1 /*
2     SDL - Simple DirectMedia Layer
3     Copyright (C) 1997-2009 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 /**
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