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			* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
		
			
				
	
	
		
			1496 lines
		
	
	
		
			58 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1496 lines
		
	
	
		
			58 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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| 
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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
 | |
|      in a product, an acknowledgment in the product documentation would be
 | |
|      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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| /**
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|  *  \file SDL_audio.h
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|  *
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|  *  \brief Audio functionality for the SDL library.
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|  */
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| 
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| #ifndef SDL_audio_h_
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| #define SDL_audio_h_
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| 
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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_rwops.h>
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| #include <SDL3/SDL_thread.h>
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| 
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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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| 
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| /*
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|  *  For multi-channel audio, the default SDL channel mapping is:
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|  *  2:  FL  FR                          (stereo)
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|  *  3:  FL  FR LFE                      (2.1 surround)
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|  *  4:  FL  FR  BL  BR                  (quad)
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|  *  5:  FL  FR LFE  BL  BR              (4.1 surround)
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|  *  6:  FL  FR  FC LFE  SL  SR          (5.1 surround - last two can also be BL BR)
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|  *  7:  FL  FR  FC LFE  BC  SL  SR      (6.1 surround)
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|  *  8:  FL  FR  FC LFE  BL  BR  SL  SR  (7.1 surround)
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|  */
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| 
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| /**
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|  *  \brief Audio format flags.
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|  *
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|  *  These are what the 16 bits in SDL_AudioFormat currently mean...
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|  *  (Unspecified bits are always zero).
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|  *
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|  *  \verbatim
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|     ++-----------------------sample is signed if set
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|     ||
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|     ||       ++-----------sample is bigendian if set
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|     ||       ||
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|     ||       ||          ++---sample is float if set
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|     ||       ||          ||
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|     ||       ||          || +---sample bit size---+
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|     ||       ||          || |                     |
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|     15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
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|     \endverbatim
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|  *
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|  *  There are macros in SDL 2.0 and later to query these bits.
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|  */
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| typedef Uint16 SDL_AudioFormat;
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| 
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| /**
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|  *  \name Audio flags
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|  */
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| /* @{ */
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| 
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| #define SDL_AUDIO_MASK_BITSIZE       (0xFF)
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| #define SDL_AUDIO_MASK_FLOAT         (1<<8)
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| #define SDL_AUDIO_MASK_BIG_ENDIAN    (1<<12)
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| #define SDL_AUDIO_MASK_SIGNED        (1<<15)
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| #define SDL_AUDIO_BITSIZE(x)         ((x) & SDL_AUDIO_MASK_BITSIZE)
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| #define SDL_AUDIO_BYTESIZE(x)        (SDL_AUDIO_BITSIZE(x) / 8)
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| #define SDL_AUDIO_ISFLOAT(x)         ((x) & SDL_AUDIO_MASK_FLOAT)
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| #define SDL_AUDIO_ISBIGENDIAN(x)     ((x) & SDL_AUDIO_MASK_BIG_ENDIAN)
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| #define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x))
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| #define SDL_AUDIO_ISSIGNED(x)        ((x) & SDL_AUDIO_MASK_SIGNED)
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| #define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x))
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| #define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))
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| 
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| /**
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|  *  \name Audio format flags
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|  *
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|  *  Defaults to LSB byte order.
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|  */
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| /* @{ */
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| #define SDL_AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */
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| #define SDL_AUDIO_S8        0x8008  /**< Signed 8-bit samples */
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| #define SDL_AUDIO_S16LE     0x8010  /**< Signed 16-bit samples */
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| #define SDL_AUDIO_S16BE     0x9010  /**< As above, but big-endian byte order */
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| /* @} */
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| 
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| /**
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|  *  \name int32 support
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|  */
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| /* @{ */
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| #define SDL_AUDIO_S32LE     0x8020  /**< 32-bit integer samples */
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| #define SDL_AUDIO_S32BE     0x9020  /**< As above, but big-endian byte order */
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| /* @} */
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| 
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| /**
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|  *  \name float32 support
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|  */
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| /* @{ */
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| #define SDL_AUDIO_F32LE     0x8120  /**< 32-bit floating point samples */
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| #define SDL_AUDIO_F32BE     0x9120  /**< As above, but big-endian byte order */
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| /* @} */
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| 
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| /**
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|  *  \name Native audio byte ordering
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|  */
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| /* @{ */
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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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| 
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| /* @} *//* Audio flags */
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| 
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| /**
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|  * SDL Audio Device instance IDs.
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|  */
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| typedef Uint32 SDL_AudioDeviceID;
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| 
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| #define SDL_AUDIO_DEVICE_DEFAULT_OUTPUT ((SDL_AudioDeviceID) 0xFFFFFFFF)
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| #define SDL_AUDIO_DEVICE_DEFAULT_CAPTURE ((SDL_AudioDeviceID) 0xFFFFFFFE)
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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) */
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| #define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels)
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| 
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| /* SDL_AudioStream is an audio conversion interface.
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|     - It can handle resampling data in chunks without generating
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|       artifacts, 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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|     - 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
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|       just have 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
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|       requested, to manage data on-the-fly.
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|  */
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| struct SDL_AudioStream;  /* this is opaque to the outside world. */
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| typedef struct SDL_AudioStream SDL_AudioStream;
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| 
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| 
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| /* Function prototypes */
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| 
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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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| /**
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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 DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
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| 
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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 "xaudio2". 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 DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
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| /* @} */
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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 returned string points to internal static memory and thus never becomes
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|  * invalid, even if you quit the audio subsystem and initialize a new driver
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|  * (although such a case would return a different static string from another
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|  * call to this function, of course). As such, you should not modify or free
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|  * the returned string.
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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 DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
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| 
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| /**
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|  * Get a list of currently-connected audio output 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 ("output" devices). If you want devices that record
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|  * audio, like a microphone ("capture" devices), use
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|  * SDL_GetAudioCaptureDevices() 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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|  * \param count a pointer filled in with the number of devices returned
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|  * \returns a 0 terminated array of device instance IDs which should be freed
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|  *          with SDL_free(), or NULL on error; call SDL_GetError() for more
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|  *          details.
