE(x) ((x) & SDL_AUDIO_MASK_BITSIZE)
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/**
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* Retrieve the size, in bytes, from an SDL_AudioFormat.
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*
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* For example, `SDL_AUDIO_BYTESIZE(SDL_AUDIO_S16)` returns 2.
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*
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* \param x an SDL_AudioFormat value.
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* \returns data size in bytes.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_BYTESIZE(x) (SDL_AUDIO_BITSIZE(x) / 8)
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/**
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* Determine if an SDL_AudioFormat represents floating point data.
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*
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* For example, `SDL_AUDIO_ISFLOAT(SDL_AUDIO_S16)` returns 0.
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*
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* \param x an SDL_AudioFormat value.
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* \returns non-zero if format is floating point, zero otherwise.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_ISFLOAT(x) ((x) & SDL_AUDIO_MASK_FLOAT)
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/**
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* Determine if an SDL_AudioFormat represents bigendian data.
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*
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* For example, `SDL_AUDIO_ISBIGENDIAN(SDL_AUDIO_S16LE)` returns 0.
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*
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* \param x an SDL_AudioFormat value.
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* \returns non-zero if format is bigendian, zero otherwise.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_ISBIGENDIAN(x) ((x) & SDL_AUDIO_MASK_BIG_ENDIAN)
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/**
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* Determine if an SDL_AudioFormat represents littleendian data.
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*
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* For example, `SDL_AUDIO_ISLITTLEENDIAN(SDL_AUDIO_S16BE)` returns 0.
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*
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* \param x an SDL_AudioFormat value.
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* \returns non-zero if format is littleendian, zero otherwise.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
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/**
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* Determine if an SDL_AudioFormat represents signed data.
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*
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* For example, `SDL_AUDIO_ISSIGNED(SDL_AUDIO_U8)` returns 0.
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*
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* \param x an SDL_AudioFormat value.
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* \returns non-zero if format is signed, zero otherwise.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_ISSIGNED(x) ((x) & SDL_AUDIO_MASK_SIGNED)
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/**
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* Determine if an SDL_AudioFormat represents integer data.
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*
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* For example, `SDL_AUDIO_ISINT(SDL_AUDIO_F32)` returns 0.
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*
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* \param x an SDL_AudioFormat value.
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* \returns non-zero if format is integer, zero otherwise.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
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/**
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* Determine if an SDL_AudioFormat represents unsigned data.
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*
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* For example, `SDL_AUDIO_ISUNSIGNED(SDL_AUDIO_S16)` returns 0.
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*
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* \param x an SDL_AudioFormat value.
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* \returns non-zero if format is unsigned, zero otherwise.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
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/**
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* SDL Audio Device instance IDs.
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*
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* Zero is used to signify an invalid/null device.
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*
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* \since This datatype is available since SDL 3.0.0.
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*/
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typedef Uint32 SDL_AudioDeviceID;
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/**
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* A value used to request a default playback audio device.
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*
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* Several functions that require an SDL_AudioDeviceID will accept this value
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* to signify the app just wants the system to choose a default device instead
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* of the app providing a specific one.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK ((SDL_AudioDeviceID) 0xFFFFFFFFu)
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/**
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* A value used to request a default recording audio device.
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*
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* Several functions that require an SDL_AudioDeviceID will accept this value
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* to signify the app just wants the system to choose a default device instead
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* of the app providing a specific one.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ((SDL_AudioDeviceID) 0xFFFFFFFEu)
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/**
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* Format specifier for audio data.
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*
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* \since This struct is available since SDL 3.0.0.
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*
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* \sa SDL_AudioFormat
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*/
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typedef struct SDL_AudioSpec
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{
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SDL_AudioFormat format; /**< Audio data format */
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int channels; /**< Number of channels: 1 mono, 2 stereo, etc */
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int freq; /**< sample rate: sample frames per second */
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} SDL_AudioSpec;
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/**
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* Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec.
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*
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* This reports on the size of an audio sample frame: stereo Sint16 data (2
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* channels of 2 bytes each) would be 4 bytes per frame, for example.
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*
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* \param x an SDL_AudioSpec to query.
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* \returns the number of bytes used per sample frame.
