From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/include/SDL3/SDL_audio.h | 2200 ---------------------------- 1 file changed, 2200 deletions(-) delete mode 100644 contrib/SDL-3.2.8/include/SDL3/SDL_audio.h (limited to 'contrib/SDL-3.2.8/include/SDL3/SDL_audio.h') diff --git a/contrib/SDL-3.2.8/include/SDL3/SDL_audio.h b/contrib/SDL-3.2.8/include/SDL3/SDL_audio.h deleted file mode 100644 index 541c5df..0000000 --- a/contrib/SDL-3.2.8/include/SDL3/SDL_audio.h +++ /dev/null @@ -1,2200 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/** - * # CategoryAudio - * - * Audio functionality for the SDL library. - * - * All audio in SDL3 revolves around SDL_AudioStream. Whether you want to play - * or record audio, convert it, stream it, buffer it, or mix it, you're going - * to be passing it through an audio stream. - * - * Audio streams are quite flexible; they can accept any amount of data at a - * time, in any supported format, and output it as needed in any other format, - * even if the data format changes on either side halfway through. - * - * An app opens an audio device and binds any number of audio streams to it, - * feeding more data to the streams as available. When the device needs more - * data, it will pull it from all bound streams and mix them together for - * playback. - * - * Audio streams can also use an app-provided callback to supply data - * on-demand, which maps pretty closely to the SDL2 audio model. - * - * SDL also provides a simple .WAV loader in SDL_LoadWAV (and SDL_LoadWAV_IO - * if you aren't reading from a file) as a basic means to load sound data into - * your program. - * - * ## Logical audio devices - * - * In SDL3, opening a physical device (like a SoundBlaster 16 Pro) gives you a - * logical device ID that you can bind audio streams to. In almost all cases, - * logical devices can be used anywhere in the API that a physical device is - * normally used. However, since each device opening generates a new logical - * device, different parts of the program (say, a VoIP library, or - * text-to-speech framework, or maybe some other sort of mixer on top of SDL) - * can have their own device opens that do not interfere with each other; each - * logical device will mix its separate audio down to a single buffer, fed to - * the physical device, behind the scenes. As many logical devices as you like - * can come and go; SDL will only have to open the physical device at the OS - * level once, and will manage all the logical devices on top of it - * internally. - * - * One other benefit of logical devices: if you don't open a specific physical - * device, instead opting for the default, SDL can automatically migrate those - * logical devices to different hardware as circumstances change: a user - * plugged in headphones? The system default changed? SDL can transparently - * migrate the logical devices to the correct physical device seamlessly and - * keep playing; the app doesn't even have to know it happened if it doesn't - * want to. - * - * ## Simplified audio - * - * As a simplified model for when a single source of audio is all that's - * needed, an app can use SDL_OpenAudioDeviceStream, which is a single - * function to open an audio device, create an audio stream, bind that stream - * to the newly-opened device, and (optionally) provide a callback for - * obtaining audio data. When using this function, the primary interface is - * the SDL_AudioStream and the device handle is mostly hidden away; destroying - * a stream created through this function will also close the device, stream - * bindings cannot be changed, etc. One other quirk of this is that the device - * is started in a _paused_ state and must be explicitly resumed; this is - * partially to offer a clean migration for SDL2 apps and partially because - * the app might have to do more setup before playback begins; in the - * non-simplified form, nothing will play until a stream is bound to a device, - * so they start _unpaused_. - * - * ## Channel layouts - * - * Audio data passing through SDL is uncompressed PCM data, interleaved. One - * can provide their own decompression through an MP3, etc, decoder, but SDL - * does not provide this directly. Each interleaved channel of data is meant - * to be in a specific order. - * - * Abbreviations: - * - * - FRONT = single mono speaker - * - FL = front left speaker - * - FR = front right speaker - * - FC = front center speaker - * - BL = back left speaker - * - BR = back right speaker - * - SR = surround right speaker - * - SL = surround left speaker - * - BC = back center speaker - * - LFE = low-frequency speaker - * - * These are listed in the order they are laid out in memory, so "FL, FR" - * means "the front left speaker is laid out in memory first, then the front - * right, then it repeats for the next audio frame". - * - * - 1 channel (mono) layout: FRONT - * - 2 channels (stereo) layout: FL, FR - * - 3 channels (2.1) layout: FL, FR, LFE - * - 4 channels (quad) layout: FL, FR, BL, BR - * - 5 channels (4.1) layout: FL, FR, LFE, BL, BR - * - 6 channels (5.1) layout: FL, FR, FC, LFE, BL, BR (last two can also be - * SL, SR) - * - 7 channels (6.1) layout: FL, FR, FC, LFE, BC, SL, SR - * - 8 channels (7.1) layout: FL, FR, FC, LFE, BL, BR, SL, SR - * - * This is the same order as DirectSound expects, but applied to all - * platforms; SDL will swizzle the channels as necessary if a platform expects - * something different. - * - * SDL_AudioStream can also be provided channel maps to change this ordering - * to whatever is necessary, in other audio processing scenarios. - */ - -#ifndef SDL_audio_h_ -#define SDL_audio_h_ - -#include -#include -#include -#include -#include -#include - -#include -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#endif - -/** - * Mask of bits in an SDL_AudioFormat that contains the format bit size. - * - * Generally one should use SDL_AUDIO_BITSIZE instead of this macro directly. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_MASK_BITSIZE (0xFFu) - -/** - * Mask of bits in an SDL_AudioFormat that contain the floating point flag. - * - * Generally one should use SDL_AUDIO_ISFLOAT instead of this macro directly. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_MASK_FLOAT (1u<<8) - -/** - * Mask of bits in an SDL_AudioFormat that contain the bigendian flag. - * - * Generally one should use SDL_AUDIO_ISBIGENDIAN or SDL_AUDIO_ISLITTLEENDIAN - * instead of this macro directly. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_MASK_BIG_ENDIAN (1u<<12) - -/** - * Mask of bits in an SDL_AudioFormat that contain the signed data flag. - * - * Generally one should use SDL_AUDIO_ISSIGNED instead of this macro directly. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_MASK_SIGNED (1u<<15) - -/** - * Define an SDL_AudioFormat value. - * - * SDL does not support custom audio formats, so this macro is not of much use - * externally, but it can be illustrative as to what the various bits of an - * SDL_AudioFormat mean. - * - * For example, SDL_AUDIO_S32LE looks like this: - * - * ```c - * SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32) - * ``` - * - * \param signed 1 for signed data, 0 for unsigned data. - * \param bigendian 1 for bigendian data, 0 for littleendian data. - * \param flt 1 for floating point data, 0 for integer data. - * \param size number of bits per sample. - * \returns a format value in the style of SDL_AudioFormat. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_DEFINE_AUDIO_FORMAT(signed, bigendian, flt, size) \ - (((Uint16)(signed) << 15) | ((Uint16)(bigendian) << 12) | ((Uint16)(flt) << 8) | ((size) & SDL_AUDIO_MASK_BITSIZE)) - -/** - * Audio format. - * - * \since This enum is available since SDL 3.2.0. - * - * \sa SDL_AUDIO_BITSIZE - * \sa SDL_AUDIO_BYTESIZE - * \sa SDL_AUDIO_ISINT - * \sa SDL_AUDIO_ISFLOAT - * \sa SDL_AUDIO_ISBIGENDIAN - * \sa SDL_AUDIO_ISLITTLEENDIAN - * \sa SDL_AUDIO_ISSIGNED - * \sa SDL_AUDIO_ISUNSIGNED - */ -typedef enum SDL_AudioFormat -{ - SDL_AUDIO_UNKNOWN = 0x0000u, /**< Unspecified audio format */ - SDL_AUDIO_U8 = 0x0008u, /**< Unsigned 8-bit samples */ - /* SDL_DEFINE_AUDIO_FORMAT(0, 0, 0, 8), */ - SDL_AUDIO_S8 = 0x8008u, /**< Signed 8-bit samples */ - /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 8), */ - SDL_AUDIO_S16LE = 0x8010u, /**< Signed 16-bit samples */ - /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 16), */ - SDL_AUDIO_S16BE = 0x9010u, /**< As above, but big-endian byte order */ - /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 16), */ - SDL_AUDIO_S32LE = 0x8020u, /**< 32-bit integer samples */ - /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32), */ - SDL_AUDIO_S32BE = 0x9020u, /**< As above, but big-endian byte order */ - /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 32), */ - SDL_AUDIO_F32LE = 0x8120u, /**< 32-bit floating point samples */ - /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 1, 32), */ - SDL_AUDIO_F32BE = 0x9120u, /**< As above, but big-endian byte order */ - /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 1, 32), */ - - /* These represent the current system's byteorder. */ - #if SDL_BYTEORDER == SDL_LIL_ENDIAN - SDL_AUDIO_S16 = SDL_AUDIO_S16LE, - SDL_AUDIO_S32 = SDL_AUDIO_S32LE, - SDL_AUDIO_F32 = SDL_AUDIO_F32LE - #else - SDL_AUDIO_S16 = SDL_AUDIO_S16BE, - SDL_AUDIO_S32 = SDL_AUDIO_S32BE, - SDL_AUDIO_F32 = SDL_AUDIO_F32BE - #endif -} SDL_AudioFormat; - - -/** - * Retrieve the size, in bits, from an SDL_AudioFormat. - * - * For example, `SDL_AUDIO_BITSIZE(SDL_AUDIO_S16)` returns 16. - * - * \param x an SDL_AudioFormat value. - * \returns data size in bits. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_BITSIZE(x) ((x) & SDL_AUDIO_MASK_BITSIZE) - -/** - * Retrieve the size, in bytes, from an SDL_AudioFormat. - * - * For example, `SDL_AUDIO_BYTESIZE(SDL_AUDIO_S16)` returns 2. - * - * \param x an SDL_AudioFormat value. - * \returns data size in bytes. