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https://github.com/ZDoom/zdoom-macos-deps.git
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2784 lines
108 KiB
C
2784 lines
108 KiB
C
/*
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SDL_mixer: An audio mixer library based on the SDL library
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Copyright (C) 1997-2022 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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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_mixer.h
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*
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* Header file for SDL_mixer library
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*
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* A simple library to play and mix sounds and musics
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*/
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#ifndef SDL_MIXER_H_
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#define SDL_MIXER_H_
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#include "SDL_stdinc.h"
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#include "SDL_rwops.h"
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#include "SDL_audio.h"
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#include "SDL_endian.h"
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#include "SDL_version.h"
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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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extern "C" {
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#endif
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/**
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* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
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*/
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#define SDL_MIXER_MAJOR_VERSION 2
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#define SDL_MIXER_MINOR_VERSION 6
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#define SDL_MIXER_PATCHLEVEL 2
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/**
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* This macro can be used to fill a version structure with the compile-time
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* version of the SDL_mixer library.
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*/
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#define SDL_MIXER_VERSION(X) \
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{ \
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(X)->major = SDL_MIXER_MAJOR_VERSION; \
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(X)->minor = SDL_MIXER_MINOR_VERSION; \
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(X)->patch = SDL_MIXER_PATCHLEVEL; \
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}
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/* Backwards compatibility */
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#define MIX_MAJOR_VERSION SDL_MIXER_MAJOR_VERSION
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#define MIX_MINOR_VERSION SDL_MIXER_MINOR_VERSION
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#define MIX_PATCHLEVEL SDL_MIXER_PATCHLEVEL
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#define MIX_VERSION(X) SDL_MIXER_VERSION(X)
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#if SDL_MIXER_MAJOR_VERSION < 3 && SDL_MAJOR_VERSION < 3
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/**
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* This is the version number macro for the current SDL_mixer version.
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*
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* In versions higher than 2.9.0, the minor version overflows into
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* the thousands digit: for example, 2.23.0 is encoded as 4300.
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* This macro will not be available in SDL 3.x or SDL_mixer 3.x.
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*
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* Deprecated, use SDL_MIXER_VERSION_ATLEAST or SDL_MIXER_VERSION instead.
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*/
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#define SDL_MIXER_COMPILEDVERSION \
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SDL_VERSIONNUM(SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL)
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#endif /* SDL_MIXER_MAJOR_VERSION < 3 && SDL_MAJOR_VERSION < 3 */
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/**
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* This macro will evaluate to true if compiled with SDL_mixer at least X.Y.Z.
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*/
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#define SDL_MIXER_VERSION_ATLEAST(X, Y, Z) \
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((SDL_MIXER_MAJOR_VERSION >= X) && \
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(SDL_MIXER_MAJOR_VERSION > X || SDL_MIXER_MINOR_VERSION >= Y) && \
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(SDL_MIXER_MAJOR_VERSION > X || SDL_MIXER_MINOR_VERSION > Y || SDL_MIXER_PATCHLEVEL >= Z))
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/**
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* Query the version of SDL_mixer that the program is linked against.
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*
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* This function gets the version of the dynamically linked SDL_mixer library.
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* This is separate from the SDL_MIXER_VERSION() macro, which tells you what
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* version of the SDL_mixer headers you compiled against.
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*
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* This returns static internal data; do not free or modify it!
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*
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* \returns a pointer to the version information.
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*
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* \since This function is available since SDL_mixer 2.0.0.
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*/
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extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void);
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/**
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* Initialization flags
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*/
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typedef enum
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{
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MIX_INIT_FLAC = 0x00000001,
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MIX_INIT_MOD = 0x00000002,
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MIX_INIT_MP3 = 0x00000008,
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MIX_INIT_OGG = 0x00000010,
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MIX_INIT_MID = 0x00000020,
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MIX_INIT_OPUS = 0x00000040
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} MIX_InitFlags;
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/**
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* Initialize SDL_mixer.
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*
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* This function loads dynamic libraries that SDL_mixer needs, and prepares
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* them for use. This must be the first function you call in SDL_mixer, and if
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* it fails you should not continue with the library.
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*
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* Flags should be one or more flags from MIX_InitFlags OR'd together. It
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* returns the flags successfully initialized, or 0 on failure.
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*
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* Currently, these flags are:
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*
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* - `MIX_INIT_FLAC`
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* - `MIX_INIT_MOD`
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* - `MIX_INIT_MP3`
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* - `MIX_INIT_OGG`
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* - `MIX_INIT_MID`
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* - `MIX_INIT_OPUS`
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*
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* More flags may be added in a future SDL_mixer release.
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*
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* This function may need to load external shared libraries to support various
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* codecs, which means this function can fail to initialize that support on an
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* otherwise-reasonable system if the library isn't available; this is not
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* just a question of exceptional circumstances like running out of memory at
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* startup!
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*
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* Note that you may call this function more than once to initialize with
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* additional flags. The return value will reflect both new flags that
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* successfully initialized, and also include flags that had previously been
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* initialized as well.
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*
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* As this will return previously-initialized flags, it's legal to call this
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* with zero (no flags set). This is a safe no-op that can be used to query
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* the current initialization state without changing it at all.
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*
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* Since this returns previously-initialized flags as well as new ones, and
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* you can call this with zero, you should not check for a zero return value
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* to determine an error condition. Instead, you should check to make sure all
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* the flags you require are set in the return value. If you have a game with
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* data in a specific format, this might be a fatal error. If you're a generic
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* media player, perhaps you are fine with only having WAV and MP3 support and
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* can live without Opus playback, even if you request support for everything.
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*
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* Unlike other SDL satellite libraries, calls to Mix_Init do not stack; a
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* single call to Mix_Quit() will deinitialize everything and does not have to
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* be paired with a matching Mix_Init call. For that reason, it's considered
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* best practices to have a single Mix_Init and Mix_Quit call in your program.
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* While this isn't required, be aware of the risks of deviating from that
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* behavior.
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*
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* After initializing SDL_mixer, the next step is to open an audio device to
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* prepare to play sound (with Mix_OpenAudio() or Mix_OpenAudioDevice()), and
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* load audio data to play with that device.
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*
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* \param flags initialization flags, OR'd together.
