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569 lines
26 KiB
PHP
569 lines
26 KiB
PHP
//from sdl_audio.h
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{**
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* Audio format flags.
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*
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* These are what the 16 bits in SDL_AudioFormat currently mean...
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* (Unspecified bits are always zero).
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*
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*
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++-----------------------sample is signed if set
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||
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|| ++-----------sample is bigendian if set
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|| ||
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|| || ++---sample is float if set
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|| || ||
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|| || || +---sample bit size---+
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|| || || | |
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15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
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*
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* There are macros in SDL 2.0 and later to query these bits.
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*}
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type
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TSDL_AudioFormat = UInt16;
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{**
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* Audio flags
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*}
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const
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SDL_AUDIO_MASK_BITSIZE = ($FF);
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SDL_AUDIO_MASK_DATATYPE = (1 shl 8);
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SDL_AUDIO_MASK_ENDIAN = (1 shl 12);
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SDL_AUDIO_MASK_SIGNED = (1 shl 15);
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function SDL_AUDIO_BITSIZE(x: Cardinal): Cardinal;
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function SDL_AUDIO_ISFLOAT(x: Cardinal): Cardinal;
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function SDL_AUDIO_ISBIGENDIAN(x: Cardinal): Cardinal;
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function SDL_AUDIO_ISSIGNED(x: Cardinal): Cardinal;
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function SDL_AUDIO_ISINT(x: Cardinal): Cardinal;
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function SDL_AUDIO_ISLITTLEENDIAN(x: Cardinal): Cardinal;
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function SDL_AUDIO_ISUNSIGNED(x: Cardinal): Cardinal;
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{**
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* Audio format flags
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*
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* Defaults to LSB byte order.
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*}
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const
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AUDIO_U8 = $0008; {**< Unsigned 8-bit samples *}
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AUDIO_S8 = $8008; {**< Signed 8-bit samples *}
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AUDIO_U16LSB = $0010; {**< Unsigned 16-bit samples *}
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AUDIO_S16LSB = $8010; {**< Signed 16-bit samples *}
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AUDIO_U16MSB = $1010; {**< As above, but big-endian byte order *}
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AUDIO_S16MSB = $9010; {**< As above, but big-endian byte order *}
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AUDIO_U16 = AUDIO_U16LSB;
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AUDIO_S16 = AUDIO_S16LSB;
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{**
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* int32 support
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*}
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const
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AUDIO_S32LSB = $8020; {**< 32-bit integer samples *}
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AUDIO_S32MSB = $9020; {**< As above, but big-endian byte order *}
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AUDIO_S32 = AUDIO_S32LSB;
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{**
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* float32 support
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*}
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const
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AUDIO_F32LSB = $8120; {**< 32-bit floating point samples *}
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AUDIO_F32MSB = $9120; {**< As above, but big-endian byte order *}
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AUDIO_F32 = AUDIO_F32LSB;
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{**
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* Native audio byte ordering
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*}
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{$IFDEF FPC}
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{$IF DEFINED(ENDIAN_LITTLE)}
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AUDIO_U16SYS = AUDIO_U16LSB;
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AUDIO_S16SYS = AUDIO_S16LSB;
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AUDIO_S32SYS = AUDIO_S32LSB;
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AUDIO_F32SYS = AUDIO_F32LSB;
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{$ELSEIF DEFINED(ENDIAN_BIG)}
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AUDIO_U16SYS = AUDIO_U16MSB;
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AUDIO_S16SYS = AUDIO_S16MSB;
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AUDIO_S32SYS = AUDIO_S32MSB;
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AUDIO_F32SYS = AUDIO_F32MSB;
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{$ELSE}
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{$FATAL Cannot determine endianness.}
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{$IFEND}
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{$ENDIF}
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{**
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* Allow change flags
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*
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* Which audio format changes are allowed when opening a device.
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*}
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const
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SDL_AUDIO_ALLOW_FREQUENCY_CHANGE = $00000001;
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SDL_AUDIO_ALLOW_FORMAT_CHANGE = $00000002;
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SDL_AUDIO_ALLOW_CHANNELS_CHANGE = $00000004;
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SDL_AUDIO_ALLOW_ANY_CHANGE = (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE or
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SDL_AUDIO_ALLOW_FORMAT_CHANGE or
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SDL_AUDIO_ALLOW_CHANNELS_CHANGE);
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{*Audio flags*}
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{**
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* This function is called when the audio device needs more data.
