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/*
* SDL_sound -- An abstract sound format decoding API.
* Copyright (C) 2001 Ryan C. Gordon.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/**
* \mainpage SDL_sound
*
* The latest version of SDL_sound can be found at:
* http://icculus.org/SDL_sound/
*
* The basic gist of SDL_sound is that you use an SDL_RWops to get sound data
* into this library, and SDL_sound will take that data, in one of several
* popular formats, and decode it into raw waveform data in the format of
* your choice. This gives you a nice abstraction for getting sound into your
* game or application; just feed it to SDL_sound, and it will handle
* decoding and converting, so you can just pass it to your SDL audio
* callback (or whatever). Since it gets data from an SDL_RWops, you can get
* the initial sound data from any number of sources: file, memory buffer,
* network connection, etc.
*
* As the name implies, this library depends on SDL: Simple Directmedia Layer,
* which is a powerful, free, and cross-platform multimedia library. It can
* be found at http://www.libsdl.org/
*
* Support is in place or planned for the following sound formats:
* - .WAV (Microsoft WAVfile RIFF data, internal.)
* - .VOC (Creative Labs' Voice format, internal.)
* - .MP3 (MPEG-1 Layer 3 support, via the SMPEG and mpglib libraries.)
* - .MID (MIDI music converted to Waveform data, internal.)
* - .MOD (MOD files, via MikMod and ModPlug.)
* - .OGG (Ogg files, via Ogg Vorbis libraries.)
* - .SPX (Speex files, via libspeex.)
* - .SHN (Shorten files, internal.)
* - .RAW (Raw sound data in any format, internal.)
* - .AU (Sun's Audio format, internal.)
* - .AIFF (Audio Interchange format, internal.)
* - .FLAC (Lossless audio compression, via libFLAC.)
*
* (...and more to come...)
*
* Please see the file COPYING in the source's root directory.
*
* \author Ryan C. Gordon (icculus@icculus.org)
* \author many others, please see CREDITS in the source's root directory.
*/
#ifndef _INCLUDE_SDL_SOUND_H_
#define _INCLUDE_SDL_SOUND_H_
#include "SDL.h"
#include "SDL_endian.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifndef DOXYGEN_SHOULD_IGNORE_THIS
#ifndef SDLCALL /* may not be defined with older SDL releases. */
#define SDLCALL
#endif
#ifdef SDL_SOUND_DLL_EXPORTS
# define SNDDECLSPEC __declspec(dllexport)
#else
# define SNDDECLSPEC
#endif
#define SOUND_VER_MAJOR 1
#define SOUND_VER_MINOR 0
#define SOUND_VER_PATCH 3
#endif
/**
* \enum Sound_SampleFlags
* \brief Flags that are used in a Sound_Sample to show various states.
*
* To use:
* \code
* if (sample->flags & SOUND_SAMPLEFLAG_ERROR) { dosomething(); }
* \endcode
*
* \sa Sound_SampleNew
* \sa Sound_SampleNewFromFile
* \sa Sound_SampleDecode
* \sa Sound_SampleDecodeAll
* \sa Sound_SampleSeek
*/
typedef enum
{
SOUND_SAMPLEFLAG_NONE = 0, /**< No special attributes. */
/* these are set at sample creation time... */
SOUND_SAMPLEFLAG_CANSEEK = 1, /**< Sample can seek to arbitrary points. */
/* these are set during decoding... */
SOUND_SAMPLEFLAG_EOF = 1 << 29, /**< End of input stream. */
SOUND_SAMPLEFLAG_ERROR = 1 << 30, /**< Unrecoverable error. */
SOUND_SAMPLEFLAG_EAGAIN = 1 << 31 /**< Function would block, or temp error. */
} Sound_SampleFlags;
/**
* \struct Sound_AudioInfo
* \brief Information about an existing sample's format.
*
* These are the basics of a decoded sample's data structure: data format
* (see AUDIO_U8 and friends in SDL_audio.h), number of channels, and sample
* rate. If you need more explanation than that, you should stop developing
* sound code right now.