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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_GetAudioCaptureDevices
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|  */
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| extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioOutputDevices(int *count);
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| 
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| /**
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|  * Get a list of currently-connected audio capture 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 ("capture" devices). If you want devices that play sound,
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|  * perhaps to speakers or headphones ("output" devices), use
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|  * SDL_GetAudioOutputDevices() 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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|  * \param count a pointer filled in with the number of devices returned
 | |
|  * \returns a 0 terminated array of device instance IDs which should be freed
 | |
|  *          with SDL_free(), or NULL on error; call SDL_GetError() for more
 | |
|  *          details.
 | |
|  *
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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_GetAudioOutputDevices
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|  */
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| extern DECLSPEC SDL_AudioDeviceID *SDLCALL SDL_GetAudioCaptureDevices(int *count);
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| 
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| /**
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|  * Get the human-readable name of a specific audio device.
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|  *
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|  * The string returned by this function is UTF-8 encoded. The caller should
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|  * call SDL_free on the return value when done with it.
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|  *
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|  * \param devid the instance ID of the device to query.
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|  * \returns the name of the audio device, or NULL on error.
 | |
|  *
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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_GetAudioOutputDevices
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|  * \sa SDL_GetAudioCaptureDevices
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|  * \sa SDL_GetDefaultAudioInfo
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|  */
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| extern DECLSPEC char *SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid);
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| 
 | |
| /**
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|  * Get the current audio format of a specific audio device.
 | |
|  *
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|  * For an opened device, this will report the format the device is currently
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|  * using. If the device isn't yet opened, this will report the device's
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|  * preferred format (or a reasonable default if this can't be determined).
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|  *
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|  * You may also specify SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
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|  * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE here, which is useful for getting a
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|  * reasonable recommendation before opening the system-recommended default
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|  * device.
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|  *
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|  * You can also use this to request the current device buffer size. This is
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|  * specified in sample frames and represents the amount of data SDL will feed
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|  * to the physical hardware in each chunk. This can be converted to
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|  * milliseconds of audio with the following equation:
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|  *
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|  * `ms = (int) ((((Sint64) frames) * 1000) / spec.freq);`
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|  *
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|  * Buffer size is only important if you need low-level control over the audio
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|  * playback timing. Most apps do not need this.
 | |
|  *
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|  * \param devid the instance ID of the device to query.
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|  * \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
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|  *          SDL_GetError() for more information.
 | |
|  *
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|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
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|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Open a specific audio device.
 | |
|  *
 | |
|  * You can open both output and capture devices through this function. Output
 | |
|  * devices will take data from bound audio streams, mix it, and send it to the
 | |
|  * hardware. Capture devices will feed any bound audio streams with a copy of
 | |
|  * any incoming data.
 | |
|  *
 | |
|  * An opened audio device starts out with no audio streams bound. To start
 | |
|  * audio playing, bind a stream and supply audio data to it. Unlike SDL2,
 | |
|  * there is no audio callback; you only bind audio streams and make sure they
 | |
|  * have data flowing into them (however, you can simulate SDL2's semantics
 | |
|  * fairly closely by using SDL_OpenAudioDeviceStream instead of this
 | |
|  * function).
 | |
|  *
 | |
|  * If you don't care about opening a specific device, pass a `devid` of either
 | |
|  * `SDL_AUDIO_DEVICE_DEFAULT_OUTPUT` or `SDL_AUDIO_DEVICE_DEFAULT_CAPTURE`. In
 | |
|  * this case, SDL will try to pick the most reasonable default, and may also
 | |
|  * switch between physical devices seamlessly later, if the most reasonable
 | |
|  * default changes during the lifetime of this opened device (user changed the
 | |
|  * default in the OS's system preferences, the default got unplugged so the
 | |
|  * system jumped to a new default, the user plugged in headphones on a mobile
 | |
|  * device, etc). Unless you have a good reason to choose a specific device,
 | |
|  * this is probably what you want.
 | |
|  *
 | |
|  * You may request a specific format for the audio device, but there is no
 | |
|  * promise the device will honor that request for several reasons. As such,
 | |
|  * it's only meant to be a hint as to what data your app will provide. Audio
 | |
|  * streams will accept data in whatever format you specify and manage
 | |
|  * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you
 | |
|  * the preferred format for the device before opening and the actual format
 | |
|  * the device is using after opening.
 | |
|  *
 | |
|  * It's legal to open the same device ID more than once; each successful open
 | |
|  * will generate a new logical SDL_AudioDeviceID that is managed separately
 | |
|  * from others on the same physical device. This allows libraries to open a
 | |
|  * device separately from the main app and bind its own streams without
 | |
|  * conflicting.
 | |
|  *
 | |
|  * It is also legal to open a device ID returned by a previous call to this
 | |
|  * function; doing so just creates another logical device on the same physical
 | |
|  * device. This may be useful for making logical groupings of audio streams.
 | |
|  *
 | |
|  * This function returns the opened device ID on success. This is a new,
 | |
|  * unique SDL_AudioDeviceID that represents a logical device.
 | |
|  *
 | |
|  * Some backends might offer arbitrary devices (for example, a networked audio
 | |
|  * protocol that can connect to an arbitrary server). For these, as a change
 | |
|  * from SDL2, you should open a default device ID and use an SDL hint to
 | |
|  * specify the target if you care, or otherwise let the backend figure out a
 | |
|  * reasonable default. Most backends don't offer anything like this, and often
 | |
|  * this would be an end user setting an environment variable for their custom
 | |
|  * need, and not something an application should specifically manage.
 | |
|  *
 | |
|  * When done with an audio device, possibly at the end of the app's life, one
 | |
|  * should call SDL_CloseAudioDevice() on the returned device id.
 | |
|  *
 | |
|  * \param devid the device instance id to open, or
 | |
|  *              SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
 | |
|  *              SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for the most reasonable
 | |
|  *              default device.
 | |
|  * \param spec the requested device configuration. Can be NULL to use
 | |
|  *             reasonable defaults.
 | |
|  * \returns The device ID on success, 0 on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CloseAudioDevice
 | |
|  * \sa SDL_GetAudioDeviceFormat
 | |
|  */
 | |
| extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
 | |
| 
 | |
| /**
 | |
|  * Use this function to pause audio playback on a specified device.
 | |
|  *
 | |
|  * This function pauses audio processing for a given device. Any bound audio
 | |
|  * streams will not progress, and no audio will be generated. Pausing one
 | |
|  * device does not prevent other unpaused devices from running.
 | |
|  *
 | |
|  * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
 | |
|  * has to bind a stream before any audio will flow. Pausing a paused device is
 | |
|  * a legal no-op.
 | |
|  *
 | |
|  * Pausing a device can be useful to halt all audio without unbinding all the
 | |
|  * audio streams. This might be useful while a game is paused, or a level is
 | |
|  * loading, etc.