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*
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* userdata An application-specific parameter saved in
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* the SDL_AudioSpec structure
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* stream A pointer to the audio data buffer.
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* len The length of that buffer in bytes.
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*
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* Once the callback returns, the buffer will no longer be valid.
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* Stereo samples are stored in a LRLRLR ordering.
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*}
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type
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TSDL_AudioCallback = procedure(userdata: Pointer; stream: PUInt8; len: Integer) cdecl;
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{**
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* The calculated values in this structure are calculated by SDL_OpenAudio().
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*}
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type
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PSDL_AudioSpec = ^TSDL_AudioSpec;
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TSDL_AudioSpec = record
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freq: Integer; {**< DSP frequency -- samples per second *}
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format: TSDL_AudioFormat; {**< Audio data format *}
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channels: UInt8; {**< Number of channels: 1 mono, 2 stereo *}
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silence: UInt8; {**< Audio buffer silence value (calculated) *}
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samples: UInt16; {**< Audio buffer size in samples (power of 2) *}
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padding: UInt16; {**< Necessary for some compile environments *}
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size: UInt32; {**< Audio buffer size in bytes (calculated) *}
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callback: TSDL_AudioCallback;
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userdata: Pointer;
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end;
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PSDL_AudioCVT = ^TSDL_AudioCVT;
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TSDL_AudioFilter = procedure(cvt: PSDL_AudioCVT; format: TSDL_AudioFormat) cdecl;
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{**
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* A structure to hold a set of audio conversion filters and buffers.
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*}
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TSDL_AudioCVT = record
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needed: Integer; {**< Set to 1 if conversion possible *}
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src_format: TSDL_AudioFormat; {**< Source audio format *}
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dst_format: TSDL_AudioFormat; {**< Target audio format *}
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rate_incr: Double; {**< Rate conversion increment *}
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buf: PUInt8; {**< Buffer to hold entire audio data *}
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len: Integer; {**< Length of original audio buffer *}
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len_cvt: Integer; {**< Length of converted audio buffer *}
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len_mult: Integer; {**< buffer must be len*len_mult big *}
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len_ratio: Double; {**< Given len, final size is len*len_ratio *}
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filters: array[0..9] of TSDL_AudioFilter; {**< Filter list *}
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filter_index: Integer; {**< Current audio conversion function *}
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end;
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{* Function prototypes *}
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{**
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* Driver discovery functions
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*
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* These functions return the list of built in audio drivers, in the
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* order that they are normally initialized by default.
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*}
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function SDL_GetNumAudioDrivers: Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetNumAudioDrivers' {$ENDIF} {$ENDIF};
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function SDL_GetAudioDriver(index: Integer): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetAudioDriver' {$ENDIF} {$ENDIF};
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{**
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* Initialization and cleanup
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*
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* These functions are used internally, and should not be used unless
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* you have a specific need to specify the audio driver you want to
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* use. You should normally use SDL_Init() or SDL_InitSubSystem().
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*}
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function SDL_AudioInit(driver_name: PAnsiChar): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_AudioInit' {$ENDIF} {$ENDIF};
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procedure SDL_AudioQuit cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_AudioQuit' {$ENDIF} {$ENDIF};
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{**
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* This function returns the name of the current audio driver, or NULL
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* if no driver has been initialized.
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*}
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function SDL_GetCurrentAudioDriver: PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetCurrentAudioDriver' {$ENDIF} {$ENDIF};
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{**
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* This function opens the audio device with the desired parameters, and
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* returns 0 if successful, placing the actual hardware parameters in the
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* structure pointed to by obtained. If obtained is NULL, the audio
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* data passed to the callback function will be guaranteed to be in the
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* requested format, and will be automatically converted to the hardware
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* audio format if necessary. This function returns -1 if it failed
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* to open the audio device, or couldn't set up the audio thread.
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*
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* When filling in the desired audio spec structure,
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* - desired->freq should be the desired audio frequency in samples-per-
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* second.
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* - desired->format should be the desired audio format.
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* - desired->samples is the desired size of the audio buffer, in
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* samples. This number should be a power of two, and may be adjusted by
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* the audio driver to a value more suitable for the hardware. Good values
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* seem to range between 512 and 8096 inclusive, depending on the
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* application and CPU speed. Smaller values yield faster response time,
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* but can lead to underflow if the application is doing heavy processing
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* and cannot fill the audio buffer in time. A stereo sample consists of
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* both right and left channels in LR ordering.