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*
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* \threadsafety It is safe to call this macro from any thread.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels)
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/**
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* The opaque handle that represents an audio stream.
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*
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* SDL_AudioStream is an audio conversion interface.
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*
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* - It can handle resampling data in chunks without generating artifacts,
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* when it doesn't have the complete buffer available.
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* - It can handle incoming data in any variable size.
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* - It can handle input/output format changes on the fly.
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* - It can remap audio channels between inputs and outputs.
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* - You push data as you have it, and pull it when you need it
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* - It can also function as a basic audio data queue even if you just have
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* sound that needs to pass from one place to another.
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* - You can hook callbacks up to them when more data is added or requested,
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* to manage data on-the-fly.
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*
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* Audio streams are the core of the SDL3 audio interface. You create one or
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* more of them, bind them to an opened audio device, and feed data to them
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* (or for recording, consume data from them).
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*
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* \since This struct is available since SDL 3.0.0.
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*
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* \sa SDL_CreateAudioStream
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*/
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typedef struct SDL_AudioStream SDL_AudioStream;
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/* Function prototypes */
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/**
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* \name Driver discovery functions
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*
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* These functions return the list of built in audio drivers, in the
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* order that they are normally initialized by default.
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*/
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/* @{ */
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/**
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* Use this function to get the number of built-in audio drivers.
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*
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* This function returns a hardcoded number. This never returns a negative
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* value; if there are no drivers compiled into this build of SDL, this
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* function returns zero. The presence of a driver in this list does not mean
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* it will function, it just means SDL is capable of interacting with that
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* interface. For example, a build of SDL might have esound support, but if
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* there's no esound server available, SDL's esound driver would fail if used.
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*
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* By default, SDL tries all drivers, in its preferred order, until one is
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* found to be usable.
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*
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* \returns the number of built-in audio drivers.
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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 3.0.0.
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*
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* \sa SDL_GetAudioDriver
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*/
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extern SDL_DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
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/**
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* Use this function to get the name of a built in audio driver.
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*
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* The list of audio drivers is given in the order that they are normally
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* initialized by default; the drivers that seem more reasonable to choose
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* first (as far as the SDL developers believe) are earlier in the list.
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*
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* The names of drivers are all simple, low-ASCII identifiers, like "alsa",
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* "coreaudio" or "wasapi". These never have Unicode characters, and are not
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* meant to be proper names.
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*
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* \param index the index of the audio driver; the value ranges from 0 to
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* SDL_GetNumAudioDrivers() - 1.
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* \returns the name of the audio driver at the requested index, or NULL if an
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* invalid index was specified.
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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 3.0.0.
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*
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* \sa SDL_GetNumAudioDrivers
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDriver(int index);
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/* @} */
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/**
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* Get the name of the current audio driver.
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*
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* The names of drivers are all simple, low-ASCII identifiers, like "alsa",
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* "coreaudio" or "wasapi". These never have Unicode characters, and are not
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* meant to be proper names.
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*
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* \returns the name of the current audio driver or NULL if no driver has been
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* initialized.
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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 3.0.0.
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*/
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extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentAudioDriver(void);
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/**
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* Get a list of currently-connected audio playback devices.
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*
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* This returns of list of available devices that play sound, perhaps to
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* speakers or headphones ("playback" devices). If you want devices that
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* record audio, like a microphone ("recording" devices), use
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* SDL_GetAudioRecordingDevices() instead.
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*
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* This only returns a list of physical devices; it will not have any device
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* IDs returned by SDL_OpenAudioDevice().
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*
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* If this function returns NULL, to signify an error, `*count` will be set to
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* zero.
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*
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* \param count a pointer filled in with the number of devices returned, may
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* be NULL.
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* \returns a 0 terminated array of device instance IDs or NULL on error; call
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* SDL_GetError() for more information. This should be freed with
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* SDL_free() when it is no longer needed.
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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 3.0.0.
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*
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* \sa SDL_OpenAudioDevice
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* \sa SDL_GetAudioRecordingDevices
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*/
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extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioPlaybackDevices(int *count);
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/**
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* Get a list of currently-connected audio recording devices.
