Annotation of sbbs/include/sdl/sdl_audio.h, revision 1.1.1.1

1.1       root        1: /*
                      2:     SDL - Simple DirectMedia Layer
                      3:     Copyright (C) 1997-2004 Sam Lantinga
                      4: 
                      5:     This library is free software; you can redistribute it and/or
                      6:     modify it under the terms of the GNU Library General Public
                      7:     License as published by the Free Software Foundation; either
                      8:     version 2 of the License, or (at your option) any later version.
                      9: 
                     10:     This library is distributed in the hope that it will be useful,
                     11:     but WITHOUT ANY WARRANTY; without even the implied warranty of
                     12:     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
                     13:     Library General Public License for more details.
                     14: 
                     15:     You should have received a copy of the GNU Library General Public
                     16:     License along with this library; if not, write to the Free
                     17:     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
                     18: 
                     19:     Sam Lantinga
                     20:     [email protected]
                     21: */
                     22: 
                     23: #ifdef SAVE_RCSID
                     24: static char rcsid =
                     25:  "@(#) $Id: SDL_audio.h,v 1.1.1.1 2005/11/18 23:23:29 rswindell Exp $";
                     26: #endif
                     27: 
                     28: /* Access to the raw audio mixing buffer for the SDL library */
                     29: 
                     30: #ifndef _SDL_audio_h
                     31: #define _SDL_audio_h
                     32: 
                     33: #include <stdio.h>
                     34: 
                     35: #include "SDL_main.h"
                     36: #include "SDL_types.h"
                     37: #include "SDL_error.h"
                     38: #include "SDL_rwops.h"
                     39: #include "SDL_byteorder.h"
                     40: 
                     41: #include "begin_code.h"
                     42: /* Set up for C function definitions, even when using C++ */
                     43: #ifdef __cplusplus
                     44: extern "C" {
                     45: #endif
                     46: 
                     47: /* The calculated values in this structure are calculated by SDL_OpenAudio() */
                     48: typedef struct SDL_AudioSpec {
                     49:        int freq;               /* DSP frequency -- samples per second */
                     50:        Uint16 format;          /* Audio data format */
                     51:        Uint8  channels;        /* Number of channels: 1 mono, 2 stereo */
                     52:        Uint8  silence;         /* Audio buffer silence value (calculated) */
                     53:        Uint16 samples;         /* Audio buffer size in samples (power of 2) */
                     54:        Uint16 padding;         /* Necessary for some compile environments */
                     55:        Uint32 size;            /* Audio buffer size in bytes (calculated) */
                     56:        /* This function is called when the audio device needs more data.
                     57:           'stream' is a pointer to the audio data buffer
                     58:           'len' is the length of that buffer in bytes.
                     59:           Once the callback returns, the buffer will no longer be valid.
                     60:           Stereo samples are stored in a LRLRLR ordering.
                     61:        */
                     62:        void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len);
                     63:        void  *userdata;
                     64: } SDL_AudioSpec;
                     65: 
                     66: /* Audio format flags (defaults to LSB byte order) */
                     67: #define AUDIO_U8       0x0008  /* Unsigned 8-bit samples */
                     68: #define AUDIO_S8       0x8008  /* Signed 8-bit samples */
                     69: #define AUDIO_U16LSB   0x0010  /* Unsigned 16-bit samples */
                     70: #define AUDIO_S16LSB   0x8010  /* Signed 16-bit samples */
                     71: #define AUDIO_U16MSB   0x1010  /* As above, but big-endian byte order */
                     72: #define AUDIO_S16MSB   0x9010  /* As above, but big-endian byte order */
                     73: #define AUDIO_U16      AUDIO_U16LSB
                     74: #define AUDIO_S16      AUDIO_S16LSB
                     75: 
                     76: /* Native audio byte ordering */
                     77: #if SDL_BYTEORDER == SDL_LIL_ENDIAN
                     78: #define AUDIO_U16SYS   AUDIO_U16LSB
                     79: #define AUDIO_S16SYS   AUDIO_S16LSB
                     80: #else
                     81: #define AUDIO_U16SYS   AUDIO_U16MSB
                     82: #define AUDIO_S16SYS   AUDIO_S16MSB
                     83: #endif
                     84: 
                     85: 
                     86: /* A structure to hold a set of audio conversion filters and buffers */
                     87: typedef struct SDL_AudioCVT {
                     88:        int needed;                     /* Set to 1 if conversion possible */
                     89:        Uint16 src_format;              /* Source audio format */
                     90:        Uint16 dst_format;              /* Target audio format */
                     91:        double rate_incr;               /* Rate conversion increment */
                     92:        Uint8 *buf;                     /* Buffer to hold entire audio data */
                     93:        int    len;                     /* Length of original audio buffer */
                     94:        int    len_cvt;                 /* Length of converted audio buffer */
                     95:        int    len_mult;                /* buffer must be len*len_mult big */
                     96:        double len_ratio;       /* Given len, final size is len*len_ratio */
                     97:        void (SDLCALL *filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
                     98:        int filter_index;               /* Current audio conversion function */
                     99: } SDL_AudioCVT;
                    100: 
                    101: 
                    102: /* Function prototypes */
                    103: 
                    104: /* These functions are used internally, and should not be used unless you
                    105:  * have a specific need to specify the audio driver you want to use.