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* Note that the number of samples is directly related to time by the
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* following formula: ms := (samples*1000)/freq;
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* - desired->size is the size in bytes of the audio buffer, and is
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* calculated by SDL_OpenAudio().
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* - desired->silence is the value used to set the buffer to silence,
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* and is calculated by SDL_OpenAudio().
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* - desired->callback should be set to a function that will be called
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* when the audio device is ready for more data. It is passed a pointer
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* to the audio buffer, and the length in bytes of the audio buffer.
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* This function usually runs in a separate thread, and so you should
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* protect data structures that it accesses by calling SDL_LockAudio()
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* and SDL_UnlockAudio() in your code.
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* - desired->userdata is passed as the first parameter to your callback
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* function.
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*
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* The audio device starts out playing silence when it's opened, and should
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* be enabled for playing by calling SDL_PauseAudio(0) when you are ready
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* for your audio callback function to be called. Since the audio driver
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* may modify the requested size of the audio buffer, you should allocate
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* any local mixing buffers after you open the audio device.
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*}
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function SDL_OpenAudio(desired: PSDL_AudioSpec; obtained: PSDL_AudioSpec): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_OpenAudio' {$ENDIF} {$ENDIF};
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{**
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* SDL Audio Device IDs.
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*
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* A successful call to SDL_OpenAudio() is always device id 1, and legacy
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* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
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* always returns devices >= 2 on success. The legacy calls are good both
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* for backwards compatibility and when you don't care about multiple,
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* specific, or capture devices.
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*}
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type
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TSDL_AudioDeviceID = UInt32;
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{**
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* Get the number of available devices exposed by the current driver.
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* Only valid after a successfully initializing the audio subsystem.
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* Returns -1 if an explicit list of devices can't be determined; this is
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* not an error. For example, if SDL is set up to talk to a remote audio
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* server, it can't list every one available on the Internet, but it will
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* still allow a specific host to be specified to SDL_OpenAudioDevice().
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*
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* In many common cases, when this function returns a value <= 0, it can still
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* successfully open the default device (NULL for first argument of
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* SDL_OpenAudioDevice()).
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*}
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function SDL_GetNumAudioDevices(iscapture: Integer): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetNumAudioDevices' {$ENDIF} {$ENDIF};
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{**
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* Get the human-readable name of a specific audio device.
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* Must be a value between 0 and (number of audio devices-1).
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* Only valid after a successfully initializing the audio subsystem.
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* The values returned by this function reflect the latest call to
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* SDL_GetNumAudioDevices(); recall that function to redetect available
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* hardware.
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*
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* The string returned by this function is UTF-8 encoded, read-only, and
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* managed internally. You are not to free it. If you need to keep the
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* string for any length of time, you should make your own copy of it, as it
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* will be invalid next time any of several other SDL functions is called.
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*}
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function SDL_GetAudioDeviceName(index: Integer; iscapture: Integer): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetAudioDeviceName' {$ENDIF} {$ENDIF};
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{**
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* Open a specific audio device. Passing in a device name of NULL requests
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* the most reasonable default (and is equivalent to calling SDL_OpenAudio()).
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*
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* The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but
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* some drivers allow arbitrary and driver-specific strings, such as a
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* hostname/IP address for a remote audio server, or a filename in the
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* diskaudio driver.
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*
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* 0 on error, a valid device ID that is >= 2 on success.
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*
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* SDL_OpenAudio(), unlike this function, always acts on device ID 1.
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*}
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function SDL_OpenAudioDevice(device: PAnsiChar;
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iscapture: Integer;
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desired: PSDL_AudioSpec;
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obtained: PSDL_AudioSpec;
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allowed_changes: Integer): TSDL_AudioDeviceID cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_OpenAudioDevice' {$ENDIF} {$ENDIF};
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{**
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* Audio state
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*
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* Get the current audio state.
