1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
4 
5   This software is provided 'as-is', without any express or implied
6   warranty.  In no event will the authors be held liable for any damages
7   arising from the use of this software.
8 
9   Permission is granted to anyone to use this software for any purpose,
10   including commercial applications, and to alter it and redistribute it
11   freely, subject to the following restrictions:
12 
13   1. The origin of this software must not be misrepresented; you must not
14      claim that you wrote the original software. If you use this software
15      in a product, an acknowledgment in the product documentation would be
16      appreciated but is not required.
17   2. Altered source versions must be plainly marked as such, and must not be
18      misrepresented as being the original software.
19   3. This notice may not be removed or altered from any source distribution.
20 */
21 
22 /**
23  *  \file SDL_audio.h
24  *
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  *  \brief Audio format flags.
46  *
47  *  These are what the 16 bits in SDL_AudioFormat currently mean...
48  *  (Unspecified bits are always zero).
49  *
50  *  \verbatim
51     ++-----------------------sample is signed if set
52     ||
53     ||       ++-----------sample is bigendian if set
54     ||       ||
55     ||       ||          ++---sample is float if set
56     ||       ||          ||
57     ||       ||          || +---sample bit size---+
58     ||       ||          || |                     |
59     15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
60     \endverbatim
61  *
62  *  There are macros in SDL 2.0 and later to query these bits.
63  */
64 typedef Uint16 SDL_AudioFormat;
65 
66 /**
67  *  \name Audio flags
68  */
69 /* @{ */
70 
71 #define SDL_AUDIO_MASK_BITSIZE       (0xFF)
72 #define SDL_AUDIO_MASK_DATATYPE      (1<<8)
73 #define SDL_AUDIO_MASK_ENDIAN        (1<<12)
74 #define SDL_AUDIO_MASK_SIGNED        (1<<15)
75 #define SDL_AUDIO_BITSIZE(x)         (x & SDL_AUDIO_MASK_BITSIZE)
76 #define SDL_AUDIO_ISFLOAT(x)         (x & SDL_AUDIO_MASK_DATATYPE)
77 #define SDL_AUDIO_ISBIGENDIAN(x)     (x & SDL_AUDIO_MASK_ENDIAN)
78 #define SDL_AUDIO_ISSIGNED(x)        (x & SDL_AUDIO_MASK_SIGNED)
79 #define SDL_AUDIO_ISINT(x)           (!SDL_AUDIO_ISFLOAT(x))
80 #define SDL_AUDIO_ISLITTLEENDIAN(x)  (!SDL_AUDIO_ISBIGENDIAN(x))
81 #define SDL_AUDIO_ISUNSIGNED(x)      (!SDL_AUDIO_ISSIGNED(x))
82 
83 /**
84  *  \name Audio format flags
85  *
86  *  Defaults to LSB byte order.
87  */
88 /* @{ */
89 #define AUDIO_U8        0x0008  /**< Unsigned 8-bit samples */
90 #define AUDIO_S8        0x8008  /**< Signed 8-bit samples */
91 #define AUDIO_U16LSB    0x0010  /**< Unsigned 16-bit samples */
92 #define AUDIO_S16LSB    0x8010  /**< Signed 16-bit samples */
93 #define AUDIO_U16MSB    0x1010  /**< As above, but big-endian byte order */
94 #define AUDIO_S16MSB    0x9010  /**< As above, but big-endian byte order */
95 #define AUDIO_U16       AUDIO_U16LSB
96 #define AUDIO_S16       AUDIO_S16LSB
97 /* @} */
98 
99 /**
100  *  \name int32 support
101  */
102 /* @{ */
103 #define AUDIO_S32LSB    0x8020  /**< 32-bit integer samples */
104 #define AUDIO_S32MSB    0x9020  /**< As above, but big-endian byte order */
105 #define AUDIO_S32       AUDIO_S32LSB
106 /* @} */
107 
108 /**
109  *  \name float32 support
110  */
111 /* @{ */
112 #define AUDIO_F32LSB    0x8120  /**< 32-bit floating point samples */
113 #define AUDIO_F32MSB    0x9120  /**< As above, but big-endian byte order */
114 #define AUDIO_F32       AUDIO_F32LSB
115 /* @} */
116 
117 /**
118  *  \name Native audio byte ordering
119  */
120 /* @{ */
121 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
122 #define AUDIO_U16SYS    AUDIO_U16LSB
123 #define AUDIO_S16SYS    AUDIO_S16LSB
124 #define AUDIO_S32SYS    AUDIO_S32LSB
125 #define AUDIO_F32SYS    AUDIO_F32LSB
126 #else
127 #define AUDIO_U16SYS    AUDIO_U16MSB
128 #define AUDIO_S16SYS    AUDIO_S16MSB
129 #define AUDIO_S32SYS    AUDIO_S32MSB
130 #define AUDIO_F32SYS    AUDIO_F32MSB
131 #endif
132 /* @} */
133 
134 /**
135  *  \name Allow change flags
136  *
137  *  Which audio format changes are allowed when opening a device.