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*
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* This returns of list of available devices that record audio, like a
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* microphone ("recording" devices). If you want devices that play sound,
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* perhaps to speakers or headphones ("playback" devices), use
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* SDL_GetAudioPlaybackDevices() instead.
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*
|
|
* This only returns a list of physical devices; it will not have any device
|
|
* IDs returned by SDL_OpenAudioDevice().
|
|
*
|
|
* If this function returns NULL, to signify an error, `*count` will be set to
|
|
* zero.
|
|
*
|
|
* \param count a pointer filled in with the number of devices returned, may
|
|
* be NULL.
|
|
* \returns a 0 terminated array of device instance IDs, or NULL on failure;
|
|
* call SDL_GetError() for more information. This should be freed
|
|
* with SDL_free() when it is no longer needed.
|
|
*
|
|
* \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_GetAudioPlaybackDevices
|
|
*/
|
|
extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioRecordingDevices(int *count);
|
|
|
|
/**
|
|
* Get the human-readable name of a specific audio device.
|
|
*
|
|
* \param devid the instance ID of the device to query.
|
|
* \returns the name of the audio device, or NULL 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_GetAudioPlaybackDevices
|
|
* \sa SDL_GetAudioRecordingDevices
|
|
* \sa SDL_GetDefaultAudioInfo
|
|
*/
|
|
extern SDL_DECLSPEC const 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_PLAYBACK or
|
|
* SDL_AUDIO_DEVICE_DEFAULT_RECORDING 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 SDL_DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames);
|
|
|
|
/**
|
|
* Get the current channel map of an audio device.
|
|
*
|
|
* Channel maps are optional; most things do not need them, instead passing
|
|
* data in the [order that SDL expects](CategoryAudio#channel-layouts).
|
|
*
|
|
* Audio devices usually have no remapping applied. This is represented by
|
|
* returning NULL, and does not signify an error.
|
|
*
|
|
* \param devid the instance ID of the device to query.
|
|
* \param count On output, set to number of channels in the map. Can be NULL.
|
|
* \returns an array of the current channel mapping, with as many elements as
|
|
* the current output spec's channels, or NULL if default. This
|
|
* should be freed with SDL_free() when it is no longer needed.
|
|
*
|
|
* \threadsafety It is safe to call this function from any thread.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAudioStreamInputChannelMap
|
|
*/
|
|
extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioDeviceChannelMap(SDL_AudioDeviceID devid, int *count);
|
|
|
|
/**
|
|
* Open a specific audio device.
|
|
*
|
|
* You can open both playback and recording devices through this function.
|
|
* Playback devices will take data from bound audio streams, mix it, and send
|
|
* it to the hardware. Recording 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_PLAYBACK` or
|
|
* `SDL_AUDIO_DEVICE_DEFAULT_RECORDING`. 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_PLAYBACK or
|
|
* SDL_AUDIO_DEVICE_DEFAULT_RECORDING 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 or 0 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_CloseAudioDevice
|
|
* \sa SDL_GetAudioDeviceFormat
|
|
*/
|
|
extern SDL_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 SDL_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 SDL_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 SDL_DECLSPEC SDL_bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
|
|
|
|
/**
|
|
* Get the gain of an audio device.
|
|
*
|
|
* The gain of a device is its volume; a larger gain means a louder output,
|
|
* with a gain of zero being silence.
|
|
*
|
|
* Audio devices default to a gain of 1.0f (no change in output).
|
|
*
|
|
* Physical devices may not have their gain changed, only logical devices, and
|
|
* this function will always return -1.0f when used on physical devices.
|
|
*
|
|
* \param devid the audio device to query.
|
|
* \returns the gain of the device or -1.0f 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_SetAudioDeviceGain
|
|
*/
|
|
extern SDL_DECLSPEC float SDLCALL SDL_GetAudioDeviceGain(SDL_AudioDeviceID devid);
|
|
|
|
/**
|
|
* Change the gain of an audio device.
|
|
*
|
|
* The gain of a device is its volume; a larger gain means a louder output,
|
|
* with a gain of zero being silence.
|
|
*
|
|
* Audio devices default to a gain of 1.0f (no change in output).
