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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- 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 <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_endian.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_mutex.h>
- #include <SDL3/SDL_properties.h>
- #include <SDL3/SDL_iostream.h>
- #include <SDL3/SDL_begin_code.h>
- /* 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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- *
- * \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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- #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 3.1.3.
- */
- 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 3.1.3.
- */
- #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 3.1.3.
- */
- #define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ((SDL_AudioDeviceID) 0xFFFFFFFEu)
- /**
- * Format specifier for audio data.
- *
- * \since This struct is available since SDL 3.1.3.
- *
- * \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 3.1.3.
- */
- #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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- */
- 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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- */
- 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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.8.
- */
- 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 3.1.8.
- */
- 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 dev 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 3.1.3.
- *
- * \sa SDL_ResumeAudioDevice
- * \sa SDL_AudioDevicePaused
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev);
- /**
- * Use this function to unpause audio playback on a specified device.
- *
- * This function unpauses audio processing for a given device that has
- * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
- * bound audio streams will begin to progress again, and audio can be
- * generated.
- *
- * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
- * has to bind a stream before any audio will flow. Unpausing an unpaused
- * device is a legal no-op.
- *
- * Physical devices can not be paused or unpaused, only logical devices
- * created through SDL_OpenAudioDevice() can be.
- *
- * \param dev a device opened by SDL_OpenAudioDevice().
- * \returns 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 3.1.3.
- *
- * \sa SDL_AudioDevicePaused
- * \sa SDL_PauseAudioDevice
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID dev);
- /**
- * Use this function to query if an audio device is paused.
- *
- * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
- * has to bind a stream before any audio will flow.
- *
- * Physical devices can not be paused or unpaused, only logical devices
- * created through SDL_OpenAudioDevice() can be. Physical and invalid device
- * IDs will report themselves as unpaused here.
- *
- * \param dev a device opened by SDL_OpenAudioDevice().
- * \returns 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 3.1.3.
- *
- * \sa SDL_PauseAudioDevice
- * \sa SDL_ResumeAudioDevice
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID dev);
- /**
- * Get the gain of an audio device.
- *
- * The gain of a device is its volume; a larger gain means a louder output,
- * with a gain of zero being silence.
- *
- * Audio devices default to a gain of 1.0f (no change in output).
- *
- * Physical devices may not have their gain changed, only logical devices, and
- * this function will always return -1.0f when used on physical devices.
- *
- * \param devid the audio device to query.
- * \returns the gain of the device or -1.0f on failure; call SDL_GetError()
- * for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- */
- 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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- */
- 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 3.1.3.
- *
- * \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 3.1.3.
- *
- * \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 3.1.3.
- */
- 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 3.1.3.
- */
- 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 3.1.3.
- */
- 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 3.1.3.
- */
- extern SDL_DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_audio_h_ */
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