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			2201 lines
		
	
	
		
			88 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2201 lines
		
	
	
		
			88 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|   Simple DirectMedia Layer
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|   Copyright (C) 1997-2025 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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| 
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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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| 
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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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| /**
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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 the streams as available. When the device needs more
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|  * data, it will pull it from all bound streams and mix them together for
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|  * 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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|  * ## Logical audio devices
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|  *
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|  * In SDL3, opening a physical device (like a SoundBlaster 16 Pro) gives you a
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|  * logical device ID that you can bind audio streams to. In almost all cases,
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|  * logical devices can be used anywhere in the API that a physical device is
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|  * normally used. However, since each device opening generates a new logical
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|  * device, different parts of the program (say, a VoIP library, or
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|  * text-to-speech framework, or maybe some other sort of mixer on top of SDL)
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|  * can have their own device opens that do not interfere with each other; each
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|  * logical device will mix its separate audio down to a single buffer, fed to
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|  * the physical device, behind the scenes. As many logical devices as you like
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|  * can come and go; SDL will only have to open the physical device at the OS
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|  * level once, and will manage all the logical devices on top of it
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|  * internally.
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|  *
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|  * One other benefit of logical devices: if you don't open a specific physical
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|  * device, instead opting for the default, SDL can automatically migrate those
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|  * logical devices to different hardware as circumstances change: a user
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|  * plugged in headphones? The system default changed? SDL can transparently
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|  * migrate the logical devices to the correct physical device seamlessly and
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|  * keep playing; the app doesn't even have to know it happened if it doesn't
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|  * want to.
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|  *
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|  * ## Simplified audio
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|  *
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|  * As a simplified model for when a single source of audio is all that's
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|  * needed, an app can use SDL_OpenAudioDeviceStream, which is a single
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|  * function to open an audio device, create an audio stream, bind that stream
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|  * to the newly-opened device, and (optionally) provide a callback for
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|  * obtaining audio data. When using this function, the primary interface is
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|  * the SDL_AudioStream and the device handle is mostly hidden away; destroying
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|  * a stream created through this function will also close the device, stream
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|  * bindings cannot be changed, etc. One other quirk of this is that the device
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|  * is started in a _paused_ state and must be explicitly resumed; this is
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|  * partially to offer a clean migration for SDL2 apps and partially because
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|  * the app might have to do more setup before playback begins; in the
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|  * non-simplified form, nothing will play until a stream is bound to a device,
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|  * so they start _unpaused_.
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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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|  *   SL, SR)
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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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| 
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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_iostream.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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|  * Mask of bits in an SDL_AudioFormat that contains the format bit size.
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|  *
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|  * Generally one should use SDL_AUDIO_BITSIZE instead of this macro directly.
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|  *
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|  * \since This macro is available since SDL 3.2.0.
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|  */
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| #define SDL_AUDIO_MASK_BITSIZE       (0xFFu)
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| 
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| /**
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|  * Mask of bits in an SDL_AudioFormat that contain the floating point flag.
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|  *
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|  * Generally one should use SDL_AUDIO_ISFLOAT instead of this macro directly.
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|  *
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|  * \since This macro is available since SDL 3.2.0.
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|  */
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| #define SDL_AUDIO_MASK_FLOAT         (1u<<8)
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| 
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| /**
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|  * Mask of bits in an SDL_AudioFormat that contain the bigendian flag.
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|  *
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|  * Generally one should use SDL_AUDIO_ISBIGENDIAN or SDL_AUDIO_ISLITTLEENDIAN
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|  * instead of this macro directly.
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|  *
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|  * \since This macro is available since SDL 3.2.0.
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|  */
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| #define SDL_AUDIO_MASK_BIG_ENDIAN    (1u<<12)
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| 
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| /**
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|  * Mask of bits in an SDL_AudioFormat that contain the signed data flag.
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|  *
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|  * Generally one should use SDL_AUDIO_ISSIGNED instead of this macro directly.
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|  *
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|  * \since This macro is available since SDL 3.2.0.
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|  */
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| #define SDL_AUDIO_MASK_SIGNED        (1u<<15)
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| 
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| /**
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|  * Define an SDL_AudioFormat value.
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|  *
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|  * SDL does not support custom audio formats, so this macro is not of much use
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|  * externally, but it can be illustrative as to what the various bits of an
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|  * SDL_AudioFormat mean.
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|  *
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|  * For example, SDL_AUDIO_S32LE looks like this:
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|  *
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|  * ```c
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|  * SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32)
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|  * ```
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|  *
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|  * \param signed 1 for signed data, 0 for unsigned data.