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* \returns all currently initialized flags.
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*
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* \since This function is available since SDL_mixer 2.0.0.
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*
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* \sa Mix_Quit
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*/
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extern DECLSPEC int SDLCALL Mix_Init(int flags);
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/**
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* Deinitialize SDL_mixer.
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*
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* This should be the last function you call in SDL_mixer, after freeing all
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* other resources and closing all audio devices. This will unload any shared
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* libraries it is using for various codecs.
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*
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* After this call, a call to Mix_Init(0) will return 0 (no codecs loaded).
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*
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* You can safely call Mix_Init() to reload various codec support after this
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* call.
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*
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* Unlike other SDL satellite libraries, calls to Mix_Init do not stack; a
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* single call to Mix_Quit() will deinitialize everything and does not have to
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* be paired with a matching Mix_Init call. For that reason, it's considered
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* best practices to have a single Mix_Init and Mix_Quit call in your program.
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* While this isn't required, be aware of the risks of deviating from that
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* behavior.
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*
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* \since This function is available since SDL_mixer 2.0.0.
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*
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* \sa Mix_Init
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*/
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extern DECLSPEC void SDLCALL Mix_Quit(void);
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/**
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* The default mixer has 8 simultaneous mixing channels
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*/
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#ifndef MIX_CHANNELS
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#define MIX_CHANNELS 8
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#endif
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/* Good default values for a PC soundcard */
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#define MIX_DEFAULT_FREQUENCY 44100
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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#define MIX_DEFAULT_FORMAT AUDIO_S16LSB
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#else
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#define MIX_DEFAULT_FORMAT AUDIO_S16MSB
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#endif
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#define MIX_DEFAULT_CHANNELS 2
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#define MIX_MAX_VOLUME SDL_MIX_MAXVOLUME /* Volume of a chunk */
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/**
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* The internal format for an audio chunk
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*/
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typedef struct Mix_Chunk {
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int allocated;
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Uint8 *abuf;
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Uint32 alen;
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Uint8 volume; /* Per-sample volume, 0-128 */
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} Mix_Chunk;
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/**
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* The different fading types supported
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*/
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typedef enum {
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MIX_NO_FADING,
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MIX_FADING_OUT,
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MIX_FADING_IN
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} Mix_Fading;
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/**
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* These are types of music files (not libraries used to load them)
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*/
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typedef enum {
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MUS_NONE,
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MUS_CMD,
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MUS_WAV,
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MUS_MOD,
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MUS_MID,
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MUS_OGG,
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MUS_MP3,
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MUS_MP3_MAD_UNUSED,
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MUS_FLAC,
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MUS_MODPLUG_UNUSED,
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MUS_OPUS
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} Mix_MusicType;
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/**
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* The internal format for a music chunk interpreted via codecs
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*/
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typedef struct _Mix_Music Mix_Music;
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/**
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* Open the default audio device for playback.
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*
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* An audio device is what generates sound, so the app must open one to make
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* noise.
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*
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* This function will check if SDL's audio system is initialized, and if not,
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* it will initialize it by calling `SDL_Init(SDL_INIT_AUDIO)` on your behalf.
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* You are free to (and encouraged to!) initialize it yourself before calling
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* this function, as this gives your program more control over the process.
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*
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* This function might cover all of an application's needs, but for those that
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* need more flexibility, the more powerful version of this function is
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* Mix_OpenAudioDevice(). This function is equivalent to calling:
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*
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* ```c
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* Mix_OpenAudioDevice(frequency, format, nchannels, chunksize, NULL,
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* SDL_AUDIO_ALLOW_FREQUENCY_CHANGE |
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* SDL_AUDIO_ALLOW_CHANNELS_CHANGE);
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* ```
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*
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* If you aren't particularly concerned with the specifics of the audio
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* device, and your data isn't in a specific format, the values you use here
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* can just be reasonable defaults. SDL_mixer will convert audio data you feed
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* it to the correct format on demand.
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*
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* That being said, if you have control of your audio data and you know its
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* format ahead of time, you can save CPU time by opening the audio device in
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* that exact format so SDL_mixer does not have to spend time converting
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* anything behind the scenes, and can just pass the data straight through to
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* the hardware. On some platforms, where the hardware only supports specific
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* settings, you might have to be careful to make everything match, but your
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* own data is often easier to control, so aim to open the device for what you
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* need.
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*
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* The other reason to care about specific formats: if you plan to touch the
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* mix buffer directly (with Mix_SetPostMix, a registered effect, or
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* Mix_HookMusic), you might have code that expects it to be in a specific
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* format, and you should specify that here.
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*
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* The audio device frequency is specified in Hz; in modern times, 48000 is
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* often a reasonable default.
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*
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* The audio device format is one of SDL's AUDIO_* constants. AUDIO_S16SYS
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* (16-bit audio) is probably a safe default. More modern systems may prefer
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* AUDIO_F32SYS (32-bit floating point audio).
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*
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* The audio device channels are generally 1 for mono output, or 2 for stereo,
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* but the brave can try surround sound configs with 4 (quad), 6 (5.1), 7
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* (6.1) or 8 (7.1).
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*
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* The audio device's chunk size is the number of sample frames (one sample
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* per frame for mono output, two samples per frame in a stereo setup, etc)
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* that are fed to the device at once. The lower the number, the lower the
|
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* latency, but you risk dropouts if it gets too low. 2048 is often a
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* reasonable default, but your app might want to experiment with 1024 or
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* 4096.
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*
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* You may only have one audio device open at a time; if you want to change a
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* setting, you must close the device and reopen it, which is not something
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* you can do seamlessly during playback.
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*
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* This function does not allow you to select a specific audio device on the
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* system, it always chooses the best default it can on your behalf (which, in
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* many cases, is exactly what you want anyhow). If you must choose a specific
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* device, you can do so with Mix_OpenAudioDevice() instead.
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*
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* If this function reports success, you are ready to start making noise! Load
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* some audio data and start playing!
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*
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* The app can use Mix_QuerySpec() to determine the final device settings.
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*
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* When done with an audio device, probably at the end of the program, the app
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* should dispose of the device with Mix_CloseDevice().
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*
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* \param frequency the frequency to playback audio at (in Hz).
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* \param format audio format, one of SDL's AUDIO_* values.