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*}
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type
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TSDL_AudioStatus = (SDL_AUDIO_STOPPED,SDL_AUDIO_PLAYING,SDL_AUDIO_PAUSED);
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function SDL_GetAudioStatus: TSDL_AudioStatus cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetAudioStatus' {$ENDIF} {$ENDIF};
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function SDL_GetAudioDeviceStatus(dev: TSDL_AudioDeviceID): TSDL_AudioStatus cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetAudioDeviceStatus' {$ENDIF} {$ENDIF};
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{*Audio State*}
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{**
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* Pause audio functions
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*
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* These functions pause and unpause the audio callback processing.
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* They should be called with a parameter of 0 after opening the audio
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* device to start playing sound. This is so you can safely initialize
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* data for your callback function after opening the audio device.
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* Silence will be written to the audio device during the pause.
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*}
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procedure SDL_PauseAudio(pause_on: Integer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_PauseAudio' {$ENDIF} {$ENDIF};
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procedure SDL_PauseAudioDevice(dev: TSDL_AudioDeviceID; pause_on: Integer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_PauseAudioDevice' {$ENDIF} {$ENDIF};
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{*Pause audio functions*}
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{**
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* This function loads a WAVE from the data source, automatically freeing
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* that source if freesrc is non-zero. For example, to load a WAVE file,
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* you could do:
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*
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* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
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*
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*
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* If this function succeeds, it returns the given SDL_AudioSpec,
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* filled with the audio data format of the wave data, and sets
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* *audio_buf to a malloc()'d buffer containing the audio data,
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* and sets *audio_len to the length of that audio buffer, in bytes.
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* You need to free the audio buffer with SDL_FreeWAV() when you are
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* done with it.
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*
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* This function returns NULL and sets the SDL error message if the
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* wave file cannot be opened, uses an unknown data format, or is
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* corrupt. Currently raw and MS-ADPCM WAVE files are supported.
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*}
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function SDL_LoadWAV_RW(src: PSDL_RWops; freesrc: Integer; spec: PSDL_AudioSpec; audio_buf: PPUInt8; audio_len: PUInt32): PSDL_AudioSpec cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_LoadWAV_RW' {$ENDIF} {$ENDIF};
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{**
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* Loads a WAV from a file.
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* Compatibility convenience function.
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*}
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function SDL_LoadWAV(_file: PAnsiChar; spec: PSDL_AudioSpec; audio_buf: PPUInt8; audio_len: PUInt32): PSDL_AudioSpec;
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{**
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* This function frees data previously allocated with SDL_LoadWAV_RW()
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*}
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procedure SDL_FreeWAV(audio_buf: PUInt8) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_FreeWAV' {$ENDIF} {$ENDIF};
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{**
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* This function takes a source format and rate and a destination format
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* and rate, and initializes the cvt structure with information needed
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* by SDL_ConvertAudio() to convert a buffer of audio data from one format
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* to the other.
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*
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* -1 if the format conversion is not supported, 0 if there's
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* no conversion needed, or 1 if the audio filter is set up.
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*}
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function SDL_BuildAudioCVT(cvt: PSDL_AudioCVT;
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src_format: TSDL_AudioFormat;
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src_channels: UInt8;
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src_rate: Integer;
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dst_format: TSDL_AudioFormat;
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dst_channels: UInt8;
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dst_rate: Integer): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_BuildAudioCVT' {$ENDIF} {$ENDIF};
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{**
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* Once you have initialized the cvt structure using SDL_BuildAudioCVT(),
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* created an audio buffer cvt->buf, and filled it with cvt->len bytes of
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* audio data in the source format, this function will convert it in-place
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* to the desired format.
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*
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* The data conversion may expand the size of the audio data, so the buffer
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* cvt->buf should be allocated after the cvt structure is initialized by
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* SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
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*}
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function SDL_ConvertAudio(cvt: PSDL_AudioCVT): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ConvertAudio' {$ENDIF} {$ENDIF};
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const
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SDL_MIX_MAXVOLUME = 128;
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{**
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* This takes two audio buffers of the playing audio format and mixes
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* them, performing addition, volume adjustment, and overflow clipping.
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* The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME
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* for full audio volume. Note this does not change hardware volume.
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* This is provided for convenience -- you can mix your own audio data.
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*}
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procedure SDL_MixAudio(dst: PUInt8; src: PUInt8; len: UInt32; volume: Integer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_MixAudio' {$ENDIF} {$ENDIF};
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{**
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* This works like SDL_MixAudio(), but you specify the audio format instead of
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* using the format of audio device 1. Thus it can be used when no audio
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* device is open at all.