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|  * \param bigendian 1 for bigendian data, 0 for littleendian data.
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|  * \param flt 1 for floating point data, 0 for integer data.
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|  * \param size number of bits per sample.
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|  * \returns a format value in the style of SDL_AudioFormat.
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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 3.2.0.
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|  */
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| #define SDL_DEFINE_AUDIO_FORMAT(signed, bigendian, flt, size) \
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|     (((Uint16)(signed) << 15) | ((Uint16)(bigendian) << 12) | ((Uint16)(flt) << 8) | ((size) & SDL_AUDIO_MASK_BITSIZE))
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| 
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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 3.2.0.
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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_UNKNOWN   = 0x0000u,  /**< Unspecified audio format */
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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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| 
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|     /* These represent the current system's byteorder. */
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|     #if SDL_BYTEORDER == SDL_LIL_ENDIAN
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|     SDL_AUDIO_S16 = SDL_AUDIO_S16LE,
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|     SDL_AUDIO_S32 = SDL_AUDIO_S32LE,
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|     SDL_AUDIO_F32 = SDL_AUDIO_F32LE
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|     #else
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|     SDL_AUDIO_S16 = SDL_AUDIO_S16BE,
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|     SDL_AUDIO_S32 = SDL_AUDIO_S32BE,
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|     SDL_AUDIO_F32 = SDL_AUDIO_F32BE
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|     #endif
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| } SDL_AudioFormat;
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| 
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| 
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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 3.2.0.
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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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| /**
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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 3.2.0.
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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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| /**
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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 3.2.0.
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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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| /**
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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 3.2.0.
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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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| /**
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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 3.2.0.
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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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| /**
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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 3.2.0.
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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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| /**
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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 3.2.0.
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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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| /**
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|  * Determine if an SDL_AudioFormat represents unsigned data.
 | |
|  *
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|  * For example, `SDL_AUDIO_ISUNSIGNED(SDL_AUDIO_S16)` returns 0.
 | |
|  *
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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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|  * \threadsafety It is safe to call this macro from any thread.
 | |
|  *
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|  * \since This macro is available since SDL 3.2.0.
 | |
|  */
 | |
| #define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))
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| 
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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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|  * Zero is used to signify an invalid/null device.
 | |
|  *
 | |
|  * \since This datatype is available since SDL 3.2.0.
 | |
|  */
 | |
| typedef Uint32 SDL_AudioDeviceID;
 | |
| 
 | |
| /**
 | |
|  * A value used to request a default playback audio device.
 | |
|  *
 | |
|  * 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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|  *
 | |
|  * \since This macro is available since SDL 3.2.0.
 | |
|  */
 | |
| #define SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK ((SDL_AudioDeviceID) 0xFFFFFFFFu)
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| 
 | |
| /**
 | |
|  * A value used to request a default recording audio device.
 | |
|  *
 | |
|  * Several functions that require an SDL_AudioDeviceID will accept this value
 | |
|  * to signify the app just wants the system to choose a default device instead
 | |
|  * of the app providing a specific one.
 | |
|  *
 | |
|  * \since This macro is available since SDL 3.2.0.
 | |
|  */
 | |
| #define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ((SDL_AudioDeviceID) 0xFFFFFFFEu)
 | |
| 
 | |
| /**
 | |
|  * Format specifier for audio data.
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AudioFormat
 | |
|  */
 | |
| typedef struct SDL_AudioSpec
 | |
| {
 | |
|     SDL_AudioFormat format;     /**< Audio data format */
 | |
|     int channels;               /**< Number of channels: 1 mono, 2 stereo, etc */
 | |
|     int freq;                   /**< sample rate: sample frames per second */
 | |
| } SDL_AudioSpec;
 | |
| 
 | |
| /**
 | |
|  * Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec.
 | |
|  *
 | |
|  * This reports on the size of an audio sample frame: stereo Sint16 data (2
 | |
|  * channels of 2 bytes each) would be 4 bytes per frame, for example.
 | |
|  *
 | |
|  * \param x an SDL_AudioSpec to query.
 | |
|  * \returns the number of bytes used per sample frame.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this macro from any thread.
 | |
|  *
 | |
|  * \since This macro is available since SDL 3.2.0.
 | |
|  */
 | |
| #define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels)
 | |
| 
 | |
| /**
 | |
|  * The opaque handle that represents an audio stream.
 | |
|  *
 | |
|  * SDL_AudioStream is an audio conversion interface.