138  */
139 /* @{ */
140 #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE    0x00000001
141 #define SDL_AUDIO_ALLOW_FORMAT_CHANGE       0x00000002
142 #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE     0x00000004
143 #define SDL_AUDIO_ALLOW_ANY_CHANGE          (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE)
144 /* @} */
145 
146 /* @} *//* Audio flags */
147 
148 /**
149  *  This function is called when the audio device needs more data.
150  *
151  *  \param userdata An application-specific parameter saved in
152  *                  the SDL_AudioSpec structure
153  *  \param stream A pointer to the audio data buffer.
154  *  \param len    The length of that buffer in bytes.
155  *
156  *  Once the callback returns, the buffer will no longer be valid.
157  *  Stereo samples are stored in a LRLRLR ordering.
158  *
159  *  You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
160  *  you like. Just open your audio device with a NULL callback.
161  */
162 typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
163                                             int len);
164 
165 /**
166  *  The calculated values in this structure are calculated by SDL_OpenAudio().
167  */
168 typedef struct SDL_AudioSpec
169 {
170     int freq;                   /**< DSP frequency -- samples per second */
171     SDL_AudioFormat format;     /**< Audio data format */
172     Uint8 channels;             /**< Number of channels: 1 mono, 2 stereo */
173     Uint8 silence;              /**< Audio buffer silence value (calculated) */
174     Uint16 samples;             /**< Audio buffer size in samples (power of 2) */
175     Uint16 padding;             /**< Necessary for some compile environments */
176     Uint32 size;                /**< Audio buffer size in bytes (calculated) */
177     SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
178     void *userdata;             /**< Userdata passed to callback (ignored for NULL callbacks). */
179 } SDL_AudioSpec;
180 
181 
182 struct SDL_AudioCVT;
183 typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
184                                           SDL_AudioFormat format);
185 
186 /**
187  *  A structure to hold a set of audio conversion filters and buffers.
188  */
189 #ifdef __GNUC__
190 /* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
191    pad it out to 88 bytes to guarantee ABI compatibility between compilers.
192    vvv
193    The next time we rev the ABI, make sure to size the ints and add padding.
194 */
195 #define SDL_AUDIOCVT_PACKED __attribute__((packed))
196 #else
197 #define SDL_AUDIOCVT_PACKED
198 #endif
199 /* */
200 typedef struct SDL_AudioCVT
201 {
202     int needed;                 /**< Set to 1 if conversion possible */
203     SDL_AudioFormat src_format; /**< Source audio format */
204     SDL_AudioFormat dst_format; /**< Target audio format */
205     double rate_incr;           /**< Rate conversion increment */
206     Uint8 *buf;                 /**< Buffer to hold entire audio data */
207     int len;                    /**< Length of original audio buffer */
208     int len_cvt;                /**< Length of converted audio buffer */
209     int len_mult;               /**< buffer must be len*len_mult big */
210     double len_ratio;           /**< Given len, final size is len*len_ratio */
211     SDL_AudioFilter filters[10];        /**< Filter list */
212     int filter_index;           /**< Current audio conversion function */
213 } SDL_AUDIOCVT_PACKED SDL_AudioCVT;
214 
215 
216 /* Function prototypes */
217 
218 /**
219  *  \name Driver discovery functions
220  *
221  *  These functions return the list of built in audio drivers, in the
222  *  order that they are normally initialized by default.