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*}
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procedure SDL_MixAudioFormat(dst: PUInt8; src: PUInt8; format: TSDL_AudioFormat; len: UInt32; volume: Integer) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_MixAudioFormat' {$ENDIF} {$ENDIF};
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{**
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* Queue more audio on non-callback devices.
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*
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* SDL offers two ways to feed audio to the device: you can either supply a
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* callback that SDL triggers with some frequency to obtain more audio
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* (pull method), or you can supply no callback, and then SDL will expect
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* you to supply data at regular intervals (push method) with this function.
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*
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* There are no limits on the amount of data you can queue, short of
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* exhaustion of address space. Queued data will drain to the device as
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* necessary without further intervention from you. If the device needs
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* audio but there is not enough queued, it will play silence to make up
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* the difference. This means you will have skips in your audio playback
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* if you aren't routinely queueing sufficient data.
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*
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* This function copies the supplied data, so you are safe to free it when
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* the function returns. This function is thread-safe, but queueing to the
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* same device from two threads at once does not promise which buffer will
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* be queued first.
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*
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* You may not queue audio on a device that is using an application-supplied
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|
* callback; doing so returns an error. You have to use the audio callback
|
|
* or queue audio with this function, but not both.
|
|
*
|
|
* You should not call SDL_LockAudio() on the device before queueing; SDL
|
|
* handles locking internally for this function.
|
|
*
|
|
* \param dev The device ID to which we will queue audio.
|
|
* \param data The data to queue to the device for later playback.
|
|
* \param len The number of bytes (not samples!) to which (data) points.
|
|
* \return zero on success, -1 on error.
|
|
*
|
|
* \sa SDL_GetQueuedAudioSize
|
|
* \sa SDL_ClearQueuedAudio
|
|
*}
|
|
function SDL_QueueAudio(dev: TSDL_AudioDeviceID; data: Pointer; len: UInt32): SInt32; cdecl;
|
|
external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_QueueAudio' {$ENDIF} {$ENDIF};
|
|
|
|
{**
|
|
* Dequeue more audio on non-callback devices.
|
|
*
|
|
* (If you are looking to queue audio for output on a non-callback playback
|
|
* device, you want SDL_QueueAudio() instead. This will always return 0
|
|
* if you use it with playback devices.)
|
|
*
|
|
* SDL offers two ways to retrieve audio from a capture device: you can
|
|
* either supply a callback that SDL triggers with some frequency as the
|
|
* device records more audio data, (push method), or you can supply no
|
|
* callback, and then SDL will expect you to retrieve data at regular
|
|
* intervals (pull method) with this function.
|
|
*
|
|
* There are no limits on the amount of data you can queue, short of
|
|
* exhaustion of address space. Data from the device will keep queuing as
|
|
* necessary without further intervention from you. This means you will
|
|
* eventually run out of memory if you aren't routinely dequeueing data.
|
|
*
|
|
* Capture devices will not queue data when paused; if you are expecting
|
|
* to not need captured audio for some length of time, use
|
|
* SDL_PauseAudioDevice() to stop the capture device from queueing more
|
|
* data. This can be useful during, say, level loading times. When
|
|
* unpaused, capture devices will start queueing data from that point,
|
|
* having flushed any capturable data available while paused.
|
|
*
|
|
* This function is thread-safe, but dequeueing from the same device from
|
|
* two threads at once does not promise which thread will dequeued data
|
|
* first.
|
|
*
|
|
* You may not dequeue audio from a device that is using an
|
|
* application-supplied callback; doing so returns an error. You have to use
|
|
* the audio callback, or dequeue audio with this function, but not both.
|
|
*
|
|
* You should not call SDL_LockAudio() on the device before queueing; SDL
|
|
* handles locking internally for this function.
|
|
*
|
|
* \param dev The device ID from which we will dequeue audio.
|
|
* \param data A pointer into where audio data should be copied.
|
|
* \param len The number of bytes (not samples!) to which (data) points.
|
|
* \return number of bytes dequeued, which could be less than requested.
|
|
*
|
|
* \sa SDL_GetQueuedAudioSize
|
|
* \sa SDL_ClearQueuedAudio
|
|
*}
|
|
function SDL_DequeueAudio(dev: TSDL_AudioDeviceID; data: Pointer; len:Uint32):Uint32; cdecl;
|
|
external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_DequeueAudio' {$ENDIF} {$ENDIF};
|
|
|
|
{**
|
|
* Get the number of bytes of still-queued audio.