 | |
|  *
 | |
|  * - It can handle resampling data in chunks without generating artifacts,
 | |
|  *   when it doesn't have the complete buffer available.
 | |
|  * - It can handle incoming data in any variable size.
 | |
|  * - It can handle input/output format changes on the fly.
 | |
|  * - It can remap audio channels between inputs and outputs.
 | |
|  * - You push data as you have it, and pull it when you need it
 | |
|  * - It can also function as a basic audio data queue even if you just have
 | |
|  *   sound that needs to pass from one place to another.
 | |
|  * - You can hook callbacks up to them when more data is added or requested,
 | |
|  *   to manage data on-the-fly.
 | |
|  *
 | |
|  * Audio streams are the core of the SDL3 audio interface. You create one or
 | |
|  * more of them, bind them to an opened audio device, and feed data to them
 | |
|  * (or for recording, consume data from them).
 | |
|  *
 | |
|  * \since This struct is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CreateAudioStream
 | |
|  */
 | |
| typedef struct SDL_AudioStream SDL_AudioStream;
 | |
| 
 | |
| 
 | |
| /* Function prototypes */
 | |
| 
 | |
| /**
 | |
|  * Use this function to get the number of built-in audio drivers.
 | |
|  *
 | |
|  * This function returns a hardcoded number. This never returns a negative
 | |
|  * value; if there are no drivers compiled into this build of SDL, this
 | |
|  * function returns zero. The presence of a driver in this list does not mean
 | |
|  * it will function, it just means SDL is capable of interacting with that
 | |
|  * interface. For example, a build of SDL might have esound support, but if
 | |
|  * there's no esound server available, SDL's esound driver would fail if used.
 | |
|  *
 | |
|  * By default, SDL tries all drivers, in its preferred order, until one is
 | |
|  * found to be usable.
 | |
|  *
 | |
|  * \returns the number of built-in audio drivers.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioDriver
 | |
|  */
 | |
| extern SDL_DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
 | |
| 
 | |
| /**
 | |
|  * Use this function to get the name of a built in audio driver.
 | |
|  *
 | |
|  * The list of audio drivers is given in the order that they are normally
 | |
|  * initialized by default; the drivers that seem more reasonable to choose
 | |
|  * first (as far as the SDL developers believe) are earlier in the list.
 | |
|  *
 | |
|  * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
 | |
|  * "coreaudio" or "wasapi". These never have Unicode characters, and are not
 | |
|  * meant to be proper names.
 | |
|  *
 | |
|  * \param index the index of the audio driver; the value ranges from 0 to
 | |
|  *              SDL_GetNumAudioDrivers() - 1.
 | |
|  * \returns the name of the audio driver at the requested index, or NULL if an
 | |
|  *          invalid index was specified.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetNumAudioDrivers
 | |
|  */
 | |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDriver(int index);
 | |
| 
 | |
| /**
 | |
|  * Get the name of the current audio driver.
 | |
|  *
 | |
|  * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
 | |
|  * "coreaudio" or "wasapi". These never have Unicode characters, and are not
 | |
|  * meant to be proper names.
 | |
|  *
 | |
|  * \returns the name of the current audio driver or NULL if no driver has been
 | |
|  *          initialized.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentAudioDriver(void);
 | |
| 
 | |
| /**
 | |
|  * Get a list of currently-connected audio playback devices.
 | |
|  *
 | |
|  * This returns of list of available devices that play sound, perhaps to
 | |
|  * speakers or headphones ("playback" devices). If you want devices that
 | |
|  * record audio, like a microphone ("recording" devices), use
 | |
|  * SDL_GetAudioRecordingDevices() instead.
 | |
|  *
 | |
|  * 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 error; 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_OpenAudioDevice
 | |
|  * \sa SDL_GetAudioRecordingDevices
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioPlaybackDevices(int *count);
 | |
| 
 | |
| /**
 | |
|  * Get a list of currently-connected audio recording devices.
 | |
|  *
 | |
|  * This returns of list of available devices that record audio, like a
 | |
|  * microphone ("recording" devices). If you want devices that play sound,
 | |
|  * perhaps to speakers or headphones ("playback" devices), use
 | |
|  * SDL_GetAudioPlaybackDevices() instead.
 | |
|  *
 | |
|  * 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 3.2.0.