 | |
|  *
 | |
|  * Physical devices can not be paused or unpaused, only logical devices
 | |
|  * created through SDL_OpenAudioDevice() can be.
 | |
|  *
 | |
|  * \param dev a device opened by SDL_OpenAudioDevice()
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_ResumeAudioDevice
 | |
|  * \sa SDL_AudioDevicePaused
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
 | |
| 
 | |
| /**
 | |
|  * Use this function to unpause audio playback on a specified device.
 | |
|  *
 | |
|  * This function unpauses audio processing for a given device that has
 | |
|  * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
 | |
|  * bound audio streams will begin to progress again, and audio can be
 | |
|  * generated.
 | |
|  *
 | |
|  * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
 | |
|  * has to bind a stream before any audio will flow. Unpausing an unpaused
 | |
|  * device is a legal no-op.
 | |
|  *
 | |
|  * Physical devices can not be paused or unpaused, only logical devices
 | |
|  * created through SDL_OpenAudioDevice() can be.
 | |
|  *
 | |
|  * \param dev a device opened by SDL_OpenAudioDevice()
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_AudioDevicePaused
 | |
|  * \sa SDL_PauseAudioDevice
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
 | |
| 
 | |
| /**
 | |
|  * Use this function to query if an audio device is paused.
 | |
|  *
 | |
|  * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
 | |
|  * has to bind a stream before any audio will flow.
 | |
|  *
 | |
|  * Physical devices can not be paused or unpaused, only logical devices
 | |
|  * created through SDL_OpenAudioDevice() can be. Physical and invalid device
 | |
|  * IDs will report themselves as unpaused here.
 | |
|  *
 | |
|  * \param dev a device opened by SDL_OpenAudioDevice()
 | |
|  * \returns SDL_TRUE if device is valid and paused, SDL_FALSE otherwise.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_PauseAudioDevice
 | |
|  * \sa SDL_ResumeAudioDevice
 | |
|  */
 | |
| extern DECLSPEC SDL_bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
 | |
| 
 | |
| /**
 | |
|  * Close a previously-opened audio device.
 | |
|  *
 | |
|  * The application should close open audio devices once they are no longer
 | |
|  * needed.
 | |
|  *
 | |
|  * This function may block briefly while pending audio data is played by the
 | |
|  * hardware, so that applications don't drop the last buffer of data they
 | |
|  * supplied if terminating immediately afterwards.
 | |
|  *
 | |
|  * \param devid an audio device id previously returned by
 | |
|  *              SDL_OpenAudioDevice()
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_OpenAudioDevice
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
 | |
| 
 | |
| /**
 | |
|  * Bind a list of audio streams to an audio device.
 | |
|  *
 | |
|  * Audio data will flow through any bound streams. For an output device, data
 | |
|  * for all bound streams will be mixed together and fed to the device. For a
 | |
|  * capture device, a copy of recorded data will be provided to each bound
 | |
|  * stream.
 | |
|  *
 | |
|  * Audio streams can only be bound to an open device. This operation is
 | |
|  * atomic--all streams bound in the same call will start processing at the
 | |
|  * same time, so they can stay in sync. Also: either all streams will be bound
 | |
|  * or none of them will be.
 | |
|  *
 | |
|  * It is an error to bind an already-bound stream; it must be explicitly
 | |
|  * unbound first.
 | |
|  *
 | |
|  * Binding a stream to a device will set its output format for output devices,
 | |
|  * and its input format for capture devices, so they match the device's
 | |
|  * settings. The caller is welcome to change the other end of the stream's
 | |
|  * format at any time.
 | |
|  *
 | |
|  * \param devid an audio device to bind a stream to.
 | |
|  * \param streams an array of audio streams to unbind.
 | |
|  * \param num_streams Number streams listed in the `streams` array.
 | |
|  * \returns 0 on success, -1 on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_BindAudioStreams
 | |
|  * \sa SDL_UnbindAudioStreams
 | |
|  * \sa SDL_UnbindAudioStream
 | |
|  * \sa SDL_GetAudioStreamDevice
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams, int num_streams);
 | |
| 
 | |
| /**
 | |
|  * Bind a single audio stream to an audio device.
 | |
|  *
 | |
|  * This is a convenience function, equivalent to calling
 | |
|  * `SDL_BindAudioStreams(devid, &stream, 1)`.
 | |
|  *
 | |
|  * \param devid an audio device to bind a stream to.
 | |
|  * \param stream an audio stream to bind to a device.
 | |
|  * \returns 0 on success, -1 on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_BindAudioStreams
 | |
|  * \sa SDL_UnbindAudioStreams
 | |
|  * \sa SDL_UnbindAudioStream
 | |
|  * \sa SDL_GetAudioStreamDevice
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream);
 | |
| 
 | |
| /**
 | |
|  * Unbind a list of audio streams from their audio devices.
 | |
|  *
 | |
|  * The streams being unbound do not all have to be on the same device. All
 | |
|  * streams on the same device will be unbound atomically (data will stop
 | |
|  * flowing through them all unbound streams on the same device at the same
 | |
|  * time).
 | |
|  *
 | |
|  * Unbinding a stream that isn't bound to a device is a legal no-op.
 | |
|  *
 | |
|  * \param streams an array of audio streams to unbind.
 | |
|  * \param num_streams Number streams listed in the `streams` array.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_BindAudioStreams
 | |
|  * \sa SDL_BindAudioStream
 | |
|  * \sa SDL_UnbindAudioStream
 | |
|  * \sa SDL_GetAudioStreamDevice
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream **streams, int num_streams);
 | |
| 
 | |
| /**
 | |
|  * Unbind a single audio stream from its audio device.
 | |
|  *
 | |
|  * This is a convenience function, equivalent to calling
 | |
|  * `SDL_UnbindAudioStreams(&stream, 1)`.
 | |
|  *
 | |
|  * \param stream an audio stream to unbind from a device.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_BindAudioStream
 | |
|  * \sa SDL_BindAudioStreams
 | |
|  * \sa SDL_UnbindAudioStreams
 | |
|  * \sa SDL_GetAudioStreamDevice
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
 | |
| 
 | |
| /**
 | |
|  * Query an audio stream for its currently-bound device.
 | |
|  *
 | |
|  * This reports the audio device that an audio stream is currently bound to.
 | |
|  *
 | |
|  * If not bound, or invalid, this returns zero, which is not a valid device
 | |
|  * ID.
