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      1 /*
      2     SDL - Simple DirectMedia Layer
      3     Copyright (C) 1997-2012 Sam Lantinga
      4 
      5     This library is free software; you can redistribute it and/or
      6     modify it under the terms of the GNU Lesser General Public
      7     License as published by the Free Software Foundation; either
      8     version 2.1 of the License, or (at your option) any later version.
      9 
     10     This library is distributed in the hope that it will be useful,
     11     but WITHOUT ANY WARRANTY; without even the implied warranty of
     12     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     13     Lesser General Public License for more details.
     14 
     15     You should have received a copy of the GNU Lesser General Public
     16     License along with this library; if not, write to the Free Software
     17     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
     18 
     19     Sam Lantinga
     20     slouken (at) libsdl.org
     21 */
     22 
     23 /**
     24  *  @file SDL_audio.h
     25  *  Access to the raw audio mixing buffer for the SDL library
     26  */
     27 
     28 #ifndef _SDL_audio_h
     29 #define _SDL_audio_h
     30 
     31 #include "SDL_stdinc.h"
     32 #include "SDL_error.h"
     33 #include "SDL_endian.h"
     34 #include "SDL_mutex.h"
     35 #include "SDL_thread.h"
     36 #include "SDL_rwops.h"
     37 
     38 #include "begin_code.h"
     39 /* Set up for C function definitions, even when using C++ */
     40 #ifdef __cplusplus
     41 extern "C" {
     42 #endif
     43 
     44 /**
     45  * When filling in the desired audio spec structure,
     46  * - 'desired->freq' should be the desired audio frequency in samples-per-second.
     47  * - 'desired->format' should be the desired audio format.
     48  * - 'desired->samples' is the desired size of the audio buffer, in samples.
     49  *     This number should be a power of two, and may be adjusted by the audio
     50  *     driver to a value more suitable for the hardware.  Good values seem to
     51  *     range between 512 and 8096 inclusive, depending on the application and
     52  *     CPU speed.  Smaller values yield faster response time, but can lead
     53  *     to underflow if the application is doing heavy processing and cannot
     54  *     fill the audio buffer in time.  A stereo sample consists of both right
     55  *     and left channels in LR ordering.
     56  *     Note that the number of samples is directly related to time by the
     57  *     following formula:  ms = (samples*1000)/freq
     58  * - 'desired->size' is the size in bytes of the audio buffer, and is
     59  *     calculated by SDL_OpenAudio().
     60  * - 'desired->silence' is the value used to set the buffer to silence,
     61  *     and is calculated by SDL_OpenAudio().
     62  * - 'desired->callback' should be set to a function that will be called
     63  *     when the audio device is ready for more data.  It is passed a pointer
     64  *     to the audio buffer, and the length in bytes of the audio buffer.
     65  *     This function usually runs in a separate thread, and so you should
     66  *     protect data structures that it accesses by calling SDL_LockAudio()
     67  *     and SDL_UnlockAudio() in your code.
     68  * - 'desired->userdata' is passed as the first parameter to your callback
     69  *     function.
     70  *
     71  * @note The calculated values in this structure are calculated by SDL_OpenAudio()
     72  *
     73  */
     74 typedef struct SDL_AudioSpec {
     75 	int freq;		/**< DSP frequency -- samples per second */
     76 	Uint16 format;		/**< Audio data format */
     77 	Uint8  channels;	/**< Number of channels: 1 mono, 2 stereo */
     78 	Uint8  silence;		/**< Audio buffer silence value (calculated) */
     79 	Uint16 samples;		/**< Audio buffer size in samples (power of 2) */
     80 	Uint16 padding;		/**< Necessary for some compile environments */
     81 	Uint32 size;		/**< Audio buffer size in bytes (calculated) */
     82 	/**
     83 	 *  This function is called when the audio device needs more data.
     84 	 *
     85 	 *  @param[out] stream	A pointer to the audio data buffer
     86 	 *  @param[in]  len	The length of the audio buffer in bytes.