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* \param channels number of channels (1 is mono, 2 is stereo, etc).
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* \param chunksize audio buffer size in sample FRAMES (total samples divided
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* by channel count).
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* \returns 0 if successful, -1 on error.
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*
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* \since This function is available since SDL_mixer 2.0.0.
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*
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* \sa Mix_OpenAudioDevice
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* \sa Mix_CloseDevice
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*/
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extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize);
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/**
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* Open a specific audio device for playback.
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*
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* (A slightly simpler version of this function is available in
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* Mix_OpenAudio(), which still might meet most applications' needs.)
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*
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* An audio device is what generates sound, so the app must open one to make
|
|
* noise.
|
|
*
|
|
* This function will check if SDL's audio system is initialized, and if not,
|
|
* it will initialize it by calling `SDL_Init(SDL_INIT_AUDIO)` on your behalf.
|
|
* You are free to (and encouraged to!) initialize it yourself before calling
|
|
* this function, as this gives your program more control over the process.
|
|
*
|
|
* If you aren't particularly concerned with the specifics of the audio
|
|
* device, and your data isn't in a specific format, the values you use here
|
|
* can just be reasonable defaults. SDL_mixer will convert audio data you feed
|
|
* it to the correct format on demand.
|
|
*
|
|
* That being said, if you have control of your audio data and you know its
|
|
* format ahead of time, you can save CPU time by opening the audio device in
|
|
* that exact format so SDL_mixer does not have to spend time converting
|
|
* anything behind the scenes, and can just pass the data straight through to
|
|
* the hardware. On some platforms, where the hardware only supports specific
|
|
* settings, you might have to be careful to make everything match, but your
|
|
* own data is often easier to control, so aim to open the device for what you
|
|
* need.
|
|
*
|
|
* The other reason to care about specific formats: if you plan to touch the
|
|
* mix buffer directly (with Mix_SetPostMix, a registered effect, or
|
|
* Mix_HookMusic), you might have code that expects it to be in a specific
|
|
* format, and you should specify that here.
|
|
*
|
|
* The audio device frequency is specified in Hz; in modern times, 48000 is
|
|
* often a reasonable default.
|
|
*
|
|
* The audio device format is one of SDL's AUDIO_* constants. AUDIO_S16SYS
|
|
* (16-bit audio) is probably a safe default. More modern systems may prefer
|
|
* AUDIO_F32SYS (32-bit floating point audio).
|
|
*
|
|
* The audio device channels are generally 1 for mono output, or 2 for stereo,
|
|
* but the brave can try surround sound configs with 4 (quad), 6 (5.1), 7
|
|
* (6.1) or 8 (7.1).
|
|
*
|
|
* The audio device's chunk size is the number of sample frames (one sample
|
|
* per frame for mono output, two samples per frame in a stereo setup, etc)
|
|
* that are fed to the device at once. The lower the number, the lower the
|
|
* latency, but you risk dropouts if it gets too low. 2048 is often a
|
|
* reasonable default, but your app might want to experiment with 1024 or
|
|
* 4096.
|
|
*
|
|
* You may only have one audio device open at a time; if you want to change a
|
|
* setting, you must close the device and reopen it, which is not something
|
|
* you can do seamlessly during playback.
|
|
*
|
|
* This function allows you to select specific audio hardware on the system
|
|
* with the `device` parameter. If you specify NULL, SDL_mixer will choose the
|
|
* best default it can on your behalf (which, in many cases, is exactly what
|
|
* you want anyhow). SDL_mixer does not offer a mechanism to determine device
|
|
* names to open, but you can use SDL_GetNumAudioDevices() to get a count of
|
|
* available devices and then SDL_GetAudioDeviceName() in a loop to obtain a
|
|
* list. If you do this, be sure to call `SDL_Init(SDL_INIT_AUDIO)` first to
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|
* initialize SDL's audio system!
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|
*
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|
* The `allowed_changes` parameter specifies what settings are flexible. These
|
|
* are the `SDL_AUDIO_ALLOW_*` flags from SDL. These tell SDL_mixer that the
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|
* app doesn't mind if a specific setting changes. For example, the app might
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|
* need stereo data in Sint16 format, but if the sample rate or chunk size
|
|
* changes, the app can handle that. In that case, the app would specify
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|
* `SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE`. In this
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* case, if the system's hardware requires something other than the requested
|
|
* format, SDL_mixer can select what the hardware demands instead of the app.
|
|
* If the `SDL_AUDIO_ALLOW_` flag is not specified, SDL_mixer must convert
|
|
* data behind the scenes between what the app demands and what the hardware
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|
* requires. If your app needs precisely what is requested, specify zero for
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|
* `allowed_changes`.
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|
*
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|
* If changes were allowed, the app can use Mix_QuerySpec() to determine the
|
|
* final device settings.
|
|
*
|
|
* If this function reports success, you are ready to start making noise! Load
|
|
* some audio data and start playing!
|
|
*
|
|
* When done with an audio device, probably at the end of the program, the app
|
|
* should dispose of the device with Mix_CloseDevice().
|
|
*
|
|
* \param frequency the frequency to playback audio at (in Hz).
|
|
* \param format audio format, one of SDL's AUDIO_* values.
|
|
* \param channels number of channels (1 is mono, 2 is stereo, etc).
|
|
* \param chunksize audio buffer size in sample FRAMES (total samples divided
|
|
* by channel count).
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|
* \param device the device name to open, or NULL to choose a reasonable
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* default.
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|
* \param allowed_changes Allow change flags (see SDL_AUDIO_ALLOW_* flags)
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|
* \returns 0 if successful, -1 on error.