*
* \sa Sound_SampleNew
* \sa Sound_SampleNewFromFile
*/
typedef struct
{
Uint16 format; /**< Equivalent of SDL_AudioSpec.format. */
Uint8 channels; /**< Number of sound channels. 1 == mono, 2 == stereo. */
Uint32 rate; /**< Sample rate; frequency of sample points per second. */
} Sound_AudioInfo;
/**
* \struct Sound_DecoderInfo
* \brief Information about available soudn decoders.
*
* Each decoder sets up one of these structs, which can be retrieved via
* the Sound_AvailableDecoders() function. EVERY FIELD IN THIS IS READ-ONLY.
*
* The extensions field is a NULL-terminated list of ASCIZ strings. You
* should read it like this:
*
* \code
* const char **ext;
* for (ext = info->extensions; *ext != NULL; ext++) {
* printf(" File extension \"%s\"\n", *ext);
* }
* \endcode
*
* \sa Sound_AvailableDecoders
*/
typedef struct
{
const char **extensions; /**< File extensions, list ends with NULL. */
const char *description; /**< Human readable description of decoder. */
const char *author; /**< "Name Of Author \<email@emailhost.dom\>" */
const char *url; /**< URL specific to this decoder. */
} Sound_DecoderInfo;
/**
* \struct Sound_Sample
* \brief Represents sound data in the process of being decoded.
*
* The Sound_Sample structure is the heart of SDL_sound. This holds
* information about a source of sound data as it is being decoded.
* EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to
* change them.
*/
typedef struct
{
void *opaque; /**< Internal use only. Don't touch. */
const Sound_DecoderInfo *decoder; /**< Decoder used for this sample. */
Sound_AudioInfo desired; /**< Desired audio format for conversion. */
Sound_AudioInfo actual; /**< Actual audio format of sample. */
void *buffer; /**< Decoded sound data lands in here. */
Uint32 buffer_size; /**< Current size of (buffer), in bytes (Uint8). */
Sound_SampleFlags flags; /**< Flags relating to this sample. */
} Sound_Sample;
/**
* \struct Sound_Version
* \brief Information the version of SDL_sound in use.
*
* Represents the library's version as three levels: major revision
* (increments with massive changes, additions, and enhancements),
* minor revision (increments with backwards-compatible changes to the
* major revision), and patchlevel (increments with fixes to the minor
* revision).
*
* \sa SOUND_VERSION
* \sa Sound_GetLinkedVersion
*/
typedef struct
{
int major; /**< major revision */
int minor; /**< minor revision */
int patch; /**< patchlevel */
} Sound_Version;
/* functions and macros... */
/**
* \def SOUND_VERSION(x)
* \brief Macro to determine SDL_sound version program was compiled against.
*
* This macro fills in a Sound_Version structure with the version of the
* library you compiled against. This is determined by what header the
* compiler uses. Note that if you dynamically linked the library, you might
* have a slightly newer or older version at runtime. That version can be
* determined with Sound_GetLinkedVersion(), which, unlike SOUND_VERSION,
* is not a macro.
*
* \param x A pointer to a Sound_Version struct to initialize.
*
* \sa Sound_Version
* \sa Sound_GetLinkedVersion
*/
#define SOUND_VERSION(x) \
{ \
(x)->major = SOUND_VER_MAJOR; \
(x)->minor = SOUND_VER_MINOR; \
(x)->patch = SOUND_VER_PATCH; \
}
/**
* \fn void Sound_GetLinkedVersion(Sound_Version *ver)
* \brief Get the version of SDL_sound that is linked against your program.
*
* If you are using a shared library (DLL) version of SDL_sound, then it is
* possible that it will be different than the version you compiled against.
*
* This is a real function; the macro SOUND_VERSION tells you what version
* of SDL_sound you compiled against:
*
* \code
* Sound_Version compiled;
* Sound_Version linked;
*
* SOUND_VERSION(&compiled);
* Sound_GetLinkedVersion(&linked);
* printf("We compiled against SDL_sound version %d.%d.%d ...\n",
* compiled.major, compiled.minor, compiled.patch);
* printf("But we linked against SDL_sound version %d.%d.%d.\n",
* linked.major, linked.minor, linked.patch);
* \endcode
*
* This function may be called safely at any time, even before Sound_Init().