|
|
*
|
|
* Physical devices may not have their gain changed, only logical devices, and
|
|
* this function will always return -1 when used on physical devices. While it
|
|
* might seem attractive to adjust several logical devices at once in this
|
|
* way, it would allow an app or library to interfere with another portion of
|
|
* the program's otherwise-isolated devices.
|
|
*
|
|
* This is applied, along with any per-audiostream gain, during playback to
|
|
* the hardware, and can be continuously changed to create various effects. On
|
|
* recording devices, this will adjust the gain before passing the data into
|
|
* an audiostream; that recording audiostream can then adjust its gain further
|
|
* when outputting the data elsewhere, if it likes, but that second gain is
|
|
* not applied until the data leaves the audiostream again.
|
|
*
|
|
* \param devid the audio device on which to change gain.
|
|
* \param gain the gain. 1.0f is no change, 0.0f is silence.
|
|
* \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, as it holds
|
|
* a stream-specific mutex while running.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetAudioDeviceGain
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_SetAudioDeviceGain(SDL_AudioDeviceID devid, float gain);
|
|
|
|
/**
|
|
* 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 SDL_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 a playback device, data
|
|
* for all bound streams will be mixed together and fed to the device. For a
|
|
* recording 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 playback
|
|
* devices, and its input format for recording 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 bind.
|
|
* \param num_streams number streams listed in the `streams` array.
|
|
* \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_BindAudioStreams
|
|
* \sa SDL_UnbindAudioStream
|
|
* \sa SDL_GetAudioStreamDevice
|
|
*/
|
|
extern SDL_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 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_BindAudioStreams
|
|
* \sa SDL_UnbindAudioStream
|
|
* \sa SDL_GetAudioStreamDevice
|
|
*/
|
|
extern SDL_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 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
|
|
*/
|
|
extern SDL_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
|
|
*/
|
|
extern SDL_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
|
|
*/
|
|
extern SDL_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; 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_PutAudioStreamData
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_GetAudioStreamAvailable
|
|
* \sa SDL_FlushAudioStream
|
|
* \sa SDL_ClearAudioStream
|
|
* \sa SDL_SetAudioStreamFormat
|
|
* \sa SDL_DestroyAudioStream
|
|
*/
|
|
extern SDL_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.
|
|
*/
|
|
extern SDL_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 a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \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_SetAudioStreamFormat
|
|
*/
|
|
extern SDL_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.
|
|
*
|
|
* Data that was previously queued in the stream will still be operated on in
|
|
* the format that was current when it was added, which is to say you can put
|
|
* the end of a sound file in one format to a stream, change formats for the
|
|
* next sound file, and start putting that new data while the previous sound
|
|
* file is still queued, and everything will still play back correctly.
|
|
*
|
|
* \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 a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \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_SetAudioStreamFrequencyRatio
|
|
*/
|
|
extern SDL_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 failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \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 SDL_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 a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \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 SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio);
|
|
|
|
/**
|
|
* Get the gain of an audio stream.
|
|
*
|
|
* The gain of a stream is its volume; a larger gain means a louder output,
|
|
* with a gain of zero being silence.
|
|
*
|
|
* Audio streams default to a gain of 1.0f (no change in output).
|
|
*
|
|
* \param stream the SDL_AudioStream to query.
|
|
* \returns the gain of the stream or -1.0f on failure; call SDL_GetError()
|
|
* for more information.
|
|
*
|
|
* \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_SetAudioStreamGain
|
|
*/
|
|
extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamGain(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Change the gain of an audio stream.
|
|
*
|
|
* The gain of a stream is its volume; a larger gain means a louder output,
|
|
* with a gain of zero being silence.
|
|
*
|
|
* Audio streams default to a gain of 1.0f (no change in output).
|
|
*
|
|
* This is applied during SDL_GetAudioStreamData, and can be continuously
|
|
* changed to create various effects.
|
|
*
|
|
* \param stream the stream on which the gain is being changed.
|
|
* \param gain the gain. 1.0f is no change, 0.0f is silence.
|
|
* \returns 0 on successor a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \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_GetAudioStreamGain
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamGain(SDL_AudioStream *stream, float gain);
|
|
|
|
/**
|
|
* Get the current input channel map of an audio stream.