223  */
224 /* @{ */
225 extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
226 extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
227 /* @} */
228 
229 /**
230  *  \name Initialization and cleanup
231  *
232  *  \internal These functions are used internally, and should not be used unless
233  *            you have a specific need to specify the audio driver you want to
234  *            use.  You should normally use SDL_Init() or SDL_InitSubSystem().
235  */
236 /* @{ */
237 extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
238 extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
239 /* @} */
240 
241 /**
242  *  This function returns the name of the current audio driver, or NULL
243  *  if no driver has been initialized.
244  */
245 extern DECLSPEC const char *SDLCALL SDL_GetCurrentAudioDriver(void);
246 
247 /**
248  *  This function opens the audio device with the desired parameters, and
249  *  returns 0 if successful, placing the actual hardware parameters in the
250  *  structure pointed to by \c obtained.  If \c obtained is NULL, the audio
251  *  data passed to the callback function will be guaranteed to be in the
252  *  requested format, and will be automatically converted to the hardware
253  *  audio format if necessary.  This function returns -1 if it failed
254  *  to open the audio device, or couldn't set up the audio thread.
255  *
256  *  When filling in the desired audio spec structure,
257  *    - \c desired->freq should be the desired audio frequency in samples-per-
258  *      second.
259  *    - \c desired->format should be the desired audio format.
260  *    - \c desired->samples is the desired size of the audio buffer, in
261  *      samples.  This number should be a power of two, and may be adjusted by
262  *      the audio driver to a value more suitable for the hardware.  Good values
263  *      seem to range between 512 and 8096 inclusive, depending on the
264  *      application and CPU speed.  Smaller values yield faster response time,
265  *      but can lead to underflow if the application is doing heavy processing
266  *      and cannot fill the audio buffer in time.  A stereo sample consists of
267  *      both right and left channels in LR ordering.
268  *      Note that the number of samples is directly related to time by the
269  *      following formula:  \code ms = (samples*1000)/freq \endcode
270  *    - \c desired->size is the size in bytes of the audio buffer, and is
271  *      calculated by SDL_OpenAudio().
272  *    - \c desired->silence is the value used to set the buffer to silence,
273  *      and is calculated by SDL_OpenAudio().
274  *    - \c desired->callback should be set to a function that will be called
275  *      when the audio device is ready for more data.  It is passed a pointer
276  *      to the audio buffer, and the length in bytes of the audio buffer.
277  *      This function usually runs in a separate thread, and so you should
278  *      protect data structures that it accesses by calling SDL_LockAudio()
279  *      and SDL_UnlockAudio() in your code. Alternately, you may pass a NULL
280  *      pointer here, and call SDL_QueueAudio() with some frequency, to queue
281  *      more audio samples to be played (or for capture devices, call
282  *      SDL_DequeueAudio() with some frequency, to obtain audio samples).
283  *    - \c desired->userdata is passed as the first parameter to your callback
284  *      function. If you passed a NULL callback, this value is ignored.
285  *
286  *  The audio device starts out playing silence when it's opened, and should
287  *  be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready
288  *  for your audio callback function to be called.  Since the audio driver
289  *  may modify the requested size of the audio buffer, you should allocate
290  *  any local mixing buffers after you open the audio device.
291  */
292 extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
293                                           SDL_AudioSpec * obtained);
294 
295 /**
296  *  SDL Audio Device IDs.
297  *
298  *  A successful call to SDL_OpenAudio() is always device id 1, and legacy
299  *  SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
300  *  always returns devices >= 2 on success. The legacy calls are good both
301  *  for backwards compatibility and when you don't care about multiple,
302  *  specific, or capture devices.
303  */
304 typedef Uint32 SDL_AudioDeviceID;
305 
306 /**
307  *  Get the number of available devices exposed by the current driver.
308  *  Only valid after a successfully initializing the audio subsystem.
309  *  Returns -1 if an explicit list of devices can't be determined; this is
310  *  not an error. For example, if SDL is set up to talk to a remote audio
311  *  server, it can't list every one available on the Internet, but it will
312  *  still allow a specific host to be specified to SDL_OpenAudioDevice().
313  *
314  *  In many common cases, when this function returns a value <= 0, it can still
315  *  successfully open the default device (NULL for first argument of
316  *  SDL_OpenAudioDevice()).
317  */
318 extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
319 
320 /**
321  *  Get the human-readable name of a specific audio device.