*
* \param ver Sound_Version structure to fill with shared library's version.
*
* \sa Sound_Version
* \sa SOUND_VERSION
*/
SNDDECLSPEC void SDLCALL Sound_GetLinkedVersion(Sound_Version *ver);
/**
* \fn Sound_Init(void)
* \brief Initialize SDL_sound.
*
* This must be called before any other SDL_sound function (except perhaps
* Sound_GetLinkedVersion()). You should call SDL_Init() before calling this.
* Sound_Init() will attempt to call SDL_Init(SDL_INIT_AUDIO), just in case.
* This is a safe behaviour, but it may not configure SDL to your liking by
* itself.
*
* \return nonzero on success, zero on error. Specifics of the
* error can be gleaned from Sound_GetError().
*
* \sa Sound_Quit
*/
SNDDECLSPEC int SDLCALL Sound_Init(void);
/**
* \fn Sound_Quit(void)
* \brief Shutdown SDL_sound.
*
* This closes any SDL_RWops that were being used as sound sources, and frees
* any resources in use by SDL_sound.
*
* All Sound_Sample pointers you had prior to this call are INVALIDATED.
*
* Once successfully deinitialized, Sound_Init() can be called again to
* restart the subsystem. All default API states are restored at this
* point.
*
* You should call this BEFORE SDL_Quit(). This will NOT call SDL_Quit()
* for you!
*
* \return nonzero on success, zero on error. Specifics of the error
* can be gleaned from Sound_GetError(). If failure, state of
* SDL_sound is undefined, and probably badly screwed up.
*
* \sa Sound_Init
*/
SNDDECLSPEC int SDLCALL Sound_Quit(void);
/**
* \fn const Sound_DecoderInfo **Sound_AvailableDecoders(void)
* \brief Get a list of sound formats supported by this version of SDL_sound.
*
* This is for informational purposes only. Note that the extension listed is
* merely convention: if we list "MP3", you can open an MPEG-1 Layer 3 audio
* file with an extension of "XYZ", if you like. The file extensions are
* informational, and only required as a hint to choosing the correct
* decoder, since the sound data may not be coming from a file at all, thanks
* to the abstraction that an SDL_RWops provides.
*
* The returned value is an array of pointers to Sound_DecoderInfo structures,
* with a NULL entry to signify the end of the list:
*
* \code
* Sound_DecoderInfo **i;
*
* for (i = Sound_AvailableDecoders(); *i != NULL; i++)
* {
* printf("Supported sound format: [%s], which is [%s].\n",
* i->extension, i->description);
* // ...and other fields...
* }
* \endcode
*
* The return values are pointers to static internal memory, and should
* be considered READ ONLY, and never freed.
*
* \return READ ONLY Null-terminated array of READ ONLY structures.
*
* \sa Sound_DecoderInfo
*/
SNDDECLSPEC const Sound_DecoderInfo ** SDLCALL Sound_AvailableDecoders(void);
/**
* \fn const char *Sound_GetError(void)
* \brief Get the last SDL_sound error message as a null-terminated string.
*
* This will be NULL if there's been no error since the last call to this
* function. The pointer returned by this call points to an internal buffer,
* and should not be deallocated. Each thread has a unique error state
* associated with it, but each time a new error message is set, it will
* overwrite the previous one associated with that thread. It is safe to call
* this function at anytime, even before Sound_Init().
*
* \return READ ONLY string of last error message.
*
* \sa Sound_ClearError
*/
SNDDECLSPEC const char * SDLCALL Sound_GetError(void);
/**
* \fn void Sound_ClearError(void)
* \brief Clear the current error message.
*
* The next call to Sound_GetError() after Sound_ClearError() will return NULL.
*
* \sa Sound_GetError
*/
SNDDECLSPEC void SDLCALL Sound_ClearError(void);
/**
* \fn Sound_Sample *Sound_NewSample(SDL_RWops *rw, const char *ext, Sound_AudioInfo *desired, Uint32 bufferSize)
* \brief Start decoding a new sound sample.