|
|
*
|
|
* Channel maps are optional; most things do not need them, instead passing
|
|
* data in the [order that SDL expects](CategoryAudio#channel-layouts).
|
|
*
|
|
* Audio streams default to no remapping applied. This is represented by
|
|
* returning NULL, and does not signify an error.
|
|
*
|
|
* \param stream the SDL_AudioStream to query.
|
|
* \param count On output, set to number of channels in the map. Can be NULL.
|
|
* \returns an array of the current channel mapping, with as many elements as
|
|
* the current output spec's channels, or NULL if default. This
|
|
* should be freed with SDL_free() when it is no longer needed.
|
|
*
|
|
* \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_SetAudioStreamInputChannelMap
|
|
*/
|
|
extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamInputChannelMap(SDL_AudioStream *stream, int *count);
|
|
|
|
/**
|
|
* Get the current output channel map of an audio stream.
|
|
*
|
|
* Channel maps are optional; most things do not need them, instead passing
|
|
* data in the [order that SDL expects](CategoryAudio#channel-layouts).
|
|
*
|
|
* Audio streams default to no remapping applied. This is represented by
|
|
* returning NULL, and does not signify an error.
|
|
*
|
|
* \param stream the SDL_AudioStream to query.
|
|
* \param count On output, set to number of channels in the map. Can be NULL.
|
|
* \returns an array of the current channel mapping, with as many elements as
|
|
* the current output spec's channels, or NULL if default. This
|
|
* should be freed with SDL_free() when it is no longer needed.
|
|
*
|
|
* \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_SetAudioStreamInputChannelMap
|
|
*/
|
|
extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamOutputChannelMap(SDL_AudioStream *stream, int *count);
|
|
|
|
/**
|
|
* Set the current input channel map of an audio stream.
|
|
*
|
|
* Channel maps are optional; most things do not need them, instead passing
|
|
* data in the [order that SDL expects](CategoryAudio#channel-layouts).
|
|
*
|
|
* The input channel map reorders data that is added to a stream via
|
|
* SDL_PutAudioStreamData. Future calls to SDL_PutAudioStreamData must provide
|
|
* data in the new channel order.
|
|
*
|
|
* Each item in the array represents an input channel, and its value is the
|
|
* channel that it should be remapped to. To reverse a stereo signal's left
|
|
* and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap
|
|
* multiple channels to the same thing, so `{ 1, 1 }` would duplicate the
|
|
* right channel to both channels of a stereo signal. You cannot change the
|
|
* number of channels through a channel map, just reorder them.
|
|
*
|
|
* Data that was previously queued in the stream will still be operated on in
|
|
* the order that was current when it was added, which is to say you can put
|
|
* the end of a sound file in one order to a stream, change orders for the
|
|
* next sound file, and start putting that new data while the previous sound
|
|
* file is still queued, and everything will still play back correctly.
|
|
*
|
|
* Audio streams default to no remapping applied. Passing a NULL channel map
|
|
* is legal, and turns off remapping.
|
|
*
|
|
* SDL will copy the channel map; the caller does not have to save this array
|
|
* after this call.
|
|
*
|
|
* If `count` is not equal to the current number of channels in the audio
|
|
* stream's format, this will fail. This is a safety measure to make sure a a
|
|
* race condition hasn't changed the format while you this call is setting the
|
|
* channel map.
|
|
*
|
|
* \param stream the SDL_AudioStream to change.
|
|
* \param chmap the new channel map, NULL to reset to default.
|
|
* \param count The number of channels in the map.
|
|
* \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, as it holds
|
|
* a stream-specific mutex while running. Don't change the
|
|
* stream's format to have a different number of channels from a
|
|
* a different thread at the same time, though!