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*
|
|
* \since This function is available since SDL_mixer 2.0.2.
|
|
*
|
|
* \sa Mix_OpenAudio
|
|
* \sa Mix_CloseDevice
|
|
* \sa Mix_QuerySpec
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_OpenAudioDevice(int frequency, Uint16 format, int channels, int chunksize, const char* device, int allowed_changes);
|
|
|
|
/**
|
|
* Find out what the actual audio device parameters are.
|
|
*
|
|
* If Mix_OpenAudioDevice() was called with `allowed_changes` set to anything
|
|
* but zero, or Mix_OpenAudio() was used, some audio device settings may be
|
|
* different from the application's request. This function will report what
|
|
* the device is actually running at.
|
|
*
|
|
* Note this is only important if the app intends to touch the audio buffers
|
|
* being sent to the hardware directly. If an app just wants to play audio
|
|
* files and let SDL_mixer handle the low-level details, this function can
|
|
* probably be ignored.
|
|
*
|
|
* If the audio device is not opened, this function will return 0.
|
|
*
|
|
* \param frequency On return, will be filled with the audio device's
|
|
* frequency in Hz.
|
|
* \param format On return, will be filled with the audio device's format.
|
|
* \param channels On return, will be filled with the audio device's channel
|
|
* count.
|
|
* \returns 1 if the audio device has been opened, 0 otherwise.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_OpenAudio
|
|
* \sa Mix_OpenAudioDevice
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency, Uint16 *format, int *channels);
|
|
|
|
/**
|
|
* Dynamically change the number of channels managed by the mixer.
|
|
*
|
|
* SDL_mixer deals with "channels," which is not the same thing as the
|
|
* mono/stereo channels; they might be better described as "tracks," as each
|
|
* one corresponds to a separate source of audio data. Three different WAV
|
|
* files playing at the same time would be three separate SDL_mixer channels,
|
|
* for example.
|
|
*
|
|
* An app needs as many channels as it has audio data it wants to play
|
|
* simultaneously, mixing them into a single stream to send to the audio
|
|
* device.
|
|
*
|
|
* SDL_mixer allocates `MIX_CHANNELS` (currently 8) channels when you open an
|
|
* audio device, which may be more than an app needs, but if the app needs
|
|
* more or wants less, this function can change it.
|
|
*
|
|
* If decreasing the number of channels, any upper channels currently playing
|
|
* are stopped. This will deregister all effects on those channels and call
|
|
* any callback specified by Mix_ChannelFinished() for each removed channel.
|
|
*
|
|
* If `numchans` is less than zero, this will return the current number of
|
|
* channels without changing anything.
|
|
*
|
|
* \param numchans the new number of channels, or < 0 to query current channel
|
|
* count.
|
|
* \returns the new number of allocated channels.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans);
|
|
|
|
/**
|
|
* Load a supported audio format into a chunk.
|
|
*
|
|
* SDL_mixer has two separate data structures for audio data. One it calls a
|
|
* "chunk," which is meant to be a file completely decoded into memory up
|
|
* front, and the other it calls "music" which is a file intended to be
|
|
* decoded on demand. Originally, simple formats like uncompressed WAV files
|
|
* were meant to be chunks and compressed things, like MP3s, were meant to be
|
|
* music, and you would stream one thing for a game's music and make repeating
|
|
* sound effects with the chunks.
|
|
*
|
|
* In modern times, this isn't split by format anymore, and most are
|
|
* interchangeable, so the question is what the app thinks is worth
|
|
* predecoding or not. Chunks might take more memory, but once they are loaded
|
|
* won't need to decode again, whereas music always needs to be decoded on the
|
|
* fly. Also, crucially, there are as many channels for chunks as the app can
|
|
* allocate, but SDL_mixer only offers a single "music" channel.
|
|
*
|
|
* If `freesrc` is non-zero, the RWops will be closed before returning,
|
|
* whether this function succeeds or not. SDL_mixer reads everything it needs
|
|
* from the RWops during this call in any case.
|
|
*
|
|
* There is a separate function (a macro, before SDL_mixer 2.6.0) to read
|
|
* files from disk without having to deal with SDL_RWops:
|
|
* `Mix_LoadWAV("filename.wav")` will call this function and manage those
|
|
* details for you.
|
|
*
|
|
* When done with a chunk, the app should dispose of it with a call to
|
|
* Mix_FreeChunk().
|
|
*
|
|
* \param src an SDL_RWops that data will be read from.
|
|
* \param freesrc non-zero to close/free the SDL_RWops before returning, zero
|
|
* to leave it open.
|
|
* \returns a new chunk, or NULL on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0 (and as a macro
|
|
* since 2.0.0).
|
|
*
|
|
* \sa Mix_LoadWAV
|
|
* \sa Mix_FreeChunk
|
|
*/
|
|
extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc);
|
|
|
|
/**
|
|
* Load a supported audio format into a chunk.
|
|
*
|
|
* SDL_mixer has two separate data structures for audio data. One it calls a
|
|
* "chunk," which is meant to be a file completely decoded into memory up
|
|
* front, and the other it calls "music" which is a file intended to be
|
|
* decoded on demand. Originally, simple formats like uncompressed WAV files
|
|
* were meant to be chunks and compressed things, like MP3s, were meant to be
|
|
* music, and you would stream one thing for a game's music and make repeating
|
|
* sound effects with the chunks.
|
|
*
|
|
* In modern times, this isn't split by format anymore, and most are
|
|
* interchangeable, so the question is what the app thinks is worth
|
|
* predecoding or not. Chunks might take more memory, but once they are loaded
|
|
* won't need to decode again, whereas music always needs to be decoded on the
|
|
* fly. Also, crucially, there are as many channels for chunks as the app can
|
|
* allocate, but SDL_mixer only offers a single "music" channel.
|
|
*
|
|
* If you would rather use the abstract SDL_RWops interface to load data from
|
|
* somewhere other than the filesystem, you can use Mix_LoadWAV_RW() instead.
|
|
*
|
|
* When done with a chunk, the app should dispose of it with a call to
|
|
* Mix_FreeChunk().
|
|
*
|
|
* Note that before SDL_mixer 2.6.0, this function was a macro that called
|
|
* Mix_LoadWAV_RW(), creating a RWops and setting `freesrc` to 1. This macro
|
|
* has since been promoted to a proper API function. Older binaries linked
|
|
* against a newer SDL_mixer will still call Mix_LoadWAV_RW directly, as they
|
|
* are using the macro, which was available since the dawn of time.
|
|
*
|
|
* \param file the filesystem path to load data from.
|
|
* \returns a new chunk, or NULL on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0 (and as a macro
|
|
* since 2.0.0).
|
|
*
|
|
* \sa Mix_LoadWAV_RW
|
|
* \sa Mix_FreeChunk
|
|
*/
|
|
extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV(const char *file);
|
|
|
|
|
|
/**
|
|
* Load a supported audio format into a music object.