 | |
|  *
 | |
|  * \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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioPlaybackDevices
 | |
|  * \sa SDL_GetAudioRecordingDevices
 | |
|  */
 | |
| 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 true on success or false 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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_CloseAudioDevice
 | |
|  * \sa SDL_GetAudioDeviceFormat
 | |
|  */
 | |
| extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
 | |
| 
 | |
| /**
 | |
|  * Determine if an audio device is physical (instead of logical).
 | |
|  *
 | |
|  * An SDL_AudioDeviceID that represents physical hardware is a physical
 | |
|  * device; there is one for each piece of hardware that SDL can see. Logical
 | |
|  * devices are created by calling SDL_OpenAudioDevice or
 | |
|  * SDL_OpenAudioDeviceStream, and while each is associated with a physical
 | |
|  * device, there can be any number of logical devices on one physical device.
 | |
|  *
 | |
|  * For the most part, logical and physical IDs are interchangeable--if you try
 | |
|  * to open a logical device, SDL understands to assign that effort to the
 | |
|  * underlying physical device, etc. However, it might be useful to know if an
 | |
|  * arbitrary device ID is physical or logical. This function reports which.
 | |
|  *
 | |
|  * This function may return either true or false for invalid device IDs.
 | |
|  *
 | |
|  * \param devid the device ID to query.
 | |
|  * \returns true if devid is a physical device, false if it is logical.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePhysical(SDL_AudioDeviceID devid);
 | |
| 
 | |
| /**
 | |
|  * Determine if an audio device is a playback device (instead of recording).
 | |
|  *
 | |
|  * This function may return either true or false for invalid device IDs.
 | |
|  *
 | |
|  * \param devid the device ID to query.
 | |
|  * \returns true if devid is a playback device, false if it is recording.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID devid);
 | |
| 
 | |
| /**
 | |
|  * 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 devid a device opened by SDL_OpenAudioDevice().
 | |
|  * \returns true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_ResumeAudioDevice
 | |
|  * \sa SDL_AudioDevicePaused
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID devid);
 | |
| 
 | |
| /**
 | |
|  * 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 devid a device opened by SDL_OpenAudioDevice().
 | |
|  * \returns true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_AudioDevicePaused
 | |
|  * \sa SDL_PauseAudioDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid);
 | |
| 
 | |
| /**
 | |
|  * 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 devid a device opened by SDL_OpenAudioDevice().
 | |
|  * \returns true if device is valid and paused, false otherwise.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_PauseAudioDevice
 | |
|  * \sa SDL_ResumeAudioDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID devid);
 | |
| 
 | |
| /**
 | |
|  * 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 3.2.0.
 | |
|  *
 | |
|  * \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 false 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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioDeviceGain
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \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 with SDL_SetAudioStreamFormat().
 | |
|  *
 | |
|  * \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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BindAudioStreams
 | |
|  * \sa SDL_UnbindAudioStream
 | |
|  * \sa SDL_GetAudioStreamDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream * const *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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BindAudioStreams
 | |
|  * \sa SDL_UnbindAudioStream
 | |
|  * \sa SDL_GetAudioStreamDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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. Can be NULL or contain
 | |
|  *                NULL.
 | |
|  * \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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_BindAudioStreams
 | |
|  */
 | |
| extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream * const *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. Can be NULL.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \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 3.2.0.
 | |
|  *
 | |
|  * \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 3.2.0.
 | |
|  *
 | |
|  * \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.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| 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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetAudioStreamFormat
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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.
 | |
|  *
 | |
|  * If a stream is bound to a device, then the format of the side of the stream
 | |
|  * bound to a device cannot be changed (src_spec for recording devices,
 | |
|  * dst_spec for playback devices). Attempts to make a change to this side will
 | |
|  * be ignored, but this will not report an error. The other side's format can
 | |
|  * be changed.
 | |
|  *
 | |
|  * \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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioStreamFormat
 | |
|  * \sa SDL_SetAudioStreamFrequencyRatio
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioStreamFrequencyRatio
 | |
|  * \sa SDL_SetAudioStreamFormat
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioStreamGain
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \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 3.2.0.
 | |
|  *
 | |
|  * \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. An element in the
 | |
|  * channel map set to -1 instead of a valid channel will mute that channel,
 | |
|  * setting it to a silence value.
 | |
|  *
 | |
|  * You cannot change the number of channels through a channel map, just
 | |
|  * reorder/mute 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
 | |
|  * race condition hasn't changed the format while this call is setting the
 | |
|  * channel map.
 | |
|  *
 | |
|  * Unlike attempting to change the stream's format, the input channel map on a
 | |
|  * stream bound to a recording device is permitted to change at any time; any
 | |
|  * data added to the stream from the device after this call will have the new
 | |
|  * mapping, but previously-added data will still have the prior mapping.