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAudioStreamInputChannelMap
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamInputChannelMap(SDL_AudioStream *stream, const int *chmap, int count);
|
|
|
|
/**
|
|
* Set the current output channel map of an audio stream.
|
|
*
|
|
* Channel maps are optional; most things do not need them, instead passing
|
|
* data in the [order that SDL expects](CategoryAudio#channel-layouts).
|
|
*
|
|
* The output channel map reorders data that leaving a stream via
|
|
* SDL_GetAudioStreamData.
|
|
*
|
|
* Each item in the array represents an output channel, and its value is the
|
|
* channel that it should be remapped to. To reverse a stereo signal's left
|
|
* and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap
|
|
* multiple channels to the same thing, so `{ 1, 1 }` would duplicate the
|
|
* right channel to both channels of a stereo signal. You cannot change the
|
|
* number of channels through a channel map, just reorder them.
|
|
*
|
|
* The output channel map can be changed at any time, as output remapping is
|
|
* applied during SDL_GetAudioStreamData.
|
|
*
|
|
* Audio streams default to no remapping applied. Passing a NULL channel map
|
|
* is legal, and turns off remapping.
|
|
*
|
|
* SDL will copy the channel map; the caller does not have to save this array
|
|
* after this call.
|
|
*
|
|
* If `count` is not equal to the current number of channels in the audio
|
|
* stream's format, this will fail. This is a safety measure to make sure a a
|
|
* race condition hasn't changed the format while you this call is setting the
|
|
* channel map.
|
|
*
|
|
* \param stream the SDL_AudioStream to change.
|
|
* \param chmap the new channel map, NULL to reset to default.
|
|
* \param count The number of channels in the map.
|
|
* \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, as it holds
|
|
* a stream-specific mutex while running. Don't change the
|
|
* stream's format to have a different number of channels from a
|
|
* a different thread at the same time, though!
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAudioStreamInputChannelMap
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamOutputChannelMap(SDL_AudioStream *stream, const int *chmap, int count);
|
|
|
|
/**
|
|
* Add data 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 copies the 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_ClearAudioStream
|
|
* \sa SDL_FlushAudioStream
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_GetAudioStreamQueued
|
|
*/
|
|
extern SDL_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 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_ClearAudioStream
|
|
* \sa SDL_GetAudioStreamAvailable
|
|
* \sa SDL_PutAudioStreamData
|
|
*/
|
|
extern SDL_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_GetAudioStreamData
|
|
* \sa SDL_PutAudioStreamData
|
|
*/
|
|
extern SDL_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_ClearAudioStream
|
|
*/
|
|
extern SDL_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 may 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_PutAudioStreamData
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Clear any pending data in the stream.
|
|
*
|
|
* This drops any queued data, so there will be nothing to read from the
|
|
* stream until more is added.
|
|
*
|
|
* \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_GetAudioStreamAvailable
|
|
* \sa SDL_GetAudioStreamData
|
|
* \sa SDL_GetAudioStreamQueued
|
|
* \sa SDL_PutAudioStreamData
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Use this function to pause audio playback on the audio device associated
|
|
* with an audio stream.
|
|
*
|
|
* 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.
|
|
*
|
|
* 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.
|
|
*
|
|
* \param stream the audio stream associated with the audio device to pause.
|
|
* \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_ResumeAudioStreamDevice
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);
|
|
|
|
/**
|
|
* Use this function to unpause audio playback on the audio device associated
|
|
* with an audio stream.
|
|
*
|
|
* This function unpauses audio processing for a given device that has
|
|
* previously been paused. Once unpaused, any bound audio streams will begin
|
|
* to progress again, and audio can be generated.
|
|
*
|
|
* \param stream the audio stream associated with the audio device to resume.
|
|
* \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_PauseAudioStreamDevice
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_ResumeAudioStreamDevice(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
|
|
*/
|
|
extern SDL_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
|
|
*/
|
|
extern SDL_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.
|
|
*
|
|
* 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.
|
|
*
|
|
* This callback is not required to do anything. Generally this is useful for
|
|
* adding/reading data on demand, and the app will often put/get data as
|
|
* appropriate, but the system goes on with the data currently available to it
|
|
* if this callback does nothing.
|
|
*
|
|
* \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.
|
|
*
|
|
* \threadsafety This 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 before your callback
|
|
* is called, so your callback does not need to manage the lock
|
|
* explicitly.