322  *  Must be a value between 0 and (number of audio devices-1).
323  *  Only valid after a successfully initializing the audio subsystem.
324  *  The values returned by this function reflect the latest call to
325  *  SDL_GetNumAudioDevices(); recall that function to redetect available
326  *  hardware.
327  *
328  *  The string returned by this function is UTF-8 encoded, read-only, and
329  *  managed internally. You are not to free it. If you need to keep the
330  *  string for any length of time, you should make your own copy of it, as it
331  *  will be invalid next time any of several other SDL functions is called.
332  */
333 extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
334                                                            int iscapture);
335 
336 
337 /**
338  *  Open a specific audio device. Passing in a device name of NULL requests
339  *  the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
340  *
341  *  The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
342  *  some drivers allow arbitrary and driver-specific strings, such as a
343  *  hostname/IP address for a remote audio server, or a filename in the
344  *  diskaudio driver.
345  *
346  *  \return 0 on error, a valid device ID that is >= 2 on success.
347  *
348  *  SDL_OpenAudio(), unlike this function, always acts on device ID 1.
349  */
350 extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
351                                                               *device,
352                                                               int iscapture,
353                                                               const
354                                                               SDL_AudioSpec *
355                                                               desired,
356                                                               SDL_AudioSpec *
357                                                               obtained,
358                                                               int
359                                                               allowed_changes);
360 
361 
362 
363 /**
364  *  \name Audio state
365  *
366  *  Get the current audio state.
367  */
368 /* @{ */
369 typedef enum
370 {
371     SDL_AUDIO_STOPPED = 0,
372     SDL_AUDIO_PLAYING,
373     SDL_AUDIO_PAUSED
374 } SDL_AudioStatus;
375 extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
376 
377 extern DECLSPEC SDL_AudioStatus SDLCALL
378 SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev);
379 /* @} *//* Audio State */
380 
381 /**
382  *  \name Pause audio functions
383  *
384  *  These functions pause and unpause the audio callback processing.
385  *  They should be called with a parameter of 0 after opening the audio
386  *  device to start playing sound.  This is so you can safely initialize
387  *  data for your callback function after opening the audio device.
388  *  Silence will be written to the audio device during the pause.
389  */
390 /* @{ */
391 extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
392 extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
393                                                   int pause_on);
394 /* @} *//* Pause audio functions */
395 
396 /**
397  *  This function loads a WAVE from the data source, automatically freeing
398  *  that source if \c freesrc is non-zero.  For example, to load a WAVE file,
399  *  you could do:
400  *  \code
401  *      SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
402  *  \endcode
403  *
404  *  If this function succeeds, it returns the given SDL_AudioSpec,
405  *  filled with the audio data format of the wave data, and sets
406  *  \c *audio_buf to a malloc()'d buffer containing the audio data,
407  *  and sets \c *audio_len to the length of that audio buffer, in bytes.
408  *  You need to free the audio buffer with SDL_FreeWAV() when you are
409  *  done with it.
410  *
411  *  This function returns NULL and sets the SDL error message if the
412  *  wave file cannot be opened, uses an unknown data format, or is
413  *  corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
414  */
415 extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
416                                                       int freesrc,
417                                                       SDL_AudioSpec * spec,
418                                                       Uint8 ** audio_buf,
419                                                       Uint32 * audio_len);
420 
421 /**
422  *  Loads a WAV from a file.
423  *  Compatibility convenience function.
424  */
425 #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
426     SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
427 
428 /**
429  *  This function frees data previously allocated with SDL_LoadWAV_RW()
430  */
431 extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
432 
433 /**
434  *  This function takes a source format and rate and a destination format
435  *  and rate, and initializes the \c cvt structure with information needed
436  *  by SDL_ConvertAudio() to convert a buffer of audio data from one format
437  *  to the other.
438  *
439  *  \return -1 if the format conversion is not supported, 0 if there's
440  *  no conversion needed, or 1 if the audio filter is set up.
441  */
442 extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT * cvt,
443                                               SDL_AudioFormat src_format,
444                                               Uint8 src_channels,
445                                               int src_rate,
446                                               SDL_AudioFormat dst_format,
447                                               Uint8 dst_channels,
448                                               int dst_rate);
449 
450 /**
451  *  Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(),
452  *  created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of
453  *  audio data in the source format, this function will convert it in-place
454  *  to the desired format.