 | |
|  *
 | |
|  * \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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetAudioStreamInputChannelMap
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 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. An element in the
 | |
|  * channel map set to -1 instead of a valid channel will mute that channel,
 | |
|  * setting it to a silence value.
 | |
|  *
 | |
|  * You cannot change the number of channels through a channel map, just
 | |
|  * reorder/mute 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
 | |
|  * race condition hasn't changed the format while this call is setting the
 | |
|  * channel map.
 | |
|  *
 | |
|  * Unlike attempting to change the stream's format, the output channel map on
 | |
|  * a stream bound to a recording device is permitted to change at any time;
 | |
|  * any data added to the stream after this call will have the new mapping, but
 | |
|  * previously-added data will still have the prior mapping. When the channel
 | |
|  * map doesn't match the hardware's channel layout, SDL will convert the data
 | |
|  * before feeding it to the device for playback.
 | |
|  *
 | |
|  * \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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetAudioStreamInputChannelMap
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_ClearAudioStream
 | |
|  * \sa SDL_FlushAudioStream
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamQueued
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 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 3.2.0.
 | |
|  *
 | |
|  * \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 or -1 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  */
 | |
| extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Get the number of bytes currently queued.
 | |
|  *
 | |
|  * This is the number of bytes put into a stream as input, not the number that
 | |
|  * can be retrieved as output. Because of several details, it's not possible
 | |
|  * to calculate one number directly from the other. If you need to know how
 | |
|  * much usable data can be retrieved right now, you should use
 | |
|  * SDL_GetAudioStreamAvailable() and not this function.
 | |
|  *
 | |
|  * 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 or -1 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 3.2.0.
 | |
|  *
 | |
|  * \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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_GetAudioStreamAvailable
 | |
|  * \sa SDL_GetAudioStreamData
 | |
|  * \sa SDL_GetAudioStreamQueued
 | |
|  * \sa SDL_PutAudioStreamData
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_ResumeAudioStreamDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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.
 | |
|  *
 | |
|  * Remember, SDL_OpenAudioDeviceStream opens device in a paused state, so this
 | |
|  * function call is required for audio playback to begin on such device.
 | |
|  *
 | |
|  * \param stream the audio stream associated with the audio device to resume.
 | |
|  * \returns true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_PauseAudioStreamDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream);
 | |
| 
 | |
| /**
 | |
|  * Use this function to query if an audio device associated with a stream 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.
 | |
|  *
 | |
|  * \param stream the audio stream associated with the audio device to query.
 | |
|  * \returns true if device is valid and paused, false otherwise.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_PauseAudioStreamDevice
 | |
|  * \sa SDL_ResumeAudioStreamDevice
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_AudioStreamDevicePaused(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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_UnlockAudioStream
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_LockAudioStream
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \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 `additional_amount` 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 requested
 | |
|  *                 from the stream.
 | |
|  * \param userdata an opaque pointer provided to the callback for its own
 | |
|  *                 personal use.
 | |
|  * \returns true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetAudioStreamPutCallback
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 `additional_amount` 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 true on success or false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_SetAudioStreamGetCallback
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 3.2.0.
 | |
|  *
 | |
|  * \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 3.2.0.
 | |
|  *
 | |
|  * \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 3.2.0.
 | |
|  *
 | |
|  * \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 true on success or false 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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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"), true, &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 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 true 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 false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_free
 | |
|  * \sa SDL_LoadWAV
 | |
|  */
 | |
| extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV_IO(SDL_IOStream *src, 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"), true, 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 true 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 false 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 3.2.0.
 | |
|  *
 | |
|  * \sa SDL_free
 | |
|  * \sa SDL_LoadWAV_IO
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 true on success or false 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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 true on success or false 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 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC bool 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 human readable name of an audio format.
 | |
|  *
 | |
|  * \param format the audio format to query.
 | |
|  * \returns the human readable name of the specified audio format or
 | |
|  *          "SDL_AUDIO_UNKNOWN" if the format isn't recognized.
 | |
|  *
 | |
|  * \threadsafety It is safe to call this function from any thread.
 | |
|  *
 | |
|  * \since This function is available since SDL 3.2.0.
 | |
|  */
 | |
| extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioFormatName(SDL_AudioFormat format);
 | |
| 
 | |
| /**
 | |
|  * 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 3.2.0.
 | |
|  */
 | |
| 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_ */
 | 