|
|
*
|
|
* SDL_mixer has two separate data structures for audio data. One it calls a
|
|
* "chunk," which is meant to be a file completely decoded into memory up
|
|
* front, and the other it calls "music" which is a file intended to be
|
|
* decoded on demand. Originally, simple formats like uncompressed WAV files
|
|
* were meant to be chunks and compressed things, like MP3s, were meant to be
|
|
* music, and you would stream one thing for a game's music and make repeating
|
|
* sound effects with the chunks.
|
|
*
|
|
* In modern times, this isn't split by format anymore, and most are
|
|
* interchangeable, so the question is what the app thinks is worth
|
|
* predecoding or not. Chunks might take more memory, but once they are loaded
|
|
* won't need to decode again, whereas music always needs to be decoded on the
|
|
* fly. Also, crucially, there are as many channels for chunks as the app can
|
|
* allocate, but SDL_mixer only offers a single "music" channel.
|
|
*
|
|
* When done with this music, the app should dispose of it with a call to
|
|
* Mix_FreeMusic().
|
|
*
|
|
* \param file a file path from where to load music data.
|
|
* \returns a new music object, or NULL on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_FreeMusic
|
|
*/
|
|
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file);
|
|
|
|
/**
|
|
* Load a supported audio format into a music object.
|
|
*
|
|
* SDL_mixer has two separate data structures for audio data. One it calls a
|
|
* "chunk," which is meant to be a file completely decoded into memory up
|
|
* front, and the other it calls "music" which is a file intended to be
|
|
* decoded on demand. Originally, simple formats like uncompressed WAV files
|
|
* were meant to be chunks and compressed things, like MP3s, were meant to be
|
|
* music, and you would stream one thing for a game's music and make repeating
|
|
* sound effects with the chunks.
|
|
*
|
|
* In modern times, this isn't split by format anymore, and most are
|
|
* interchangeable, so the question is what the app thinks is worth
|
|
* predecoding or not. Chunks might take more memory, but once they are loaded
|
|
* won't need to decode again, whereas music always needs to be decoded on the
|
|
* fly. Also, crucially, there are as many channels for chunks as the app can
|
|
* allocate, but SDL_mixer only offers a single "music" channel.
|
|
*
|
|
* If `freesrc` is non-zero, the RWops will be closed before returning,
|
|
* whether this function succeeds or not. SDL_mixer reads everything it needs
|
|
* from the RWops during this call in any case.
|
|
*
|
|
* As a convenience, there is a function to read files from disk without
|
|
* having to deal with SDL_RWops: `Mix_LoadMUS("filename.mp3")` will manage
|
|
* those details for you.
|
|
*
|
|
* This function attempts to guess the file format from incoming data. If the
|
|
* caller knows the format, or wants to force it, it should use
|
|
* Mix_LoadMUSType_RW() instead.
|
|
*
|
|
* When done with this music, the app should dispose of it with a call to
|
|
* Mix_FreeMusic().
|
|
*
|
|
* \param src an SDL_RWops that data will be read from.
|
|
* \param freesrc non-zero to close/free the SDL_RWops before returning, zero
|
|
* to leave it open.
|
|
* \returns a new music object, or NULL on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_FreeMusic
|
|
*/
|
|
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *src, int freesrc);
|
|
|
|
/**
|
|
* Load an audio format into a music object, assuming a specific format.
|
|
*
|
|
* SDL_mixer has two separate data structures for audio data. One it calls a
|
|
* "chunk," which is meant to be a file completely decoded into memory up
|
|
* front, and the other it calls "music" which is a file intended to be
|
|
* decoded on demand. Originally, simple formats like uncompressed WAV files
|
|
* were meant to be chunks and compressed things, like MP3s, were meant to be
|
|
* music, and you would stream one thing for a game's music and make repeating
|
|
* sound effects with the chunks.
|
|
*
|
|
* In modern times, this isn't split by format anymore, and most are
|
|
* interchangeable, so the question is what the app thinks is worth
|
|
* predecoding or not. Chunks might take more memory, but once they are loaded
|
|
* won't need to decode again, whereas music always needs to be decoded on the
|
|
* fly. Also, crucially, there are as many channels for chunks as the app can
|
|
* allocate, but SDL_mixer only offers a single "music" channel.
|
|
*
|
|
* This function loads music data, and lets the application specify the type
|
|
* of music being loaded, which might be useful if SDL_mixer cannot figure it
|
|
* out from the data stream itself.
|
|
*
|
|
* Currently, the following types are supported:
|
|
*
|
|
* - `MUS_NONE` (SDL_mixer should guess, based on the data)
|
|
* - `MUS_WAV` (Microsoft WAV files)
|
|
* - `MUS_MOD` (Various tracker formats)
|
|
* - `MUS_MID` (MIDI files)
|
|
* - `MUS_OGG` (Ogg Vorbis files)
|
|
* - `MUS_MP3` (MP3 files)
|
|
* - `MUS_FLAC` (FLAC files)
|
|
* - `MUS_OPUS` (Opus files)
|
|
*
|
|
* If `freesrc` is non-zero, the RWops will be closed before returning,
|
|
* whether this function succeeds or not. SDL_mixer reads everything it needs
|
|
* from the RWops during this call in any case.
|
|
*
|
|
* As a convenience, there is a function to read files from disk without
|
|
* having to deal with SDL_RWops: `Mix_LoadMUS("filename.mp3")` will manage
|
|
* those details for you (but not let you specify the music type explicitly)..
|
|
*
|
|
* When done with this music, the app should dispose of it with a call to
|
|
* Mix_FreeMusic().
|
|
*
|
|
* \param src an SDL_RWops that data will be read from.
|
|
* \param type the type of audio data provided by `src`.
|
|
* \param freesrc non-zero to close/free the SDL_RWops before returning, zero
|
|
* to leave it open.
|
|
* \returns a new music object, or NULL on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_FreeMusic
|
|
*/
|
|
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *src, Mix_MusicType type, int freesrc);
|
|
|
|
/**
|
|
* Load a WAV file from memory as quickly as possible.
|
|
*
|
|
* Unlike Mix_LoadWAV_RW, this function has several requirements, and unless
|
|
* you control all your audio data and know what you're doing, you should
|
|
* consider this function unsafe and not use it.
