symbian-qemu-0.9.1-12/libsdl-trunk/include/SDL_audio.h
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     1 /*
       
     2     SDL - Simple DirectMedia Layer
       
     3     Copyright (C) 1997-2006 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@libsdl.org
       
    21 */
       
    22 
       
    23 /* Access to the raw audio mixing buffer for the SDL library */
       
    24 
       
    25 #ifndef _SDL_audio_h
       
    26 #define _SDL_audio_h
       
    27 
       
    28 #include "SDL_stdinc.h"
       
    29 #include "SDL_error.h"
       
    30 #include "SDL_endian.h"
       
    31 #include "SDL_mutex.h"
       
    32 #include "SDL_thread.h"
       
    33 #include "SDL_rwops.h"
       
    34 
       
    35 #include "begin_code.h"
       
    36 /* Set up for C function definitions, even when using C++ */
       
    37 #ifdef __cplusplus
       
    38 extern "C" {
       
    39 #endif
       
    40 
       
    41 /* The calculated values in this structure are calculated by SDL_OpenAudio() */
       
    42 typedef struct SDL_AudioSpec {
       
    43 	int freq;		/* DSP frequency -- samples per second */
       
    44 	Uint16 format;		/* Audio data format */
       
    45 	Uint8  channels;	/* Number of channels: 1 mono, 2 stereo */
       
    46 	Uint8  silence;		/* Audio buffer silence value (calculated) */
       
    47 	Uint16 samples;		/* Audio buffer size in samples (power of 2) */
       
    48 	Uint16 padding;		/* Necessary for some compile environments */
       
    49 	Uint32 size;		/* Audio buffer size in bytes (calculated) */
       
    50 	/* This function is called when the audio device needs more data.
       
    51 	   'stream' is a pointer to the audio data buffer
       
    52 	   'len' is the length of that buffer in bytes.
       
    53 	   Once the callback returns, the buffer will no longer be valid.
       
    54 	   Stereo samples are stored in a LRLRLR ordering.
       
    55 	*/
       
    56 	void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len);
       
    57 	void  *userdata;
       
    58 } SDL_AudioSpec;
       
    59 
       
    60 /* Audio format flags (defaults to LSB byte order) */
       
    61 #define AUDIO_U8	0x0008	/* Unsigned 8-bit samples */
       
    62 #define AUDIO_S8	0x8008	/* Signed 8-bit samples */
       
    63 #define AUDIO_U16LSB	0x0010	/* Unsigned 16-bit samples */
       
    64 #define AUDIO_S16LSB	0x8010	/* Signed 16-bit samples */
       
    65 #define AUDIO_U16MSB	0x1010	/* As above, but big-endian byte order */
       
    66 #define AUDIO_S16MSB	0x9010	/* As above, but big-endian byte order */
       
    67 #define AUDIO_U16	AUDIO_U16LSB
       
    68 #define AUDIO_S16	AUDIO_S16LSB
       
    69 
       
    70 /* Native audio byte ordering */
       
    71 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
       
    72 #define AUDIO_U16SYS	AUDIO_U16LSB
       
    73 #define AUDIO_S16SYS	AUDIO_S16LSB
       
    74 #else
       
    75 #define AUDIO_U16SYS	AUDIO_U16MSB
       
    76 #define AUDIO_S16SYS	AUDIO_S16MSB
       
    77 #endif
       
    78 
       
    79 
       
    80 /* A structure to hold a set of audio conversion filters and buffers */
       
    81 typedef struct SDL_AudioCVT {
       
    82 	int needed;			/* Set to 1 if conversion possible */
       
    83 	Uint16 src_format;		/* Source audio format */
       
    84 	Uint16 dst_format;		/* Target audio format */
       
    85 	double rate_incr;		/* Rate conversion increment */
       
    86 	Uint8 *buf;			/* Buffer to hold entire audio data */
       
    87 	int    len;			/* Length of original audio buffer */
       
    88 	int    len_cvt;			/* Length of converted audio buffer */
       
    89 	int    len_mult;		/* buffer must be len*len_mult big */
       
    90 	double len_ratio; 	/* Given len, final size is len*len_ratio */
       
    91 	void (SDLCALL *filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
       
    92 	int filter_index;		/* Current audio conversion function */
       
    93 } SDL_AudioCVT;
       
    94 
       
    95 
       
    96 /* Function prototypes */
       
    97 
       
    98 /* These functions are used internally, and should not be used unless you
       
    99  * have a specific need to specify the audio driver you want to use.
       