     87 	 *
     88 	 *  Once the callback returns, the buffer will no longer be valid.
     89 	 *  Stereo samples are stored in a LRLRLR ordering.
     90 	 */
     91 	void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len);
     92 	void  *userdata;
     93 } SDL_AudioSpec;
     94 
     95 /**
     96  *  @name Audio format flags
     97  *  defaults to LSB byte order
     98  */
     99 /*@{*/
    100 #define AUDIO_U8	0x0008	/**< Unsigned 8-bit samples */
    101 #define AUDIO_S8	0x8008	/**< Signed 8-bit samples */
    102 #define AUDIO_U16LSB	0x0010	/**< Unsigned 16-bit samples */
    103 #define AUDIO_S16LSB	0x8010	/**< Signed 16-bit samples */
    104 #define AUDIO_U16MSB	0x1010	/**< As above, but big-endian byte order */
    105 #define AUDIO_S16MSB	0x9010	/**< As above, but big-endian byte order */
    106 #define AUDIO_U16	AUDIO_U16LSB
    107 #define AUDIO_S16	AUDIO_S16LSB
    108 
    109 /**
    110  *  @name Native audio byte ordering
    111  */
    112 /*@{*/
    113 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
    114 #define AUDIO_U16SYS	AUDIO_U16LSB
    115 #define AUDIO_S16SYS	AUDIO_S16LSB
    116 #else
    117 #define AUDIO_U16SYS	AUDIO_U16MSB
    118 #define AUDIO_S16SYS	AUDIO_S16MSB
    119 #endif
    120 /*@}*/
    121 
    122 /*@}*/
    123 
    124 
    125 /** A structure to hold a set of audio conversion filters and buffers */
    126 typedef struct SDL_AudioCVT {
    127 	int needed;			/**< Set to 1 if conversion possible */
    128 	Uint16 src_format;		/**< Source audio format */
    129 	Uint16 dst_format;		/**< Target audio format */
    130 	double rate_incr;		/**< Rate conversion increment */
    131 	Uint8 *buf;			/**< Buffer to hold entire audio data */
    132 	int    len;			/**< Length of original audio buffer */
    133 	int    len_cvt;			/**< Length of converted audio buffer */
    134 	int    len_mult;		/**< buffer must be len*len_mult big */
    135 	double len_ratio; 	/**< Given len, final size is len*len_ratio */
    136 	void (SDLCALL *filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
    137 	int filter_index;		/**< Current audio conversion function */
    138 } SDL_AudioCVT;
    139 
    140 
    141 /* Function prototypes */
    142 
    143 /**
    144  * @name Audio Init and Quit
    145  * These functions are used internally, and should not be used unless you
    146  * have a specific need to specify the audio driver you want to use.
    147  * You should normally use SDL_Init() or SDL_InitSubSystem().
    148  */
    149 /*@{*/
    150 extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
    151 extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
    152 /*@}*/
    153 
    154 /**
    155  * This function fills the given character buffer with the name of the
    156  * current audio driver, and returns a pointer to it if the audio driver has
    157  * been initialized.  It returns NULL if no driver has been initialized.
    158  */
    159 extern DECLSPEC char * SDLCALL SDL_AudioDriverName(char *namebuf, int maxlen);
    160 
    161 /**
    162  * This function opens the audio device with the desired parameters, and
    163  * returns 0 if successful, placing the actual hardware parameters in the
    164  * structure pointed to by 'obtained'.  If 'obtained' is NULL, the audio
    165  * data passed to the callback function will be guaranteed to be in the
    166  * requested format, and will be automatically converted to the hardware
    167  * audio format if necessary.  This function returns -1 if it failed
    168  * to open the audio device, or couldn't set up the audio thread.
    169  *
    170  * The audio device starts out playing silence when it's opened, and should
    171  * be enabled for playing by calling SDL_PauseAudio(0) when you are ready
    172  * for your audio callback function to be called.  Since the audio driver
    173  * may modify the requested size of the audio buffer, you should allocate
    174  * any local mixing buffers after you open the audio device.