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAudioStreamGetCallback
|
|
* \sa SDL_SetAudioStreamPutCallback
|
|
*/
|
|
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 or a negative error code on failure; call
|
|
* SDL_GetError() for more information. 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 SDL_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 or a negative error code on failure; call
|
|
* SDL_GetError() for more information. 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 SDL_DECLSPEC int SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
|
|
|
|
|
|
/**
|
|
* Free an audio stream.
|
|
*
|
|
* This will release all allocated data, including any audio that is still
|
|
* queued. You do not need to manually clear the stream first.
|
|
*
|
|
* If this stream was bound to an audio device, it is unbound during this
|
|
* call. If this stream was created with SDL_OpenAudioDeviceStream, the audio
|
|
* device that was opened alongside this stream's creation will be closed,
|
|
* too.
|
|
*
|
|
* \param stream the audio stream to destroy.
|
|
*
|
|
* \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 SDL_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 also 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, since there is no extra step here to
|
|
* bind a stream to begin audio flowing. The audio device should be resumed
|
|
* with `SDL_ResumeAudioStreamDevice(stream);`
|
|
*
|
|
* This function works with both playback and recording 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 spec is NULL, the system will
|
|
* choose the format, and the app can use SDL_GetAudioStreamFormat() to obtain
|
|
* this information later.
|
|
*
|
|
* If you don't care about opening a specific audio device, you can (and
|
|
* probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and
|
|
* SDL_AUDIO_DEVICE_DEFAULT_RECORDING 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.
|
|
*
|
|
* Destroying the returned stream with SDL_DestroyAudioStream will also close
|
|
* the audio device associated with this stream.
|
|
*
|
|
* \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK
|
|
* or SDL_AUDIO_DEVICE_DEFAULT_RECORDING.
|
|
* \param spec the audio stream's data format. Can be NULL.
|
|
* \param callback a callback where the app will provide new data for
|
|
* playback, or receive new data for recording. 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, or NULL on failure; 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_ResumeAudioStreamDevice
|
|
*/
|
|
extern SDL_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.
|
|
*
|
|
* This callback should run as quickly as possible and not block for any
|
|
* significant time, as this callback delays submission of data to the audio
|
|
* device, which can cause audio playback problems.
|
|
*
|
|
* The postmix callback _must_ be able to handle any audio data format
|
|
* specified in `spec`, which can change between callbacks if the audio device
|
|
* changed. However, this only covers frequency and channel count; data is
|
|
* always provided here in SDL_AUDIO_F32 format.
|
|
*
|
|
* The postmix callback runs _after_ logical device gain and audiostream gain
|
|
* have been applied, which is to say you can make the output data louder at
|
|
* this point than the gain settings would suggest.
|
|
*
|
|
* \param userdata a pointer provided by the app through
|
|
* SDL_SetAudioPostmixCallback, for its own use.
|
|
* \param spec the current format of audio that is to be submitted to the
|
|
* audio device.
|
|
* \param buffer the buffer of audio samples to be submitted. The callback can
|
|
* inspect and/or modify this data.
|
|
* \param buflen the size of `buffer` in bytes.
|
|
*
|
|
* \threadsafety This will run from a background thread owned by SDL. The
|
|
* application is responsible for locking resources the callback
|
|
* touches that need to be protected.
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_SetAudioPostmixCallback
|
|
*/
|
|
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 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 SDL_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_IO(SDL_IOFromFile("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 closeio if SDL_TRUE, calls SDL_CloseIO() 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 0 on success. `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 SDL_DECLSPEC int SDLCALL SDL_LoadWAV_IO(SDL_IOStream * src, SDL_bool closeio,
|
|
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_IO(SDL_IOFromFile(path, "rb"), 1, spec, audio_buf, audio_len);
|
|
* ```
|
|
*
|
|
* \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 0 on success. `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_IO
|
|
*/
|
|
extern SDL_DECLSPEC int SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec * spec,
|
|
Uint8 ** audio_buf, Uint32 * audio_len);
|
|
|
|
/**
|
|
* 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_MixAudio() 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 0.0 - 1.0, and should be set to 1.0 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 SDL_DECLSPEC int SDLCALL SDL_MixAudio(Uint8 * dst,
|
|
const Uint8 * src,
|
|
SDL_AudioFormat format,
|
|
Uint32 len, float 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.
|
|
*/
|
|
extern SDL_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 SDL_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_ */
|