|
|
*
|
|
* - The provided audio data MUST be in Microsoft WAV format.
|
|
* - The provided audio data shouldn't use any strange WAV extensions.
|
|
* - The audio data MUST be in the exact same format as the audio device. This
|
|
* function will not attempt to convert it, or even verify it's in the right
|
|
* format.
|
|
* - The audio data must be valid; this function does not know the size of the
|
|
* memory buffer, so if the WAV data is corrupted, it can read past the end
|
|
* of the buffer, causing a crash.
|
|
* - The audio data must live at least as long as the returned Mix_Chunk,
|
|
* because SDL_mixer will use that data directly and not make a copy of it.
|
|
*
|
|
* This function will do NO error checking! Be extremely careful here!
|
|
*
|
|
* (Seriously, use Mix_LoadWAV_RW instead.)
|
|
*
|
|
* If this function is successful, the provided memory buffer must remain
|
|
* available until Mix_FreeChunk() is called on the returned chunk.
|
|
*
|
|
* \param mem memory buffer containing of a WAV file.
|
|
* \returns a new chunk, or NULL on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_LoadWAV_RW
|
|
* \sa Mix_FreeChunk
|
|
*/
|
|
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem);
|
|
|
|
/**
|
|
* Load a raw audio data from memory as quickly as possible.
|
|
*
|
|
* The audio data MUST be in the exact same format as the audio device. This
|
|
* function will not attempt to convert it, or even verify it's in the right
|
|
* format.
|
|
*
|
|
* If this function is successful, the provided memory buffer must remain
|
|
* available until Mix_FreeChunk() is called on the returned chunk.
|
|
*
|
|
* \param mem memory buffer containing raw PCM data.
|
|
* \param len length of buffer pointed to by `mem`, in bytes.
|
|
* \returns a new chunk, or NULL on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_FreeChunk
|
|
*/
|
|
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len);
|
|
|
|
/**
|
|
* Free an audio chunk.
|
|
*
|
|
* An app should call this function when it is done with a Mix_Chunk and wants
|
|
* to dispose of its resources.
|
|
*
|
|
* SDL_mixer will stop any channels this chunk is currently playing on. This
|
|
* will deregister all effects on those channels and call any callback
|
|
* specified by Mix_ChannelFinished() for each removed channel.
|
|
*
|
|
* \param chunk the chunk to free.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_LoadWAV
|
|
* \sa Mix_LoadWAV_RW
|
|
* \sa Mix_QuickLoad_WAV
|
|
* \sa Mix_QuickLoad_RAW
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk);
|
|
|
|
/**
|
|
* Free a music object.
|
|
*
|
|
* If this music is currently playing, it will be stopped.
|
|
*
|
|
* If this music is in the process of fading out (via Mix_FadeOutMusic()),
|
|
* this function will *block* until the fade completes. If you need to avoid
|
|
* this, be sure to call Mix_HaltMusic() before freeing the music.
|
|
*
|
|
* \param music the music object to free.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_LoadMUS
|
|
* \sa Mix_LoadMUS_RW
|
|
* \sa Mix_LoadMUSType_RW
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music);
|
|
|
|
/**
|
|
* Get a list of chunk decoders that this build of SDL_mixer provides.
|
|
*
|
|
* This list can change between builds AND runs of the program, if external
|
|
* libraries that add functionality become available. You must successfully
|
|
* call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function,
|
|
* as decoders are activated at device open time.
|
|
*
|
|
* Appearing in this list doesn't promise your specific audio file will
|
|
* decode...but it's handy to know if you have, say, a functioning Ogg Vorbis
|
|
* install.
|
|
*
|
|
* These return values are static, read-only data; do not modify or free it.
|
|
* The pointers remain valid until you call Mix_CloseAudio().
|
|
*
|
|
* \returns number of chunk decoders available.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_GetChunkDecoder
|
|
* \sa Mix_HasChunkDecoder
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void);
|
|
|
|
/**
|
|
* Get a chunk decoder's name.
|
|
*
|
|
* The requested decoder's index must be between zero and
|
|
* Mix_GetNumChunkDecoders()-1. It's safe to call this with an invalid index;
|
|
* this function will return NULL in that case.
|
|
*
|
|
* This list can change between builds AND runs of the program, if external
|
|
* libraries that add functionality become available. You must successfully
|
|
* call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function,
|
|
* as decoders are activated at device open time.
|
|
*
|
|
* \param index index of the chunk decoder.
|
|
* \returns the chunk decoder's name.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_GetNumChunkDecoders
|
|
*/
|
|
extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index);
|
|
|
|
/**
|
|
* Check if a chunk decoder is available by name.
|
|
*
|
|
* This result can change between builds AND runs of the program, if external
|
|
* libraries that add functionality become available. You must successfully
|
|
* call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function,
|
|
* as decoders are activated at device open time.
|
|
*
|
|
* Decoder names are arbitrary but also obvious, so you have to know what
|
|
* you're looking for ahead of time, but usually it's the file extension in
|
|
* capital letters (some example names are "AIFF", "VOC", "WAV").
|
|
*
|
|
* \param name the decoder name to query.
|
|
* \returns SDL_TRUE if a decoder by that name is available, SDL_FALSE
|
|
* otherwise.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.2.
|
|
*
|
|
* \sa Mix_GetNumChunkDecoders
|
|
* \sa Mix_GetChunkDecoder
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL Mix_HasChunkDecoder(const char *name);
|
|
|
|
/**
|
|
* Get a list of music decoders that this build of SDL_mixer provides.
|
|
*
|
|
* This list can change between builds AND runs of the program, if external
|
|
* libraries that add functionality become available. You must successfully
|
|
* call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function,
|
|
* as decoders are activated at device open time.
|
|
*
|
|
* Appearing in this list doesn't promise your specific audio file will
|
|
* decode...but it's handy to know if you have, say, a functioning Ogg Vorbis
|
|
* install.
|
|
*
|
|
* These return values are static, read-only data; do not modify or free it.
|
|
* The pointers remain valid until you call Mix_CloseAudio().