*
* The data is read via an SDL_RWops structure (see SDL_rwops.h in the SDL
* include directory), so it may be coming from memory, disk, network stream,
* etc. The (ext) parameter is merely a hint to determining the correct
* decoder; if you specify, for example, "mp3" for an extension, and one of
* the decoders lists that as a handled extension, then that decoder is given
* first shot at trying to claim the data for decoding. If none of the
* extensions match (or the extension is NULL), then every decoder examines
* the data to determine if it can handle it, until one accepts it. In such a
* case your SDL_RWops will need to be capable of rewinding to the start of
* the stream.
*
* If no decoders can handle the data, a NULL value is returned, and a human
* readable error message can be fetched from Sound_GetError().
*
* Optionally, a desired audio format can be specified. If the incoming data
* is in a different format, SDL_sound will convert it to the desired format
* on the fly. Note that this can be an expensive operation, so it may be
* wise to convert data before you need to play it back, if possible, or
* make sure your data is initially in the format that you need it in.
* If you don't want to convert the data, you can specify NULL for a desired
* format. The incoming format of the data, preconversion, can be found
* in the Sound_Sample structure.
*
* Note that the raw sound data "decoder" needs you to specify both the
* extension "RAW" and a "desired" format, or it will refuse to handle
* the data. This is to prevent it from catching all formats unsupported
* by the other decoders.
*
* Finally, specify an initial buffer size; this is the number of bytes that
* will be allocated to store each read from the sound buffer. The more you
* can safely allocate, the more decoding can be done in one block, but the
* more resources you have to use up, and the longer each decoding call will
* take. Note that different data formats require more or less space to
* store. This buffer can be resized via Sound_SetBufferSize() ...
*
* The buffer size specified must be a multiple of the size of a single
* sample point. So, if you want 16-bit, stereo samples, then your sample
* point size is (2 channels * 16 bits), or 32 bits per sample, which is four
* bytes. In such a case, you could specify 128 or 132 bytes for a buffer,
* but not 129, 130, or 131 (although in reality, you'll want to specify a
* MUCH larger buffer).
*
* When you are done with this Sound_Sample pointer, you can dispose of it
* via Sound_FreeSample().
*
* You do not have to keep a reference to (rw) around. If this function
* suceeds, it stores (rw) internally (and disposes of it during the call
* to Sound_FreeSample()). If this function fails, it will dispose of the
* SDL_RWops for you.
*
* \param rw SDL_RWops with sound data.
* \param ext File extension normally associated with a data format.
* Can usually be NULL.
* \param desired Format to convert sound data into. Can usually be NULL,
* if you don't need conversion.
* \param bufferSize Size, in bytes, to allocate for the decoding buffer.
* \return Sound_Sample pointer, which is used as a handle to several other
* SDL_sound APIs. NULL on error. If error, use
* Sound_GetError() to see what went wrong.
*
* \sa Sound_NewSampleFromFile
* \sa Sound_SetBufferSize
* \sa Sound_Decode
* \sa Sound_DecodeAll
* \sa Sound_Seek
* \sa Sound_Rewind
* \sa Sound_FreeSample
*/
SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSample(SDL_RWops *rw,
const char *ext,
Sound_AudioInfo *desired,
Uint32 bufferSize);
/**
* \fn Sound_Sample *Sound_NewSampleFromFile(const char *filename, Sound_AudioInfo *desired, Uint32 bufferSize)
* \brief Start decoding a new sound sample from a file on disk.
*
* This is identical to Sound_NewSample(), but it creates an SDL_RWops for you
* from the file located in (filename). Note that (filename) is specified in
* platform-dependent notation. ("C:\\music\\mysong.mp3" on windows, and
* "/home/icculus/music/mysong.mp3" or whatever on Unix, etc.)
* Sound_NewSample()'s "ext" parameter is gleaned from the contents of
* (filename).
*
* \param filename file containing sound data.
* \param desired Format to convert sound data into. Can usually be NULL,
* if you don't need conversion.