                    106:  * You should normally use SDL_Init() or SDL_InitSubSystem().
                    107:  */
                    108: extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
                    109: extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
                    110: 
                    111: /* This function fills the given character buffer with the name of the
                    112:  * current audio driver, and returns a pointer to it if the audio driver has
                    113:  * been initialized.  It returns NULL if no driver has been initialized.
                    114:  */
                    115: extern DECLSPEC char * SDLCALL SDL_AudioDriverName(char *namebuf, int maxlen);
                    116: 
                    117: /*
                    118:  * This function opens the audio device with the desired parameters, and
                    119:  * returns 0 if successful, placing the actual hardware parameters in the
                    120:  * structure pointed to by 'obtained'.  If 'obtained' is NULL, the audio
                    121:  * data passed to the callback function will be guaranteed to be in the
                    122:  * requested format, and will be automatically converted to the hardware
                    123:  * audio format if necessary.  This function returns -1 if it failed 
                    124:  * to open the audio device, or couldn't set up the audio thread.
                    125:  *
                    126:  * When filling in the desired audio spec structure,
                    127:  *  'desired->freq' should be the desired audio frequency in samples-per-second.
                    128:  *  'desired->format' should be the desired audio format.
                    129:  *  'desired->samples' is the desired size of the audio buffer, in samples.
                    130:  *     This number should be a power of two, and may be adjusted by the audio
                    131:  *     driver to a value more suitable for the hardware.  Good values seem to
                    132:  *     range between 512 and 8096 inclusive, depending on the application and
                    133:  *     CPU speed.  Smaller values yield faster response time, but can lead
                    134:  *     to underflow if the application is doing heavy processing and cannot
                    135:  *     fill the audio buffer in time.  A stereo sample consists of both right
                    136:  *     and left channels in LR ordering.
                    137:  *     Note that the number of samples is directly related to time by the
                    138:  *     following formula:  ms = (samples*1000)/freq
                    139:  *  'desired->size' is the size in bytes of the audio buffer, and is
                    140:  *     calculated by SDL_OpenAudio().
                    141:  *  'desired->silence' is the value used to set the buffer to silence,
                    142:  *     and is calculated by SDL_OpenAudio().
                    143:  *  'desired->callback' should be set to a function that will be called
                    144:  *     when the audio device is ready for more data.  It is passed a pointer
                    145:  *     to the audio buffer, and the length in bytes of the audio buffer.
                    146:  *     This function usually runs in a separate thread, and so you should
                    147:  *     protect data structures that it accesses by calling SDL_LockAudio()
                    148:  *     and SDL_UnlockAudio() in your code.
                    149:  *  'desired->userdata' is passed as the first parameter to your callback
                    150:  *     function.
                    151:  *
                    152:  * The audio device starts out playing silence when it's opened, and should
                    153:  * be enabled for playing by calling SDL_PauseAudio(0) when you are ready
                    154:  * for your audio callback function to be called.  Since the audio driver
                    155:  * may modify the requested size of the audio buffer, you should allocate
                    156:  * any local mixing buffers after you open the audio device.