    175  *
    176  * @sa SDL_AudioSpec
    177  */
    178 extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
    179 
    180 typedef enum {
    181 	SDL_AUDIO_STOPPED = 0,
    182 	SDL_AUDIO_PLAYING,
    183 	SDL_AUDIO_PAUSED
    184 } SDL_audiostatus;
    185 
    186 /** Get the current audio state */
    187 extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void);
    188 
    189 /**
    190  * This function pauses and unpauses the audio callback processing.
    191  * It should be called with a parameter of 0 after opening the audio
    192  * device to start playing sound.  This is so you can safely initialize
    193  * data for your callback function after opening the audio device.
    194  * Silence will be written to the audio device during the pause.
    195  */
    196 extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
    197 
    198 /**
    199  * This function loads a WAVE from the data source, automatically freeing
    200  * that source if 'freesrc' is non-zero.  For example, to load a WAVE file,
    201  * you could do:
    202  *	@code SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); @endcode
    203  *
    204  * If this function succeeds, it returns the given SDL_AudioSpec,
    205  * filled with the audio data format of the wave data, and sets
    206  * 'audio_buf' to a malloc()'d buffer containing the audio data,
    207  * and sets 'audio_len' to the length of that audio buffer, in bytes.
    208  * You need to free the audio buffer with SDL_FreeWAV() when you are
    209  * done with it.
    210  *
    211  * This function returns NULL and sets the SDL error message if the
    212  * wave file cannot be opened, uses an unknown data format, or is
    213  * corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
    214  */
    215 extern DECLSPEC SDL_AudioSpec * SDLCALL SDL_LoadWAV_RW(SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
    216 
    217 /** Compatibility convenience function -- loads a WAV from a file */
    218 #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
    219 	SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
    220 
    221 /**
    222  * This function frees data previously allocated with SDL_LoadWAV_RW()
    223  */
    224 extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 *audio_buf);
    225 
    226 /**
    227  * This function takes a source format and rate and a destination format
    228  * and rate, and initializes the 'cvt' structure with information needed
    229  * by SDL_ConvertAudio() to convert a buffer of audio data from one format
    230  * to the other.
    231  *
    232  * @return This function returns 0, or -1 if there was an error.
    233  */
    234 extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT *cvt,
    235 		Uint16 src_format, Uint8 src_channels, int src_rate,
    236 		Uint16 dst_format, Uint8 dst_channels, int dst_rate);
    237 
    238 /**
    239  * Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
    240  * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
    241  * audio data in the source format, this function will convert it in-place
    242  * to the desired format.
    243  * The data conversion may expand the size of the audio data, so the buffer
    244  * cvt->buf should be allocated after the cvt structure is initialized by
    245  * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
    246  */
    247 extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT *cvt);
    248 
    249 
    250 #define SDL_MIX_MAXVOLUME 128
    251 /**
    252  * This takes two audio buffers of the playing audio format and mixes
    253  * them, performing addition, volume adjustment, and overflow clipping.
    254  * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
    255  * for full audio volume.  Note this does not change hardware volume.
    256  * This is provided for convenience -- you can mix your own audio data.
    257  */
    258 extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume);
    259 
    260 /**
    261  * @name Audio Locks
    262  * The lock manipulated by these functions protects the callback function.
    263  * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
    264  * callback function is not running.  Do not call these from the callback
    265  * function or you will cause deadlock.
    266  */
    267 /*@{*/
    268 extern DECLSPEC void SDLCALL SDL_LockAudio(void);
    269 extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
    270 /*@}*/
    271 
    272 /**
    273  * This function shuts down audio processing and closes the audio device.
    274  */
    275 extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
    276 
    277 
    278 /* Ends C function definitions when using C++ */
    279 #ifdef __cplusplus
    280 }
    281 #endif
    282 #include "close_code.h"
    283 
    284 #endif /* _SDL_audio_h */
    285