 | |
|  *
 | |
|  * \param stream the audio stream to query.
 | |
|  * \returns The bound audio device, or 0 if not bound or invalid.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_BindAudioStream
 | |
|  * \sa SDL_BindAudioStreams
 | |
|  * \sa SDL_UnbindAudioStream
 | |
|  * \sa SDL_UnbindAudioStreams
 | |
|  */
 | |
| extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Create a new audio stream.
 | |
|  *
 | |
|  * \param src_spec The format details of the input audio
 | |
|  * \param dst_spec The format details of the output audio
 | |
|  * \returns a new audio stream on success, or NULL on failure.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamAvailable
 | |
|  * \sa SDL_FlushAudioStream
 | |
|  * \sa SDL_ClearAudioStream
 | |
|  * \sa SDL_ChangeAudioStreamOutput
 | |
|  * \sa SDL_DestroyAudioStream
 | |
|  */
 | |
| extern DECLSPEC SDL_AudioStream *SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec);
 | |
| 
 | |
| /**
 | |
|  * Get the properties associated with an audio stream.
 | |
|  *
 | |
|  * \param stream the SDL_AudioStream to query
 | |
|  * \returns a valid property ID on success or 0 on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetProperty
 | |
|  * \sa SDL_SetProperty
 | |
|  */
 | |
| extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetAudioStreamProperties(SDL_AudioStream *stream);
 | |
| 
 | |
| /**
 | |
|  * Query the current format of an audio stream.
 | |
|  *
 | |
|  * \param stream the SDL_AudioStream to query.
 | |
|  * \param src_spec Where to store the input audio format; ignored if NULL.
 | |
|  * \param dst_spec Where to store the output audio format; ignored if NULL.
 | |
|  * \returns 0 on success, or -1 on error.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread, as it holds
 | |
|  *               a stream-specific mutex while running.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream,
 | |
|                                                      SDL_AudioSpec *src_spec,
 | |
|                                                      SDL_AudioSpec *dst_spec);
 | |
| 
 | |
| /**
 | |
|  * Change the input and output formats of an audio stream.
 | |
|  *
 | |
|  * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData
 | |
|  * will reflect the new format, and future calls to SDL_PutAudioStreamData
 | |
|  * must provide data in the new input formats.
 | |
|  *
 | |
|  * \param stream The stream the format is being changed
 | |
|  * \param src_spec The new format of the audio input; if NULL, it is not
 | |
|  *                 changed.
 | |
|  * \param dst_spec The new format of the audio output; if NULL, it is not
 | |
|  *                 changed.
 | |
|  * \returns 0 on success, or -1 on error.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread, as it holds
 | |
|  *               a stream-specific mutex while running.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioStreamFormat
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamAvailable
 | |
|  * \sa SDL_SetAudioStreamFrequencyRatio
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream,
 | |
|                                                      const SDL_AudioSpec *src_spec,
 | |
|                                                      const SDL_AudioSpec *dst_spec);
 | |
| 
 | |
| /**
 | |
|  * Get the frequency ratio of an audio stream.
 | |
|  *
 | |
|  * \param stream the SDL_AudioStream to query.
 | |
|  * \returns the frequency ratio of the stream, or 0.0 on error
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread, as it holds
 | |
|  *               a stream-specific mutex while running.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_SetAudioStreamFrequencyRatio
 | |
|  */
 | |
| extern DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream);
 | |
| 
 | |
| /**
 | |
|  * Change the frequency ratio of an audio stream.
 | |
|  *
 | |
|  * The frequency ratio is used to adjust the rate at which input data is
 | |
|  * consumed. Changing this effectively modifies the speed and pitch of the
 | |
|  * audio. A value greater than 1.0 will play the audio faster, and at a higher
 | |
|  * pitch. A value less than 1.0 will play the audio slower, and at a lower
 | |
|  * pitch.
 | |
|  *
 | |
|  * This is applied during SDL_GetAudioStreamData, and can be continuously
 | |
|  * changed to create various effects.
 | |
|  *
 | |
|  * \param stream The stream the frequency ratio is being changed
 | |
|  * \param ratio The frequency ratio. 1.0 is normal speed. Must be between 0.01
 | |
|  *              and 100.
 | |
|  * \returns 0 on success, or -1 on error.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread, as it holds
 | |
|  *               a stream-specific mutex while running.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioStreamFrequencyRatio
 | |
|  * \sa SDL_SetAudioStreamFormat
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio);
 | |
| 
 | |
| /**
 | |
|  * Add data to be converted/resampled to the stream.
 | |
|  *
 | |
|  * This data must match the format/channels/samplerate specified in the latest
 | |
|  * call to SDL_SetAudioStreamFormat, or the format specified when creating the
 | |
|  * stream if it hasn't been changed.
 | |
|  *
 | |
|  * Note that this call simply queues unconverted data for later. This is
 | |
|  * different than SDL2, where data was converted during the Put call and the
 | |
|  * Get call would just dequeue the previously-converted data.
 | |
|  *
 | |
|  * \param stream The stream the audio data is being added to
 | |
|  * \param buf A pointer to the audio data to add
 | |
|  * \param len The number of bytes to write to the stream
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread, but if the
 | |
|  *               stream has a callback set, the caller might need to manage
 | |
|  *               extra locking.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CreateAudioStream
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamAvailable
 | |
|  * \sa SDL_FlushAudioStream
 | |
|  * \sa SDL_ClearAudioStream
 | |
|  * \sa SDL_DestroyAudioStream
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len);
 | |
| 
 | |
| /**
 | |
|  * Get converted/resampled data from the stream.
 | |
|  *
 | |
|  * The input/output data format/channels/samplerate is specified when creating
 | |
|  * the stream, and can be changed after creation by calling
 | |
|  * SDL_SetAudioStreamFormat.
 | |
|  *
 | |
|  * Note that any conversion and resampling necessary is done during this call,
 | |
|  * and SDL_PutAudioStreamData simply queues unconverted data for later. This
 | |
|  * is different than SDL2, where that work was done while inputting new data
 | |
|  * to the stream and requesting the output just copied the converted data.