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_BYTESIZE(x) (SDL_AUDIO_BITSIZE(x) / 8) - -/** - * Determine if an SDL_AudioFormat represents floating point data. - * - * For example, `SDL_AUDIO_ISFLOAT(SDL_AUDIO_S16)` returns 0. - * - * \param x an SDL_AudioFormat value. - * \returns non-zero if format is floating point, zero otherwise. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_ISFLOAT(x) ((x) & SDL_AUDIO_MASK_FLOAT) - -/** - * Determine if an SDL_AudioFormat represents bigendian data. - * - * For example, `SDL_AUDIO_ISBIGENDIAN(SDL_AUDIO_S16LE)` returns 0. - * - * \param x an SDL_AudioFormat value. - * \returns non-zero if format is bigendian, zero otherwise. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_ISBIGENDIAN(x) ((x) & SDL_AUDIO_MASK_BIG_ENDIAN) - -/** - * Determine if an SDL_AudioFormat represents littleendian data. - * - * For example, `SDL_AUDIO_ISLITTLEENDIAN(SDL_AUDIO_S16BE)` returns 0. - * - * \param x an SDL_AudioFormat value. - * \returns non-zero if format is littleendian, zero otherwise. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) - -/** - * Determine if an SDL_AudioFormat represents signed data. - * - * For example, `SDL_AUDIO_ISSIGNED(SDL_AUDIO_U8)` returns 0. - * - * \param x an SDL_AudioFormat value. - * \returns non-zero if format is signed, zero otherwise. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_ISSIGNED(x) ((x) & SDL_AUDIO_MASK_SIGNED) - -/** - * Determine if an SDL_AudioFormat represents integer data. - * - * For example, `SDL_AUDIO_ISINT(SDL_AUDIO_F32)` returns 0. - * - * \param x an SDL_AudioFormat value. - * \returns non-zero if format is integer, zero otherwise. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) - -/** - * Determine if an SDL_AudioFormat represents unsigned data. - * - * For example, `SDL_AUDIO_ISUNSIGNED(SDL_AUDIO_S16)` returns 0. - * - * \param x an SDL_AudioFormat value. - * \returns non-zero if format is unsigned, zero otherwise. - * - * \threadsafety It is safe to call this macro from any thread. - * - * \since This macro is available since SDL 3.2.0. - */ -#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) - - -/** - * SDL Audio Device instance IDs. - * - * 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 - * 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_PLAYBACK ((SDL_AudioDeviceID) 0xFFFFFFFFu) - -/** - * 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 `approx_request` argument is roughly how many bytes of - * _unconverted_ data (in the stream's input format) is needed by the caller, - * although this may overestimate a little for safety. This takes into account - * how much is already in the stream and only asks for any extra necessary to - * resolve the request, which means the callback may be asked for zero bytes, - * and a different amount on each call. - * - * The callback is not required to supply exact amounts; it is allowed to - * supply too much or too little or none at all. The caller will get what's - * available, up to the amount they requested, regardless of this callback's - * outcome. - * - * Clearing or flushing an audio stream does not call this callback. - * - * This function obtains the stream's lock, which means any existing callback - * (get or put) in progress will finish running before setting the new - * callback. - * - * Setting a NULL function turns off the callback. - * - * \param stream the audio stream to set the new callback on. - * \param callback the new callback function to call when data is 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 `approx_request` argument is how many bytes of _converted_ - * data (in the stream's output format) was provided by the caller, although - * this may underestimate a little for safety. This value might be less than - * what is currently available in the stream, if data was already there, and - * might be less than the caller provided if the stream needs to keep a buffer - * to aid in resampling. Which means the callback may be provided with zero - * bytes, and a different amount on each call. - * - * The callback may call SDL_GetAudioStreamAvailable to see the total amount - * currently available to read from the stream, instead of the total provided - * by the current call. - * - * The callback is not required to obtain all data. It is allowed to read less - * or none at all. Anything not read now simply remains in the stream for - * later access. - * - * Clearing or flushing an audio stream does not call this callback. - * - * This function obtains the stream's lock, which means any existing callback - * (get or put) in progress will finish running before setting the new - * callback. - * - * Setting a NULL function turns off the callback. - * - * \param stream the audio stream to set the new callback on. - * \param callback the new callback function to call when data is added to the - * stream. - * \param userdata an opaque pointer provided to the callback for its own - * personal use. - * \returns 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 - -#endif /* SDL_audio_h_ */ -- cgit v1.2.3