   100  * You should normally use SDL_Init() or SDL_InitSubSystem().
       
   101  */
       
   102 extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
       
   103 extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
       
   104 
       
   105 /* This function fills the given character buffer with the name of the
       
   106  * current audio driver, and returns a pointer to it if the audio driver has
       
   107  * been initialized.  It returns NULL if no driver has been initialized.
       
   108  */
       
   109 extern DECLSPEC char * SDLCALL SDL_AudioDriverName(char *namebuf, int maxlen);
       
   110 
       
   111 /*
       
   112  * This function opens the audio device with the desired parameters, and
       
   113  * returns 0 if successful, placing the actual hardware parameters in the
       
   114  * structure pointed to by 'obtained'.  If 'obtained' is NULL, the audio
       
   115  * data passed to the callback function will be guaranteed to be in the
       
   116  * requested format, and will be automatically converted to the hardware
       
   117  * audio format if necessary.  This function returns -1 if it failed 
       
   118  * to open the audio device, or couldn't set up the audio thread.
       
   119  *
       
   120  * When filling in the desired audio spec structure,
       
   121  *  'desired->freq' should be the desired audio frequency in samples-per-second.
       
   122  *  'desired->format' should be the desired audio format.
       
   123  *  'desired->samples' is the desired size of the audio buffer, in samples.
       
   124  *     This number should be a power of two, and may be adjusted by the audio
       
   125  *     driver to a value more suitable for the hardware.  Good values seem to
       
   126  *     range between 512 and 8096 inclusive, depending on the application and
       
   127  *     CPU speed.  Smaller values yield faster response time, but can lead
       
   128  *     to underflow if the application is doing heavy processing and cannot
       
   129  *     fill the audio buffer in time.  A stereo sample consists of both right
       
   130  *     and left channels in LR ordering.
       
   131  *     Note that the number of samples is directly related to time by the
       
   132  *     following formula:  ms = (samples*1000)/freq
       
   133  *  'desired->size' is the size in bytes of the audio buffer, and is
       
   134  *     calculated by SDL_OpenAudio().
       
   135  *  'desired->silence' is the value used to set the buffer to silence,
       
   136  *     and is calculated by SDL_OpenAudio().
       
   137  *  'desired->callback' should be set to a function that will be called
       
   138  *     when the audio device is ready for more data.  It is passed a pointer
       
   139  *     to the audio buffer, and the length in bytes of the audio buffer.
       
   140  *     This function usually runs in a separate thread, and so you should
       
   141  *     protect data structures that it accesses by calling SDL_LockAudio()
       
   142  *     and SDL_UnlockAudio() in your code.
       
   143  *  'desired->userdata' is passed as the first parameter to your callback
       
   144  *     function.
       
   145  *
       
   146  * The audio device starts out playing silence when it's opened, and should
       
   147  * be enabled for playing by calling SDL_PauseAudio(0) when you are ready
       
   148  * for your audio callback function to be called.  Since the audio driver
       
   149  * may modify the requested size of the audio buffer, you should allocate
       
   150  * any local mixing buffers after you open the audio device.
       
   151  */
       
   152 extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
       
   153 
       
   154 /*
       
   155  * Get the current audio state:
       
   156  */
       
   157 typedef enum {
       
   158 	SDL_AUDIO_STOPPED = 0,
       
   159 	SDL_AUDIO_PLAYING,
       
   160 	SDL_AUDIO_PAUSED
       
   161 } SDL_audiostatus;
       
   162 extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void);
       
   163 
       
   164 /*
       
   165  * This function pauses and unpauses the audio callback processing.
       