 | |
|  *
 | |
|  * \param stream The stream the audio is being requested from
 | |
|  * \param buf A buffer to fill with audio data
 | |
|  * \param len The maximum number of bytes to fill
 | |
|  * \returns the number of bytes read from the stream, or -1 on error
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread, but if the
 | |
|  *               stream has a callback set, the caller might need to manage
 | |
|  *               extra locking.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CreateAudioStream
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamAvailable
 | |
|  * \sa SDL_SetAudioStreamFormat
 | |
|  * \sa SDL_FlushAudioStream
 | |
|  * \sa SDL_ClearAudioStream
 | |
|  * \sa SDL_DestroyAudioStream
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len);
 | |
| 
 | |
| /**
 | |
|  * Get the number of converted/resampled bytes available.
 | |
|  *
 | |
|  * The stream may be buffering data behind the scenes until it has enough to
 | |
|  * resample correctly, so this number might be lower than what you expect, or
 | |
|  * even be zero. Add more data or flush the stream if you need the data now.
 | |
|  *
 | |
|  * If the stream has so much data that it would overflow an int, the return
 | |
|  * value is clamped to a maximum value, but no queued data is lost; if there
 | |
|  * are gigabytes of data queued, the app might need to read some of it with
 | |
|  * SDL_GetAudioStreamData before this function's return value is no longer
 | |
|  * clamped.
 | |
|  *
 | |
|  * \param stream The audio stream to query
 | |
|  * \returns the number of converted/resampled bytes available.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CreateAudioStream
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_FlushAudioStream
 | |
|  * \sa SDL_ClearAudioStream
 | |
|  * \sa SDL_DestroyAudioStream
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Get the number of bytes currently queued.
 | |
|  *
 | |
|  * Note that audio streams can change their input format at any time, even if
 | |
|  * there is still data queued in a different format, so the returned byte
 | |
|  * count will not necessarily match the number of _sample frames_ available.
 | |
|  * Users of this API should be aware of format changes they make when feeding
 | |
|  * a stream and plan accordingly.
 | |
|  *
 | |
|  * Queued data is not converted until it is consumed by
 | |
|  * SDL_GetAudioStreamData, so this value should be representative of the exact
 | |
|  * data that was put into the stream.
 | |
|  *
 | |
|  * If the stream has so much data that it would overflow an int, the return
 | |
|  * value is clamped to a maximum value, but no queued data is lost; if there
 | |
|  * are gigabytes of data queued, the app might need to read some of it with
 | |
|  * SDL_GetAudioStreamData before this function's return value is no longer
 | |
|  * clamped.
 | |
|  *
 | |
|  * \param stream The audio stream to query
 | |
|  * \returns the number of bytes queued.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_ClearAudioStream
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Tell the stream that you're done sending data, and anything being buffered
 | |
|  * should be converted/resampled and made available immediately.
 | |
|  *
 | |
|  * It is legal to add more data to a stream after flushing, but there will be
 | |
|  * audio gaps in the output. Generally this is intended to signal the end of
 | |
|  * input, so the complete output becomes available.
 | |
|  *
 | |
|  * \param stream The audio stream to flush
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CreateAudioStream
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamAvailable
 | |
|  * \sa SDL_ClearAudioStream
 | |
|  * \sa SDL_DestroyAudioStream
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
 | |
| 
 | |
| /**
 | |
|  * Clear any pending data in the stream without converting it
 | |
|  *
 | |
|  * \param stream The audio stream to clear
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CreateAudioStream
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamAvailable
 | |
|  * \sa SDL_FlushAudioStream
 | |
|  * \sa SDL_DestroyAudioStream
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
 | |
| 
 | |
| /**
 | |
|  * Lock an audio stream for serialized access.
 | |
|  *
 | |
|  * Each SDL_AudioStream has an internal mutex it uses to protect its data
 | |
|  * structures from threading conflicts. This function allows an app to lock
 | |
|  * that mutex, which could be useful if registering callbacks on this stream.
 | |
|  *
 | |
|  * One does not need to lock a stream to use in it most cases, as the stream
 | |
|  * manages this lock internally. However, this lock is held during callbacks,
 | |
|  * which may run from arbitrary threads at any time, so if an app needs to
 | |
|  * protect shared data during those callbacks, locking the stream guarantees
 | |
|  * that the callback is not running while the lock is held.
 | |
|  *
 | |
|  * As this is just a wrapper over SDL_LockMutex for an internal lock, it has
 | |
|  * all the same attributes (recursive locks are allowed, etc).
 | |
|  *
 | |
|  * \param stream The audio stream to lock.
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_UnlockAudioStream
 | |
|  * \sa SDL_SetAudioStreamPutCallback
 | |
|  * \sa SDL_SetAudioStreamGetCallback
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Unlock an audio stream for serialized access.
 | |
|  *
 | |
|  * This unlocks an audio stream after a call to SDL_LockAudioStream.
 | |
|  *
 | |
|  * \param stream The audio stream to unlock.
 | |
|  * \returns 0 on success or a negative error code on failure; call
 | |
|  *          SDL_GetError() for more information.
 | |
|  *
 | |
|  * \threadsafety You should only call this from the same thread that
 | |
|  *               previously called SDL_LockAudioStream.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_LockAudioStream
 | |
|  * \sa SDL_SetAudioStreamPutCallback
 | |
|  * \sa SDL_SetAudioStreamGetCallback
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream);
 | |
| 
 | |
| /**
 | |
|  * A callback that fires when data passes through an SDL_AudioStream.
 | |
|  *
 | |
|  * Apps can (optionally) register a callback with an audio stream that
 | |
|  * is called when data is added with SDL_PutAudioStreamData, or requested
 | |
|  * with SDL_GetAudioStreamData. These callbacks may run from any
 | |
|  * thread, so if you need to protect shared data, you should use
 | |
|  * SDL_LockAudioStream to serialize access; this lock will be held by
 | |
|  * before your callback is called, so your callback does not need to
 | |
|  * manage the lock explicitly.
 | |
|  *
 | |
|  * Two values are offered here: one is the amount of additional data needed
 | |
|  * to satisfy the immediate request (which might be zero if the stream
 | |
|  * already has enough data queued) and the other is the total amount
 | |
|  * being requested. In a Get call triggering a Put callback, these
 | |
|  * values can be different. In a Put call triggering a Get callback,
 | |
|  * these values are always the same.
 | |
|  *
 | |
|  * Byte counts might be slightly overestimated due to buffering or
 | |
|  * resampling, and may change from call to call.
 | |
|  *
 | |
|  * \param stream The SDL audio stream associated with this callback.
 | |
|  * \param additional_amount The amount of data, in bytes, that is needed right now.
 | |
|  * \param total_amount The total amount of data requested, in bytes, that is requested or available.