|
|
*
|
|
* \returns number of chunk decoders available.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_GetMusicDecoder
|
|
* \sa Mix_HasMusicDecoder
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void);
|
|
|
|
/**
|
|
* Get a music decoder's name.
|
|
*
|
|
* The requested decoder's index must be between zero and
|
|
* Mix_GetNumMusicDecoders()-1. It's safe to call this with an invalid index;
|
|
* this function will return NULL in that case.
|
|
*
|
|
* This list can change between builds AND runs of the program, if external
|
|
* libraries that add functionality become available. You must successfully
|
|
* call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function,
|
|
* as decoders are activated at device open time.
|
|
*
|
|
* \param index index of the music decoder.
|
|
* \returns the music decoder's name.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_GetNumMusicDecoders
|
|
*/
|
|
extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index);
|
|
|
|
/**
|
|
* Check if a music decoder is available by name.
|
|
*
|
|
* This result can change between builds AND runs of the program, if external
|
|
* libraries that add functionality become available. You must successfully
|
|
* call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function,
|
|
* as decoders are activated at device open time.
|
|
*
|
|
* Decoder names are arbitrary but also obvious, so you have to know what
|
|
* you're looking for ahead of time, but usually it's the file extension in
|
|
* capital letters (some example names are "MOD", "MP3", "FLAC").
|
|
*
|
|
* \param name the decoder name to query.
|
|
* \returns SDL_TRUE if a decoder by that name is available, SDL_FALSE
|
|
* otherwise.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0
|
|
*
|
|
* \sa Mix_GetNumMusicDecoders
|
|
* \sa Mix_GetMusicDecoder
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL Mix_HasMusicDecoder(const char *name);
|
|
|
|
/**
|
|
* Find out the format of a mixer music.
|
|
*
|
|
* If `music` is NULL, this will query the currently playing music (and return
|
|
* MUS_NONE if nothing is currently playing).
|
|
*
|
|
* \param music the music object to query, or NULL for the currently-playing
|
|
* music.
|
|
* \returns the Mix_MusicType for the music object.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0
|
|
*/
|
|
extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music);
|
|
|
|
/**
|
|
* Get the title for a music object, or its filename.
|
|
*
|
|
* This returns format-specific metadata. Not all file formats supply this!
|
|
*
|
|
* If `music` is NULL, this will query the currently-playing music.
|
|
*
|
|
* If music's title tag is missing or empty, the filename will be returned. If
|
|
* you'd rather have the actual metadata or nothing, use
|
|
* Mix_GetMusicTitleTag() instead.
|
|
*
|
|
* Please note that if the music was loaded from an SDL_RWops instead of a
|
|
* filename, the filename returned will be an empty string ("").
|
|
*
|
|
* This function never returns NULL! If no data is available, it will return
|
|
* an empty string ("").
|
|
*
|
|
* \param music the music object to query, or NULL for the currently-playing
|
|
* music.
|
|
* \returns the music's title if available, or the filename if not, or "".
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*
|
|
* \sa Mix_GetMusicTitleTag
|
|
* \sa Mix_GetMusicArtistTag
|
|
* \sa Mix_GetMusicAlbumTag
|
|
* \sa Mix_GetMusicCopyrightTag
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL Mix_GetMusicTitle(const Mix_Music *music);
|
|
|
|
/**
|
|
* Get the title for a music object.
|
|
*
|
|
* This returns format-specific metadata. Not all file formats supply this!
|
|
*
|
|
* If `music` is NULL, this will query the currently-playing music.
|
|
*
|
|
* Unlike this function, Mix_GetMusicTitle() produce a string with the music's
|
|
* filename if a title isn't available, which might be preferable for some
|
|
* applications.
|
|
*
|
|
* This function never returns NULL! If no data is available, it will return
|
|
* an empty string ("").
|
|
*
|
|
* \param music the music object to query, or NULL for the currently-playing
|
|
* music.
|
|
* \returns the music's title if available, or "".
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*
|
|
* \sa Mix_GetMusicTitle
|
|
* \sa Mix_GetMusicArtistTag
|
|
* \sa Mix_GetMusicAlbumTag
|
|
* \sa Mix_GetMusicCopyrightTag
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL Mix_GetMusicTitleTag(const Mix_Music *music);
|
|
|
|
/**
|
|
* Get the artist name for a music object.
|
|
*
|
|
* This returns format-specific metadata. Not all file formats supply this!
|
|
*
|
|
* If `music` is NULL, this will query the currently-playing music.
|
|
*
|
|
* This function never returns NULL! If no data is available, it will return
|
|
* an empty string ("").
|
|
*
|
|
* \param music the music object to query, or NULL for the currently-playing
|
|
* music.
|
|
* \returns the music's artist name if available, or "".
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*
|
|
* \sa Mix_GetMusicTitleTag
|
|
* \sa Mix_GetMusicAlbumTag
|
|
* \sa Mix_GetMusicCopyrightTag
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL Mix_GetMusicArtistTag(const Mix_Music *music);
|
|
|
|
/**
|
|
* Get the album name for a music object.
|
|
*
|
|
* This returns format-specific metadata. Not all file formats supply this!
|
|
*
|
|
* If `music` is NULL, this will query the currently-playing music.
|
|
*
|
|
* This function never returns NULL! If no data is available, it will return
|
|
* an empty string ("").
|
|
*
|
|
* \param music the music object to query, or NULL for the currently-playing
|
|
* music.
|
|
* \returns the music's album name if available, or "".
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*
|
|
* \sa Mix_GetMusicTitleTag
|
|
* \sa Mix_GetMusicArtistTag
|
|
* \sa Mix_GetMusicCopyrightTag
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL Mix_GetMusicAlbumTag(const Mix_Music *music);
|
|
|
|
/**
|
|
* Get the copyright text for a music object.
|
|
*
|
|
* This returns format-specific metadata. Not all file formats supply this!
|
|
*
|
|
* If `music` is NULL, this will query the currently-playing music.
|
|
*
|
|
* This function never returns NULL! If no data is available, it will return
|
|
* an empty string ("").
|
|
*
|
|
* \param music the music object to query, or NULL for the currently-playing
|
|
* music.
|
|
* \returns the music's copyright text if available, or "".