* \param bufferSize size, in bytes, of initial read buffer.
* \return Sound_Sample pointer, which is used as a handle to several other
* SDL_sound APIs. NULL on error. If error, use
* Sound_GetError() to see what went wrong.
*
* \sa Sound_NewSample
* \sa Sound_SetBufferSize
* \sa Sound_Decode
* \sa Sound_DecodeAll
* \sa Sound_Seek
* \sa Sound_Rewind
* \sa Sound_FreeSample
*/
SNDDECLSPEC Sound_Sample * SDLCALL Sound_NewSampleFromFile(const char *fname,
Sound_AudioInfo *desired,
Uint32 bufferSize);
/**
* \fn void Sound_FreeSample(Sound_Sample *sample)
* \brief Dispose of a Sound_Sample.
*
* This will also close/dispose of the SDL_RWops that was used at creation
* time, so there's no need to keep a reference to that around.
* The Sound_Sample pointer is invalid after this call, and will almost
* certainly result in a crash if you attempt to keep using it.
*
* \param sample The Sound_Sample to delete.
*
* \sa Sound_NewSample
* \sa Sound_NewSampleFromFile
*/
SNDDECLSPEC void SDLCALL Sound_FreeSample(Sound_Sample *sample);
/**
* \fn int Sound_SetBufferSize(Sound_Sample *sample, Uint32 new_size)
* \brief Change the current buffer size for a sample.
*
* If the buffer size could be changed, then the sample->buffer and
* sample->buffer_size fields will reflect that. If they could not be
* changed, then your original sample state is preserved. If the buffer is
* shrinking, the data at the end of buffer is truncated. If the buffer is
* growing, the contents of the new space at the end is undefined until you
* decode more into it or initialize it yourself.
*
* The buffer size specified must be a multiple of the size of a single
* sample point. So, if you want 16-bit, stereo samples, then your sample
* point size is (2 channels * 16 bits), or 32 bits per sample, which is four
* bytes. In such a case, you could specify 128 or 132 bytes for a buffer,
* but not 129, 130, or 131 (although in reality, you'll want to specify a
* MUCH larger buffer).
*
* \param sample The Sound_Sample whose buffer to modify.
* \param new_size The desired size, in bytes, of the new buffer.
* \return non-zero if buffer size changed, zero on failure.
*
* \sa Sound_Decode
* \sa Sound_DecodeAll
*/
SNDDECLSPEC int SDLCALL Sound_SetBufferSize(Sound_Sample *sample,
Uint32 new_size);
/**
* \fn Uint32 Sound_Decode(Sound_Sample *sample)
* \brief Decode more of the sound data in a Sound_Sample.
*
* It will decode at most sample->buffer_size bytes into sample->buffer in the
* desired format, and return the number of decoded bytes.
* If sample->buffer_size bytes could not be decoded, then please refer to
* sample->flags to determine if this was an end-of-stream or error condition.
*
* \param sample Do more decoding to this Sound_Sample.
* \return number of bytes decoded into sample->buffer. If it is less than
* sample->buffer_size, then you should check sample->flags to see
* what the current state of the sample is (EOF, error, read again).
*
* \sa Sound_DecodeAll
* \sa Sound_SetBufferSize
* \sa Sound_Seek
* \sa Sound_Rewind
*/
SNDDECLSPEC Uint32 SDLCALL Sound_Decode(Sound_Sample *sample);
/**
* \fn Uint32 Sound_DecodeAll(Sound_Sample *sample)
* \brief Decode the remainder of the sound data in a Sound_Sample.
*
* This will dynamically allocate memory for the ENTIRE remaining sample.
* sample->buffer_size and sample->buffer will be updated to reflect the
* new buffer. Please refer to sample->flags to determine if the decoding
* finished due to an End-of-stream or error condition.
*
* Be aware that sound data can take a large amount of memory, and that
* this function may block for quite awhile while processing. Also note
* that a streaming source (for example, from a SDL_RWops that is getting
* fed from an Internet radio feed that doesn't end) may fill all available
* memory before giving up...be sure to use this on finite sound sources
* only!