 | |
|  * \param userdata An opaque pointer provided by the app for their personal use.
 | |
|  */
 | |
| typedef void (SDLCALL *SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount);
 | |
| 
 | |
| /**
 | |
|  * Set a callback that runs when data is requested from an audio stream.
 | |
|  *
 | |
|  * This callback is called _before_ data is obtained from the stream, giving
 | |
|  * the callback the chance to add more on-demand.
 | |
|  *
 | |
|  * The callback can (optionally) call SDL_PutAudioStreamData() to add more
 | |
|  * audio to the stream during this call; if needed, the request that triggered
 | |
|  * this callback will obtain the new data immediately.
 | |
|  *
 | |
|  * The callback's `approx_request` argument is roughly how many bytes of
 | |
|  * _unconverted_ data (in the stream's input format) is needed by the caller,
 | |
|  * although this may overestimate a little for safety. This takes into account
 | |
|  * how much is already in the stream and only asks for any extra necessary to
 | |
|  * resolve the request, which means the callback may be asked for zero bytes,
 | |
|  * and a different amount on each call.
 | |
|  *
 | |
|  * The callback is not required to supply exact amounts; it is allowed to
 | |
|  * supply too much or too little or none at all. The caller will get what's
 | |
|  * available, up to the amount they requested, regardless of this callback's
 | |
|  * outcome.
 | |
|  *
 | |
|  * Clearing or flushing an audio stream does not call this callback.
 | |
|  *
 | |
|  * This function obtains the stream's lock, which means any existing callback
 | |
|  * (get or put) in progress will finish running before setting the new
 | |
|  * callback.
 | |
|  *
 | |
|  * Setting a NULL function turns off the callback.
 | |
|  *
 | |
|  * \param stream the audio stream to set the new callback on.
 | |
|  * \param callback the new callback function to call when data is added to the
 | |
|  *                 stream.
 | |
|  * \param userdata an opaque pointer provided to the callback for its own
 | |
|  *                 personal use.
 | |
|  * \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_SetAudioStreamPutCallback
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
 | |
| 
 | |
| /**
 | |
|  * Set a callback that runs when data is added to an audio stream.
 | |
|  *
 | |
|  * This callback is called _after_ the data is added to the stream, giving the
 | |
|  * callback the chance to obtain it immediately.
 | |
|  *
 | |
|  * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio
 | |
|  * from the stream during this call.
 | |
|  *
 | |
|  * The callback's `approx_request` argument is how many bytes of _converted_
 | |
|  * data (in the stream's output format) was provided by the caller, although
 | |
|  * this may underestimate a little for safety. This value might be less than
 | |
|  * what is currently available in the stream, if data was already there, and
 | |
|  * might be less than the caller provided if the stream needs to keep a buffer
 | |
|  * to aid in resampling. Which means the callback may be provided with zero
 | |
|  * bytes, and a different amount on each call.
 | |
|  *
 | |
|  * The callback may call SDL_GetAudioStreamAvailable to see the total amount
 | |
|  * currently available to read from the stream, instead of the total provided
 | |
|  * by the current call.
 | |
|  *
 | |
|  * The callback is not required to obtain all data. It is allowed to read less
 | |
|  * or none at all. Anything not read now simply remains in the stream for
 | |
|  * later access.
 | |
|  *
 | |
|  * Clearing or flushing an audio stream does not call this callback.
 | |
|  *
 | |
|  * This function obtains the stream's lock, which means any existing callback
 | |
|  * (get or put) in progress will finish running before setting the new
 | |
|  * callback.
 | |
|  *
 | |
|  * Setting a NULL function turns off the callback.
 | |
|  *
 | |
|  * \param stream the audio stream to set the new callback on.
 | |
|  * \param callback the new callback function to call when data is added to the
 | |
|  *                 stream.
 | |
|  * \param userdata an opaque pointer provided to the callback for its own
 | |
|  *                 personal use.
 | |
|  * \returns 0 on success, -1 on error. This only fails if `stream` is NULL.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_SetAudioStreamGetCallback
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Free an audio stream
 | |
|  *
 | |
|  * \param stream The audio stream to free
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_CreateAudioStream
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamAvailable
 | |
|  * \sa SDL_FlushAudioStream
 | |
|  * \sa SDL_ClearAudioStream
 | |
|  */
 | |
| extern DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Convenience function for straightforward audio init for the common case.
 | |
|  *
 | |
|  * If all your app intends to do is provide a single source of PCM audio, this
 | |
|  * function allows you to do all your audio setup in a single call.
 | |
|  *
 | |
|  * This is intended to be a clean means to migrate apps from SDL2.
 | |
|  *
 | |
|  * This function will open an audio device, create a stream and bind it.
 | |
|  * Unlike other methods of setup, the audio device will be closed when this
 | |
|  * stream is destroyed, so the app can treat the returned SDL_AudioStream as
 | |
|  * the only object needed to manage audio playback.
 | |
|  *
 | |
|  * Also unlike other functions, the audio device begins paused. This is to map
 | |
|  * more closely to SDL2-style behavior, and since there is no extra step here
 | |
|  * to bind a stream to begin audio flowing. The audio device should be resumed
 | |
|  * with SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
 | |
|  *
 | |
|  * This function works with both playback and capture devices.
 | |
|  *
 | |
|  * The `spec` parameter represents the app's side of the audio stream. That
 | |
|  * is, for recording audio, this will be the output format, and for playing
 | |
|  * audio, this will be the input format.
 | |
|  *
 | |
|  * If you don't care about opening a specific audio device, you can (and
 | |
|  * probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_OUTPUT for playback and
 | |
|  * SDL_AUDIO_DEVICE_DEFAULT_CAPTURE for recording.
 | |
|  *
 | |
|  * One can optionally provide a callback function; if NULL, the app is
 | |
|  * expected to queue audio data for playback (or unqueue audio data if
 | |
|  * capturing). Otherwise, the callback will begin to fire once the device is
 | |
|  * unpaused.
 | |
|  *
 | |
|  * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_OUTPUT or
 | |
|  *              SDL_AUDIO_DEVICE_DEFAULT_CAPTURE.
 | |
|  * \param spec the audio stream's data format. Required.
 | |
|  * \param callback A callback where the app will provide new data for
 | |
|  *                 playback, or receive new data for capture. Can be NULL, in
 | |
|  *                 which case the app will need to call SDL_PutAudioStreamData
 | |
|  *                 or SDL_GetAudioStreamData as necessary.