|
|
*
|
|
* This is the number of bytes that have been queued for playback with
|
|
* SDL_QueueAudio(), but have not yet been sent to the hardware.
|
|
*
|
|
* Once we've sent it to the hardware, this function can not decide the exact
|
|
* byte boundary of what has been played. It's possible that we just gave the
|
|
* hardware several kilobytes right before you called this function, but it
|
|
* hasn't played any of it yet, or maybe half of it, etc.
|
|
*
|
|
* You may not queue audio on a device that is using an application-supplied
|
|
* callback; calling this function on such a device always returns 0.
|
|
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
|
|
* but not both.
|
|
*
|
|
* You should not call SDL_LockAudio() on the device before querying; SDL
|
|
* handles locking internally for this function.
|
|
*
|
|
* \param dev The device ID of which we will query queued audio size.
|
|
* \return Number of bytes (not samples!) of queued audio.
|
|
*
|
|
* \sa SDL_QueueAudio
|
|
* \sa SDL_ClearQueuedAudio
|
|
*}
|
|
function SDL_GetQueuedAudioSize(dev: TSDL_AudioDeviceID): UInt32; cdecl;
|
|
external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_GetQueuedAudioSize' {$ENDIF} {$ENDIF};
|
|
|
|
{**
|
|
* Drop any queued audio data waiting to be sent to the hardware.
|
|
*
|
|
* Immediately after this call, SDL_GetQueuedAudioSize() will return 0 and
|
|
* the hardware will start playing silence if more audio isn't queued.
|
|
*
|
|
* This will not prevent playback of queued audio that's already been sent
|
|
* to the hardware, as we can not undo that, so expect there to be some
|
|
* fraction of a second of audio that might still be heard. This can be
|
|
* useful if you want to, say, drop any pending music during a level change
|
|
* in your game.
|
|
*
|
|
* You may not queue audio on a device that is using an application-supplied
|
|
* callback; calling this function on such a device is always a no-op.
|
|
* You have to use the audio callback or queue audio with SDL_QueueAudio(),
|
|
* but not both.
|
|
*
|
|
* You should not call SDL_LockAudio() on the device before clearing the
|
|
* queue; SDL handles locking internally for this function.
|
|
*
|
|
* This function always succeeds and thus returns void.
|
|
*
|
|
* \param dev The device ID of which to clear the audio queue.
|
|
*
|
|
* \sa SDL_QueueAudio
|
|
* \sa SDL_GetQueuedAudioSize
|
|
*}
|
|
procedure SDL_ClearQueuedAudio(dev: TSDL_AudioDeviceID); cdecl;
|
|
external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_ClearQueuedAudio' {$ENDIF} {$ENDIF};
|
|
|
|
{**
|
|
* Audio lock functions
|
|
*
|
|
* The lock manipulated by these functions protects the callback function.
|
|
* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
|
|
* the callback function is not running. Do not call these from the callback
|
|
* function or you will cause deadlock.
|
|
*}
|
|
|
|
procedure SDL_LockAudio cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_LockAudio' {$ENDIF} {$ENDIF};
|
|
procedure SDL_LockAudioDevice(dev: TSDL_AudioDeviceID) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_LockAudioDevice' {$ENDIF} {$ENDIF};
|
|
procedure SDL_UnlockAudio cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_Unlock' {$ENDIF} {$ENDIF};
|
|
procedure SDL_UnlockAudioDevice(dev: TSDL_AudioDeviceID) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_UnlockAudioDevice' {$ENDIF} {$ENDIF};
|
|
{*Audio lock functions*}
|
|
|
|
{**
|
|
* This function shuts down audio processing and closes the audio device.
|
|
*}
|
|
procedure SDL_CloseAudio cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CloseAudio' {$ENDIF} {$ENDIF};
|
|
procedure SDL_CloseAudioDevice(dev: TSDL_AudioDeviceID) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_CloseAudioDevice' {$ENDIF} {$ENDIF};
|
|
|
|
{**
|
|
* 1 if audio device is still functioning, zero if not, -1 on error.
|
|
*}
|
|
function SDL_AudioDeviceConnected(dev: TSDL_AudioDeviceID): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_AudioDeviceConnected' {$ENDIF} {$ENDIF};
|
|
|