455  *
456  *  The data conversion may expand the size of the audio data, so the buffer
457  *  \c cvt->buf should be allocated after the \c cvt structure is initialized by
458  *  SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
459  */
460 extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT * cvt);
461 
462 #define SDL_MIX_MAXVOLUME 128
463 /**
464  *  This takes two audio buffers of the playing audio format and mixes
465  *  them, performing addition, volume adjustment, and overflow clipping.
466  *  The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
467  *  for full audio volume.  Note this does not change hardware volume.
468  *  This is provided for convenience -- you can mix your own audio data.
469  */
470 extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
471                                           Uint32 len, int volume);
472 
473 /**
474  *  This works like SDL_MixAudio(), but you specify the audio format instead of
475  *  using the format of audio device 1. Thus it can be used when no audio
476  *  device is open at all.
477  */
478 extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
479                                                 const Uint8 * src,
480                                                 SDL_AudioFormat format,
481                                                 Uint32 len, int volume);
482 
483 /**
484  *  Queue more audio on non-callback devices.
485  *
486  *  (If you are looking to retrieve queued audio from a non-callback capture
487  *  device, you want SDL_DequeueAudio() instead. This will return -1 to
488  *  signify an error if you use it with capture devices.)
489  *
490  *  SDL offers two ways to feed audio to the device: you can either supply a
491  *  callback that SDL triggers with some frequency to obtain more audio
492  *  (pull method), or you can supply no callback, and then SDL will expect
493  *  you to supply data at regular intervals (push method) with this function.
494  *
495  *  There are no limits on the amount of data you can queue, short of
496  *  exhaustion of address space. Queued data will drain to the device as
497  *  necessary without further intervention from you. If the device needs
498  *  audio but there is not enough queued, it will play silence to make up
499  *  the difference. This means you will have skips in your audio playback
500  *  if you aren't routinely queueing sufficient data.
501  *
502  *  This function copies the supplied data, so you are safe to free it when
503  *  the function returns. This function is thread-safe, but queueing to the
504  *  same device from two threads at once does not promise which buffer will
505  *  be queued first.
506  *
507  *  You may not queue audio on a device that is using an application-supplied
508  *  callback; doing so returns an error. You have to use the audio callback
509  *  or queue audio with this function, but not both.
510  *
511  *  You should not call SDL_LockAudio() on the device before queueing; SDL
512  *  handles locking internally for this function.
513  *
514  *  \param dev The device ID to which we will queue audio.
515  *  \param data The data to queue to the device for later playback.
516  *  \param len The number of bytes (not samples!) to which (data) points.
517  *  \return zero on success, -1 on error.
518  *
519  *  \sa SDL_GetQueuedAudioSize
520  *  \sa SDL_ClearQueuedAudio
521  */
522 extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len);
523 
524 /**
525  *  Dequeue more audio on non-callback devices.
526  *
527  *  (If you are looking to queue audio for output on a non-callback playback
528  *  device, you want SDL_QueueAudio() instead. This will always return 0
529  *  if you use it with playback devices.)
530  *
531  *  SDL offers two ways to retrieve audio from a capture device: you can
532  *  either supply a callback that SDL triggers with some frequency as the
533  *  device records more audio data, (push method), or you can supply no
534  *  callback, and then SDL will expect you to retrieve data at regular
535  *  intervals (pull method) with this function.
536  *
537  *  There are no limits on the amount of data you can queue, short of
538  *  exhaustion of address space. Data from the device will keep queuing as
539  *  necessary without further intervention from you. This means you will
540  *  eventually run out of memory if you aren't routinely dequeueing data.
541  *
542  *  Capture devices will not queue data when paused; if you are expecting
543  *  to not need captured audio for some length of time, use
544  *  SDL_PauseAudioDevice() to stop the capture device from queueing more
545  *  data. This can be useful during, say, level loading times. When
546  *  unpaused, capture devices will start queueing data from that point,
547  *  having flushed any capturable data available while paused.
548  *
549  *  This function is thread-safe, but dequeueing from the same device from
550  *  two threads at once does not promise which thread will dequeued data
551  *  first.