 | |
|  * \param userdata App-controlled pointer passed to callback. Can be NULL.
 | |
|  *                 Ignored if callback is NULL.
 | |
|  * \returns an audio stream on success, ready to use. NULL on error; call
 | |
|  *          SDL_GetError() for more information. When done with this stream,
 | |
|  *          call SDL_DestroyAudioStream to free resources and close the
 | |
|  *          device.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioStreamDevice
 | |
|  * \sa SDL_ResumeAudioDevice
 | |
|  */
 | |
| extern DECLSPEC SDL_AudioStream *SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * A callback that fires when data is about to be fed to an audio device.
 | |
|  *
 | |
|  * This is useful for accessing the final mix, perhaps for writing a
 | |
|  * visualizer or applying a final effect to the audio data before playback.
 | |
|  *
 | |
|  * \sa SDL_SetAudioDevicePostmixCallback
 | |
|  */
 | |
| typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen);
 | |
| 
 | |
| /**
 | |
|  * Set a callback that fires when data is about to be fed to an audio device.
 | |
|  *
 | |
|  * This is useful for accessing the final mix, perhaps for writing a
 | |
|  * visualizer or applying a final effect to the audio data before playback.
 | |
|  *
 | |
|  * The buffer is the final mix of all bound audio streams on an opened device;
 | |
|  * this callback will fire regularly for any device that is both opened and
 | |
|  * unpaused. If there is no new data to mix, either because no streams are
 | |
|  * bound to the device or all the streams are empty, this callback will still
 | |
|  * fire with the entire buffer set to silence.
 | |
|  *
 | |
|  * This callback is allowed to make changes to the data; the contents of the
 | |
|  * buffer after this call is what is ultimately passed along to the hardware.
 | |
|  *
 | |
|  * The callback is always provided the data in float format (values from -1.0f
 | |
|  * to 1.0f), but the number of channels or sample rate may be different than
 | |
|  * the format the app requested when opening the device; SDL might have had to
 | |
|  * manage a conversion behind the scenes, or the playback might have jumped to
 | |
|  * new physical hardware when a system default changed, etc. These details may
 | |
|  * change between calls. Accordingly, the size of the buffer might change
 | |
|  * between calls as well.
 | |
|  *
 | |
|  * This callback can run at any time, and from any thread; if you need to
 | |
|  * serialize access to your app's data, you should provide and use a mutex or
 | |
|  * other synchronization device.
 | |
|  *
 | |
|  * All of this to say: there are specific needs this callback can fulfill, but
 | |
|  * it is not the simplest interface. Apps should generally provide audio in
 | |
|  * their preferred format through an SDL_AudioStream and let SDL handle the
 | |
|  * difference.
 | |
|  *
 | |
|  * This function is extremely time-sensitive; the callback should do the least
 | |
|  * amount of work possible and return as quickly as it can. The longer the
 | |
|  * callback runs, the higher the risk of audio dropouts or other problems.
 | |
|  *
 | |
|  * This function will block until the audio device is in between iterations,
 | |
|  * so any existing callback that might be running will finish before this
 | |
|  * function sets the new callback and returns.
 | |
|  *
 | |
|  * Setting a NULL callback function disables any previously-set callback.
 | |
|  *
 | |
|  * \param devid The ID of an opened audio device.
 | |
|  * \param callback A callback function to be called. Can be NULL.
 | |
|  * \param userdata App-controlled pointer passed to callback. Can be NULL.
 | |
|  * \returns zero on success, -1 on error; call SDL_GetError() for more
 | |
|  *          information.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Load the audio data of a WAVE file into memory.
 | |
|  *
 | |
|  * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
 | |
|  * be valid pointers. The entire data portion of the file is then loaded into
 | |
|  * memory and decoded if necessary.
 | |
|  *
 | |
|  * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
 | |
|  * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
 | |
|  * A-law and mu-law (8 bits). Other formats are currently unsupported and
 | |
|  * cause an error.
 | |
|  *
 | |
|  * If this function succeeds, the return value is zero and the pointer to the
 | |
|  * audio data allocated by the function is written to `audio_buf` and its
 | |
|  * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`,
 | |
|  * `channels`, and `format` are set to the values of the audio data in the
 | |
|  * buffer.
 | |
|  *
 | |
|  * It's necessary to use SDL_free() to free the audio data returned in
 | |
|  * `audio_buf` when it is no longer used.
 | |
|  *
 | |
|  * Because of the underspecification of the .WAV format, there are many
 | |
|  * problematic files in the wild that cause issues with strict decoders. To
 | |
|  * provide compatibility with these files, this decoder is lenient in regards
 | |
|  * to the truncation of the file, the fact chunk, and the size of the RIFF
 | |
|  * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
 | |
|  * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
 | |
|  * tune the behavior of the loading process.
 | |
|  *
 | |
|  * Any file that is invalid (due to truncation, corruption, or wrong values in
 | |
|  * the headers), too big, or unsupported causes an error. Additionally, any
 | |
|  * critical I/O error from the data source will terminate the loading process
 | |
|  * with an error. The function returns NULL on error and in all cases (with
 | |
|  * the exception of `src` being NULL), an appropriate error message will be
 | |
|  * set.
 | |
|  *
 | |
|  * It is required that the data source supports seeking.
 | |
|  *
 | |
|  * Example:
 | |
|  *
 | |
|  * ```c
 | |
|  * SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, &spec, &buf, &len);
 | |
|  * ```
 | |
|  *
 | |
|  * Note that the SDL_LoadWAV function does this same thing for you, but in a
 | |
|  * less messy way:
 | |
|  *
 | |
|  * ```c
 | |
|  * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
 | |
|  * ```
 | |
|  *
 | |
|  * \param src The data source for the WAVE data
 | |
|  * \param freesrc If SDL_TRUE, calls SDL_RWclose() on `src` before returning,
 | |
|  *                even in the case of an error
 | |
|  * \param spec A pointer to an SDL_AudioSpec that will be set to the WAVE
 | |
|  *             data's format details on successful return
 | |
|  * \param audio_buf A pointer filled with the audio data, allocated by the
 | |
|  *                  function
 | |
|  * \param audio_len A pointer filled with the length of the audio data buffer
 | |
|  *                  in bytes
 | |
|  * \returns This function, if successfully called, returns 0. `audio_buf` will
 | |
|  *          be filled with a pointer to an allocated buffer containing the
 | |
|  *          audio data, and `audio_len` is filled with the length of that
 | |
|  *          audio buffer in bytes.