                    157:  */
                    158: extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
                    159: 
                    160: /*
                    161:  * Get the current audio state:
                    162:  */
                    163: typedef enum {
                    164:        SDL_AUDIO_STOPPED = 0,
                    165:        SDL_AUDIO_PLAYING,
                    166:        SDL_AUDIO_PAUSED
                    167: } SDL_audiostatus;
                    168: extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void);
                    169: 
                    170: /*
                    171:  * This function pauses and unpauses the audio callback processing.
                    172:  * It should be called with a parameter of 0 after opening the audio
                    173:  * device to start playing sound.  This is so you can safely initialize
                    174:  * data for your callback function after opening the audio device.
                    175:  * Silence will be written to the audio device during the pause.
                    176:  */
                    177: extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
                    178: 
                    179: /*
                    180:  * This function loads a WAVE from the data source, automatically freeing
                    181:  * that source if 'freesrc' is non-zero.  For example, to load a WAVE file,
                    182:  * you could do:
                    183:  *     SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
                    184:  *
                    185:  * If this function succeeds, it returns the given SDL_AudioSpec,
                    186:  * filled with the audio data format of the wave data, and sets
                    187:  * 'audio_buf' to a malloc()'d buffer containing the audio data,
                    188:  * and sets 'audio_len' to the length of that audio buffer, in bytes.
                    189:  * You need to free the audio buffer with SDL_FreeWAV() when you are 
                    190:  * done with it.
                    191:  *
                    192:  * This function returns NULL and sets the SDL error message if the 
                    193:  * wave file cannot be opened, uses an unknown data format, or is 
                    194:  * corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
                    195:  */
                    196: extern DECLSPEC SDL_AudioSpec * SDLCALL SDL_LoadWAV_RW(SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
                    197: 
                    198: /* Compatibility convenience function -- loads a WAV from a file */
                    199: #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
                    200:        SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
                    201: 
                    202: /*
                    203:  * This function frees data previously allocated with SDL_LoadWAV_RW()
                    204:  */
                    205: extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 *audio_buf);
                    206: 
                    207: /*
                    208:  * This function takes a source format and rate and a destination format
                    209:  * and rate, and initializes the 'cvt' structure with information needed
                    210:  * by SDL_ConvertAudio() to convert a buffer of audio data from one format
                    211:  * to the other.
                    212:  * This function returns 0, or -1 if there was an error.
                    213:  */
                    214: extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT *cvt,
                    215:                Uint16 src_format, Uint8 src_channels, int src_rate,
                    216:                Uint16 dst_format, Uint8 dst_channels, int dst_rate);
                    217: 
                    218: /* Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
                    219:  * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
                    220:  * audio data in the source format, this function will convert it in-place
                    221:  * to the desired format.
                    222:  * The data conversion may expand the size of the audio data, so the buffer
                    223:  * cvt->buf should be allocated after the cvt structure is initialized by
                    224:  * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
                    225:  */
                    226: extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT *cvt);
                    227: 
                    228: /*
                    229:  * This takes two audio buffers of the playing audio format and mixes
                    230:  * them, performing addition, volume adjustment, and overflow clipping.
                    231:  * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
                    232:  * for full audio volume.  Note this does not change hardware volume.
                    233:  * This is provided for convenience -- you can mix your own audio data.
                    234:  */
                    235: #define SDL_MIX_MAXVOLUME 128
                    236: extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume);
                    237: 
                    238: /*
                    239:  * The lock manipulated by these functions protects the callback function.
                    240:  * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
                    241:  * callback function is not running.  Do not call these from the callback
                    242:  * function or you will cause deadlock.
                    243:  */
                    244: extern DECLSPEC void SDLCALL SDL_LockAudio(void);
                    245: extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
                    246: 
                    247: /*
                    248:  * This function shuts down audio processing and closes the audio device.
                    249:  */
                    250: extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
                    251: 
                    252: 
                    253: /* Ends C function definitions when using C++ */
                    254: #ifdef __cplusplus
                    255: }
                    256: #endif
                    257: #include "close_code.h"
                    258: 
                    259: #endif /* _SDL_audio_h */

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