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Update SDL2 headers... oops
This commit is contained in:
parent
32a859c680
commit
273b9ab77e
72 changed files with 2608 additions and 2538 deletions
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@ -1,6 +1,6 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -21,7 +21,7 @@
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/**
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* \file SDL_audio.h
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*
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*
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* Access to the raw audio mixing buffer for the SDL library.
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*/
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@ -38,17 +38,15 @@
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/**
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* \brief Audio format flags.
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*
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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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* \verbatim
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++-----------------------sample is signed if set
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@ -60,7 +58,7 @@ extern "C" {
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15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
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\endverbatim
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*
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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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typedef Uint16 SDL_AudioFormat;
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@ -82,42 +80,38 @@ typedef Uint16 SDL_AudioFormat;
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#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
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#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
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/**
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/**
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* \name Audio format flags
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*
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* Defaults to LSB byte order.
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*/
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/*@{*/
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#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
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#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
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#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
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#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
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#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
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#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
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#define AUDIO_U16 AUDIO_U16LSB
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#define AUDIO_S16 AUDIO_S16LSB
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#define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */
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#define AUDIO_S8 0x8008 /**< Signed 8-bit samples */
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#define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */
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#define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */
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#define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */
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#define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */
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#define AUDIO_U16 AUDIO_U16LSB
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#define AUDIO_S16 AUDIO_S16LSB
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/*@}*/
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/**
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* \name int32 support
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*
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* New to SDL 1.3.
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*/
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/*@{*/
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#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
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#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
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#define AUDIO_S32 AUDIO_S32LSB
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#define AUDIO_S32LSB 0x8020 /**< 32-bit integer samples */
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#define AUDIO_S32MSB 0x9020 /**< As above, but big-endian byte order */
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#define AUDIO_S32 AUDIO_S32LSB
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/*@}*/
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/**
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* \name float32 support
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*
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* New to SDL 1.3.
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*/
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/*@{*/
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#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
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#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
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#define AUDIO_F32 AUDIO_F32LSB
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#define AUDIO_F32LSB 0x8120 /**< 32-bit floating point samples */
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#define AUDIO_F32MSB 0x9120 /**< As above, but big-endian byte order */
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#define AUDIO_F32 AUDIO_F32LSB
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/*@}*/
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/**
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@ -125,21 +119,21 @@ typedef Uint16 SDL_AudioFormat;
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*/
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/*@{*/
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define AUDIO_U16SYS AUDIO_U16LSB
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#define AUDIO_S16SYS AUDIO_S16LSB
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#define AUDIO_S32SYS AUDIO_S32LSB
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#define AUDIO_F32SYS AUDIO_F32LSB
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#define AUDIO_U16SYS AUDIO_U16LSB
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#define AUDIO_S16SYS AUDIO_S16LSB
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#define AUDIO_S32SYS AUDIO_S32LSB
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#define AUDIO_F32SYS AUDIO_F32LSB
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#else
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#define AUDIO_U16SYS AUDIO_U16MSB
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#define AUDIO_S16SYS AUDIO_S16MSB
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#define AUDIO_S32SYS AUDIO_S32MSB
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#define AUDIO_F32SYS AUDIO_F32MSB
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#define AUDIO_U16SYS AUDIO_U16MSB
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#define AUDIO_S16SYS AUDIO_S16MSB
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#define AUDIO_S32SYS AUDIO_S32MSB
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#define AUDIO_F32SYS AUDIO_F32MSB
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#endif
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/*@}*/
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/**
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/**
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* \name Allow change flags
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*
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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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/*@{*/
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@ -189,6 +183,17 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
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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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#ifdef __GNUC__
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/* This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't
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pad it out to 88 bytes to guarantee ABI compatibility between compilers.
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vvv
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The next time we rev the ABI, make sure to size the ints and add padding.
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*/
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#define SDL_AUDIOCVT_PACKED __attribute__((packed))
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#else
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#define SDL_AUDIOCVT_PACKED
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#endif
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/* */
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typedef struct SDL_AudioCVT
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{
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int needed; /**< Set to 1 if conversion possible */
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double len_ratio; /**< Given len, final size is len*len_ratio */
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SDL_AudioFilter filters[10]; /**< Filter list */
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int filter_index; /**< Current audio conversion function */
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} SDL_AudioCVT;
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} SDL_AUDIOCVT_PACKED SDL_AudioCVT;
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/* Function prototypes */
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/**
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* \name Driver discovery functions
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*
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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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/**
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* \name Initialization and cleanup
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*
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*
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* \internal 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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* 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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/*@{*/
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* structure pointed to by \c obtained. If \c 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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* 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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*
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* When filling in the desired audio spec structure,
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* - \c desired->freq should be the desired audio frequency in samples-per-
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* second.
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* - \c desired->format should be the desired audio format.
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* - \c 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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* - \c 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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* 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: \code ms = (samples*1000)/freq \endcode
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* and SDL_UnlockAudio() in your code.
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* - \c desired->userdata is passed as the first parameter to your callback
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* function.
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*
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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 \c 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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/**
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* SDL Audio Device IDs.
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*
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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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* 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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*
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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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* 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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*
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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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/**
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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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*
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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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*
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* \return 0 on error, a valid device ID that is >= 2 on success.
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*
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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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extern DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char
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/**
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* \name Audio state
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*
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*
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* Get the current audio state.
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*/
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/*@{*/
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/**
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* \name Pause audio functions
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*
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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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* that source if \c freesrc is non-zero. For example, to load a WAVE file,
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* you could do:
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* \code
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* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
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* SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
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* \endcode
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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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* \c *audio_buf to a malloc()'d buffer containing the audio data,
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* and sets \c *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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* 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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* 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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extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
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Uint8 ** audio_buf,
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Uint32 * audio_len);
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/**
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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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#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
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SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
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SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
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/**
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* This function frees data previously allocated with SDL_LoadWAV_RW()
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* and rate, and initializes the \c 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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*
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* \return -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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* created an audio buffer \c cvt->buf, and filled it with \c 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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*
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* The data conversion may expand the size of the audio data, so the buffer
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* \c cvt->buf should be allocated after the \c cvt structure is initialized by
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* SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.
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/**
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* \name Audio lock functions
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*
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*
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* The lock manipulated by these functions protects the callback function.
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* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
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* During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that
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* the callback function is not running. Do not call these from the callback
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* function or you will cause deadlock.
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*/
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extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
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extern DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev);
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/**
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* \return 1 if audio device is still functioning, zero if not, -1 on error.
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*/
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extern DECLSPEC int SDLCALL SDL_AudioDeviceConnected(SDL_AudioDeviceID dev);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
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#include "close_code.h"
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