 | |
|  *
 | |
|  *          This function returns -1 if the .WAV file cannot be opened, uses
 | |
|  *          an unknown data format, or is corrupt; call SDL_GetError() for
 | |
|  *          more information.
 | |
|  *
 | |
|  *          When the application is done with the data returned in
 | |
|  *          `audio_buf`, it should call SDL_free() to dispose of it.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_free
 | |
|  * \sa SDL_LoadWAV
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_LoadWAV_RW(SDL_RWops * src, SDL_bool freesrc,
 | |
|                                            SDL_AudioSpec * spec, Uint8 ** audio_buf,
 | |
|                                            Uint32 * audio_len);
 | |
| 
 | |
| /**
 | |
|  * Loads a WAV from a file path.
 | |
|  *
 | |
|  * This is a convenience function that is effectively the same as:
 | |
|  *
 | |
|  * ```c
 | |
|  * SDL_LoadWAV_RW(SDL_RWFromFile(path, "rb"), 1, spec, audio_buf, audio_len);
 | |
|  * ```
 | |
|  *
 | |
|  * Note that in SDL2, this was a preprocessor macro and not a real function.
 | |
|  *
 | |
|  * \param path The file path of the WAV file to open.
 | |
|  * \param spec A pointer to an SDL_AudioSpec that will be set to the WAVE
 | |
|  *             data's format details on successful return.
 | |
|  * \param audio_buf A pointer filled with the audio data, allocated by the
 | |
|  *                  function.
 | |
|  * \param audio_len A pointer filled with the length of the audio data buffer
 | |
|  *                  in bytes
 | |
|  * \returns This function, if successfully called, returns 0. `audio_buf` will
 | |
|  *          be filled with a pointer to an allocated buffer containing the
 | |
|  *          audio data, and `audio_len` is filled with the length of that
 | |
|  *          audio buffer in bytes.
 | |
|  *
 | |
|  *          This function returns -1 if the .WAV file cannot be opened, uses
 | |
|  *          an unknown data format, or is corrupt; call SDL_GetError() for
 | |
|  *          more information.
 | |
|  *
 | |
|  *          When the application is done with the data returned in
 | |
|  *          `audio_buf`, it should call SDL_free() to dispose of it.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.0.0.
 | |
|  *
 | |
|  * \sa SDL_free
 | |
|  * \sa SDL_LoadWAV_RW
 | |
|  */
 | |
| extern DECLSPEC int SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec * spec,
 | |
|                                         Uint8 ** audio_buf, Uint32 * audio_len);
 | |
| 
 | |
| 
 | |
| 
 | |
| #define SDL_MIX_MAXVOLUME 128
 | |
| 
 | |
| /**
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|  * Mix audio data in a specified format.
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|  *
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|  * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
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|  * it into `dst`, performing addition, volume adjustment, and overflow
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|  * clipping. The buffer pointed to by `dst` must also be `len` bytes of
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|  * `format` data.
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|  *
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|  * This is provided for convenience -- you can mix your own audio data.
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|  *
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|  * Do not use this function for mixing together more than two streams of
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|  * sample data. The output from repeated application of this function may be
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|  * distorted by clipping, because there is no accumulator with greater range
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|  * than the input (not to mention this being an inefficient way of doing it).
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|  *
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|  * It is a common misconception that this function is required to write audio
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|  * data to an output stream in an audio callback. While you can do that,
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|  * SDL_MixAudioFormat() is really only needed when you're mixing a single
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|  * audio stream with a volume adjustment.
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|  *
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|  * \param dst the destination for the mixed audio
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|  * \param src the source audio buffer to be mixed
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|  * \param format the SDL_AudioFormat structure representing the desired audio
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|  *               format
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|  * \param len the length of the audio buffer in bytes
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|  * \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
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|  *               for full audio volume
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|  * \returns 0 on success or a negative error code on failure; call
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|  *          SDL_GetError() for more information.
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|  *
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|  * \threadsafety It is safe to call this function from any thread.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  */
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| extern DECLSPEC int SDLCALL SDL_MixAudioFormat(Uint8 * dst,
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|                                                 const Uint8 * src,
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|                                                 SDL_AudioFormat format,
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|                                                 Uint32 len, int volume);
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| 
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| /**
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|  * Convert some audio data of one format to another format.
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|  *
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|  * Please note that this function is for convenience, but should not be used
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|  * to resample audio in blocks, as it will introduce audio artifacts on the
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|  * boundaries. You should only use this function if you are converting audio
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|  * data in its entirety in one call. If you want to convert audio in smaller
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|  * chunks, use an SDL_AudioStream, which is designed for this situation.
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|  *
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|  * Internally, this function creates and destroys an SDL_AudioStream on each
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|  * use, so it's also less efficient than using one directly, if you need to
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|  * convert multiple times.
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|  *
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|  * \param src_spec The format details of the input audio
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|  * \param src_data The audio data to be converted
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|  * \param src_len The len of src_data
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|  * \param dst_spec The format details of the output audio
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|  * \param dst_data Will be filled with a pointer to converted audio data,
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|  *                 which should be freed with SDL_free(). On error, it will be
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|  *                 NULL.
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|  * \param dst_len Will be filled with the len of dst_data
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|  * \returns 0 on success or a negative error code on failure; call
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|  *          SDL_GetError() for more information.
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|  *
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|  * \threadsafety It is safe to call this function from any thread.
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|  *
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|  * \since This function is available since SDL 3.0.0.
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|  *
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|  * \sa SDL_CreateAudioStream
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|  */
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| extern DECLSPEC int SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec,
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|                                                     const Uint8 *src_data,
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|                                                     int src_len,
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|                                                     const SDL_AudioSpec *dst_spec,
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|                                                     Uint8 **dst_data,
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|                                                     int *dst_len);
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| 
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| 
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| /**
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|  * Get the appropriate memset value for silencing an audio format.
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|  *
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|  * The value returned by this function can be used as the second argument to
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|  * memset (or SDL_memset) to set an audio buffer in a specific format to
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|  * silence.
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|  *
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|  * \param format the audio data format to query.
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|  * \returns A byte value that can be passed to memset.
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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 DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format);
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| 
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| 
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| /* Ends C function definitions when using C++ */
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| #ifdef __cplusplus
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| }
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| #endif
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| #include <SDL3/SDL_close_code.h>
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| 
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| #endif /* SDL_audio_h_ */
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