   166  * It should be called with a parameter of 0 after opening the audio
       
   167  * device to start playing sound.  This is so you can safely initialize
       
   168  * data for your callback function after opening the audio device.
       
   169  * Silence will be written to the audio device during the pause.
       
   170  */
       
   171 extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
       
   172 
       
   173 /*
       
   174  * This function loads a WAVE from the data source, automatically freeing
       
   175  * that source if 'freesrc' is non-zero.  For example, to load a WAVE file,
       
   176  * you could do:
       
   177  *	SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
       
   178  *
       
   179  * If this function succeeds, it returns the given SDL_AudioSpec,
       
   180  * filled with the audio data format of the wave data, and sets
       
   181  * 'audio_buf' to a malloc()'d buffer containing the audio data,
       
   182  * and sets 'audio_len' to the length of that audio buffer, in bytes.
       
   183  * You need to free the audio buffer with SDL_FreeWAV() when you are 
       
   184  * done with it.
       
   185  *
       
   186  * This function returns NULL and sets the SDL error message if the 
       
   187  * wave file cannot be opened, uses an unknown data format, or is 
       
   188  * corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
       
   189  */
       
   190 extern DECLSPEC SDL_AudioSpec * SDLCALL SDL_LoadWAV_RW(SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
       
   191 
       
   192 /* Compatibility convenience function -- loads a WAV from a file */
       
   193 #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
       
   194 	SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
       
   195 
       
   196 /*
       
   197  * This function frees data previously allocated with SDL_LoadWAV_RW()
       
   198  */
       
   199 extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 *audio_buf);
       
   200 
       
   201 /*
       
   202  * This function takes a source format and rate and a destination format
       
   203  * and rate, and initializes the 'cvt' structure with information needed
       
   204  * by SDL_ConvertAudio() to convert a buffer of audio data from one format
       
   205  * to the other.
       
   206  * This function returns 0, or -1 if there was an error.
       
   207  */
       
   208 extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT *cvt,
       
   209 		Uint16 src_format, Uint8 src_channels, int src_rate,
       
   210 		Uint16 dst_format, Uint8 dst_channels, int dst_rate);
       
   211 
       
   212 /* Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
       
   213  * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
       
   214  * audio data in the source format, this function will convert it in-place
       
   215  * to the desired format.
       
   216  * The data conversion may expand the size of the audio data, so the buffer
       
   217  * cvt->buf should be allocated after the cvt structure is initialized by
       
   218  * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
       
   219  */
       
   220 extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT *cvt);
       
   221 
       
   222 /*
       
   223  * This takes two audio buffers of the playing audio format and mixes
       
   224  * them, performing addition, volume adjustment, and overflow clipping.
       
   225  * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
       
   226  * for full audio volume.  Note this does not change hardware volume.
       
   227  * This is provided for convenience -- you can mix your own audio data.
       
   228  */
       
   229 #define SDL_MIX_MAXVOLUME 128
       
   230 extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume);
       
   231 
       
   232 /*
       
   233  * The lock manipulated by these functions protects the callback function.
       
   234  * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
       
   235  * callback function is not running.  Do not call these from the callback
       
   236  * function or you will cause deadlock.
       
   237  */
       
   238 extern DECLSPEC void SDLCALL SDL_LockAudio(void);
       
   239 extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
       
   240 
       
   241 /*
       
   242  * This function shuts down audio processing and closes the audio device.
       
   243  */
       
   244 extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
       
   245 
       
   246 
       
   247 /* Ends C function definitions when using C++ */
       
   248 #ifdef __cplusplus
       
   249 }
       
   250 #endif
       
   251 #include "close_code.h"
       
   252 
       
   253 #endif /* _SDL_audio_h */