552  *
553  *  You may not dequeue audio from a device that is using an
554  *  application-supplied callback; doing so returns an error. You have to use
555  *  the audio callback, or dequeue audio with this function, but not both.
556  *
557  *  You should not call SDL_LockAudio() on the device before queueing; SDL
558  *  handles locking internally for this function.
559  *
560  *  \param dev The device ID from which we will dequeue audio.
561  *  \param data A pointer into where audio data should be copied.
562  *  \param len The number of bytes (not samples!) to which (data) points.
563  *  \return number of bytes dequeued, which could be less than requested.
564  *
565  *  \sa SDL_GetQueuedAudioSize
566  *  \sa SDL_ClearQueuedAudio
567  */
568 extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len);
569 
570 /**
571  *  Get the number of bytes of still-queued audio.
572  *
573  *  For playback device:
574  *
575  *    This is the number of bytes that have been queued for playback with
576  *    SDL_QueueAudio(), but have not yet been sent to the hardware. This
577  *    number may shrink at any time, so this only informs of pending data.
578  *
579  *    Once we've sent it to the hardware, this function can not decide the
580  *    exact byte boundary of what has been played. It's possible that we just
581  *    gave the hardware several kilobytes right before you called this
582  *    function, but it hasn't played any of it yet, or maybe half of it, etc.
583  *
584  *  For capture devices:
585  *
586  *    This is the number of bytes that have been captured by the device and
587  *    are waiting for you to dequeue. This number may grow at any time, so
588  *    this only informs of the lower-bound of available data.
589  *
590  *  You may not queue audio on a device that is using an application-supplied
591  *  callback; calling this function on such a device always returns 0.
592  *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
593  *  the audio callback, but not both.
594  *
595  *  You should not call SDL_LockAudio() on the device before querying; SDL
596  *  handles locking internally for this function.
597  *
598  *  \param dev The device ID of which we will query queued audio size.
599  *  \return Number of bytes (not samples!) of queued audio.
600  *
601  *  \sa SDL_QueueAudio
602  *  \sa SDL_ClearQueuedAudio
603  */
604 extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
605 
606 /**
607  *  Drop any queued audio data. For playback devices, this is any queued data
608  *  still waiting to be submitted to the hardware. For capture devices, this
609  *  is any data that was queued by the device that hasn't yet been dequeued by
610  *  the application.
611  *
612  *  Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For
613  *  playback devices, the hardware will start playing silence if more audio
614  *  isn't queued. Unpaused capture devices will start filling the queue again
615  *  as soon as they have more data available (which, depending on the state
616  *  of the hardware and the thread, could be before this function call
617  *  returns!).
618  *
619  *  This will not prevent playback of queued audio that's already been sent
620  *  to the hardware, as we can not undo that, so expect there to be some
621  *  fraction of a second of audio that might still be heard. This can be
622  *  useful if you want to, say, drop any pending music during a level change
623  *  in your game.
624  *
625  *  You may not queue audio on a device that is using an application-supplied
626  *  callback; calling this function on such a device is always a no-op.
627  *  You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use
628  *  the audio callback, but not both.
629  *
630  *  You should not call SDL_LockAudio() on the device before clearing the
631  *  queue; SDL handles locking internally for this function.
632  *
633  *  This function always succeeds and thus returns void.
634  *
635  *  \param dev The device ID of which to clear the audio queue.
636  *
637  *  \sa SDL_QueueAudio
638  *  \sa SDL_GetQueuedAudioSize
639  */
640 extern DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev);
641 
642 
643 /**
644  *  \name Audio lock functions
645  *
646  *  The lock manipulated by these functions protects the callback function.
647  *  During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
648  *  the callback function is not running.  Do not call these from the callback
649  *  function or you will cause deadlock.
650  */
651 /* @{ */
652 extern DECLSPEC void SDLCALL SDL_LockAudio(void);
653 extern DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev);
654 extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
655 extern DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev);
656 /* @} *//* Audio lock functions */
657 
658 /**
659  *  This function shuts down audio processing and closes the audio device.
660  */
661 extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
662 extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
663 
664 /* Ends C function definitions when using C++ */
665 #ifdef __cplusplus
666 }
667 #endif
668 #include "close_code.h"
669 
670 #endif /* _SDL_audio_h */
671 
672 /* vi: set ts=4 sw=4 expandtab: */
673