*
* When decoding the sample in its entirety, the work is done one buffer at a
* time. That is, sound is decoded in sample->buffer_size blocks, and
* appended to a continually-growing buffer until the decoding completes.
* That means that this function will need enough RAM to hold approximately
* sample->buffer_size bytes plus the complete decoded sample at most. The
* larger your buffer size, the less overhead this function needs, but beware
* the possibility of paging to disk. Best to make this user-configurable if
* the sample isn't specific and small.
*
* \param sample Do all decoding for this Sound_Sample.
* \return number of bytes decoded into sample->buffer. You should check
* sample->flags to see what the current state of the sample is
* (EOF, error, read again).
*
* \sa Sound_Decode
* \sa Sound_SetBufferSize
*/
SNDDECLSPEC Uint32 SDLCALL Sound_DecodeAll(Sound_Sample *sample);
/**
* \fn int Sound_Rewind(Sound_Sample *sample)
* \brief Rewind a sample to the start.
*
* Restart a sample at the start of its waveform data, as if newly
* created with Sound_NewSample(). If successful, the next call to
* Sound_Decode[All]() will give audio data from the earliest point
* in the stream.
*
* Beware that this function will fail if the SDL_RWops that feeds the
* decoder can not be rewound via it's seek method, but this can
* theoretically be avoided by wrapping it in some sort of buffering
* SDL_RWops.
*
* This function should ONLY fail if the RWops is not seekable, or
* SDL_sound is not initialized. Both can be controlled by the application,
* and thus, it is up to the developer's paranoia to dictate whether this
* function's return value need be checked at all.
*
* If this function fails, the state of the sample is undefined, but it
* is still safe to call Sound_FreeSample() to dispose of it.
*
* On success, ERROR, EOF, and EAGAIN are cleared from sample->flags. The
* ERROR flag is set on error.
*
* \param sample The Sound_Sample to rewind.
* \return nonzero on success, zero on error. Specifics of the
* error can be gleaned from Sound_GetError().
*
* \sa Sound_Seek
*/
SNDDECLSPEC int SDLCALL Sound_Rewind(Sound_Sample *sample);
/**
* \fn int Sound_Seek(Sound_Sample *sample, Uint32 ms)
* \brief Seek to a different point in a sample.
*
* Reposition a sample's stream. If successful, the next call to
* Sound_Decode[All]() will give audio data from the offset you
* specified.
*
* The offset is specified in milliseconds from the start of the
* sample.
*
* Beware that this function can fail for several reasons. If the
* SDL_RWops that feeds the decoder can not seek, this call will almost
* certainly fail, but this can theoretically be avoided by wrapping it
* in some sort of buffering SDL_RWops. Some decoders can never seek,
* others can only seek with certain files. The decoders will set a flag
* in the sample at creation time to help you determine this.
*
* You should check sample->flags & SOUND_SAMPLEFLAG_CANSEEK
* before attempting. Sound_Seek() reports failure immediately if this
* flag isn't set. This function can still fail for other reasons if the
* flag is set.
*
* This function can be emulated in the application with Sound_Rewind()
* and predecoding a specific amount of the sample, but this can be
* extremely inefficient. Sound_Seek() accelerates the seek on a
* with decoder-specific code.
*
* If this function fails, the sample should continue to function as if
* this call was never made. If there was an unrecoverable error,
* sample->flags & SOUND_SAMPLEFLAG_ERROR will be set, which you regular
* decoding loop can pick up.
*
* On success, ERROR, EOF, and EAGAIN are cleared from sample->flags.
*
* \param sample The Sound_Sample to seek.
* \param ms The new position, in milliseconds from start of sample.
* \return nonzero on success, zero on error. Specifics of the
* error can be gleaned from Sound_GetError().
*
* \sa Sound_Rewind
*/
SNDDECLSPEC int SDLCALL Sound_Seek(Sound_Sample *sample, Uint32 ms);
#ifdef __cplusplus
}
#endif
#endif /* !defined _INCLUDE_SDL_SOUND_H_ */
/* end of SDL_sound.h ... */
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