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*
|
|
* \sa Mix_GetMusicTitleTag
|
|
* \sa Mix_GetMusicArtistTag
|
|
* \sa Mix_GetMusicAlbumTag
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL Mix_GetMusicCopyrightTag(const Mix_Music *music);
|
|
|
|
/**
|
|
* Set a function that is called after all mixing is performed.
|
|
*
|
|
* This can be used to provide real-time visual display of the audio stream or
|
|
* add a custom mixer filter for the stream data.
|
|
*
|
|
* The callback will fire every time SDL_mixer is ready to supply more data to
|
|
* the audio device, after it has finished all its mixing work. This runs
|
|
* inside an SDL audio callback, so it's important that the callback return
|
|
* quickly, or there could be problems in the audio playback.
|
|
*
|
|
* The data provided to the callback is in the format that the audio device
|
|
* was opened in, and it represents the exact waveform SDL_mixer has mixed
|
|
* from all playing chunks and music for playback. You are allowed to modify
|
|
* the data, but it cannot be resized (so you can't add a reverb effect that
|
|
* goes past the end of the buffer without saving some state between runs to
|
|
* add it into the next callback, or resample the buffer to a smaller size to
|
|
* speed it up, etc).
|
|
*
|
|
* The `arg` pointer supplied here is passed to the callback as-is, for
|
|
* whatever the callback might want to do with it (keep track of some ongoing
|
|
* state, settings, etc).
|
|
*
|
|
* Passing a NULL callback disables the post-mix callback until such a time as
|
|
* a new one callback is set.
|
|
*
|
|
* There is only one callback available. If you need to mix multiple inputs,
|
|
* be prepared to handle them from a single function.
|
|
*
|
|
* \param mix_func the callback function to become the new post-mix callback.
|
|
* \param arg a pointer that is passed, untouched, to the callback.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_HookMusic
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_SetPostMix(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);
|
|
|
|
/**
|
|
* Add your own music player or additional mixer function.
|
|
*
|
|
* This works something like Mix_SetPostMix(), but it has some crucial
|
|
* differences. Note that an app can use this _and_ Mix_SetPostMix() at the
|
|
* same time. This allows an app to replace the built-in music playback,
|
|
* either with it's own music decoder or with some sort of
|
|
* procedurally-generated audio output.
|
|
*
|
|
* The supplied callback will fire every time SDL_mixer is preparing to supply
|
|
* more data to the audio device. This runs inside an SDL audio callback, so
|
|
* it's important that the callback return quickly, or there could be problems
|
|
* in the audio playback.
|
|
*
|
|
* Running this callback is the first thing SDL_mixer will do when starting to
|
|
* mix more audio. The buffer will contain silence upon entry, so the callback
|
|
* does not need to mix into existing data or initialize the buffer.
|
|
*
|
|
* Note that while a callback is set through this function, SDL_mixer will not
|
|
* mix any playing music; this callback is used instead. To disable this
|
|
* callback (and thus reenable built-in music playback) call this function
|
|
* with a NULL callback.
|
|
*
|
|
* The data written to by the callback is in the format that the audio device
|
|
* was opened in, and upon return from the callback, SDL_mixer will mix any
|
|
* playing chunks (but not music!) into the buffer. The callback cannot resize
|
|
* the buffer (so you must be prepared to provide exactly the amount of data
|
|
* demanded or leave it as silence).
|
|
*
|
|
* The `arg` pointer supplied here is passed to the callback as-is, for
|
|
* whatever the callback might want to do with it (keep track of some ongoing
|
|
* state, settings, etc).
|
|
*
|
|
* As there is only one music "channel" mixed, there is only one callback
|
|
* available. If you need to mix multiple inputs, be prepared to handle them
|
|
* from a single function.
|
|
*
|
|
* \param mix_func the callback function to become the new post-mix callback.
|
|
* \param arg a pointer that is passed, untouched, to the callback.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_SetPostMix
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_HookMusic(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);
|
|
|
|
/**
|
|
* Set a callback that runs when a music object has stopped playing.
|
|
*
|
|
* This callback will fire when the currently-playing music has completed, or
|
|
* when it has been explicitly stopped from a call to Mix_HaltMusic. As such,
|
|
* this callback might fire from an arbitrary background thread at almost any
|
|
* time; try to limit what you do here.
|
|
*
|
|
* It is legal to start a new music object playing in this callback (or
|
|
* restart the one that just stopped). If the music finished normally, this
|
|
* can be used to loop the music without a gap in the audio playback.
|
|
*
|
|
* Do not call SDL_LockAudio() from this callback; you will either be inside
|
|
* the audio callback, or SDL_mixer will explicitly lock the audio before
|
|
* calling your callback.
|
|
*
|
|
* A NULL pointer will disable the callback.
|
|
*
|
|
* \param music_finished the callback function to become the new notification
|
|
* mechanism.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (SDLCALL *music_finished)(void));
|
|
|
|
/**
|
|
* Get a pointer to the user data for the current music hook.
|
|
*
|
|
* This returns the `arg` pointer last passed to Mix_HookMusic(), or NULL if
|
|
* that function has never been called.
|
|
*
|
|
* \returns pointer to the user data previously passed to Mix_HookMusic.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void);
|
|
|
|
/**
|
|
* Set a callback that runs when a channel has finished playing.
|
|
*
|
|
* The callback may be called from the mixer's audio callback or it could be
|
|
* called as a result of Mix_HaltChannel(), etc.
|
|
*
|
|
* The callback has a single parameter, `channel`, which says what mixer
|
|
* channel has just stopped.
|
|
*
|
|
* Do not call SDL_LockAudio() from this callback; you will either be inside
|
|
* the audio callback, or SDL_mixer will explicitly lock the audio before
|
|
* calling your callback.
|
|
*
|
|
* A NULL pointer will disable the callback.
|
|
*
|
|
* \param channel_finished the callback function to become the new
|
|
* notification mechanism.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (SDLCALL *channel_finished)(int channel));
|
|
|
|
|
|
#define MIX_CHANNEL_POST (-2)
|
|
|
|
/**
|
|
* This is the format of a special effect callback:
|
|
*
|
|
* myeffect(int chan, void *stream, int len, void *udata);
|
|
*
|
|
* (chan) is the channel number that your effect is affecting. (stream) is
|
|
* the buffer of data to work upon. (len) is the size of (stream), and
|
|
* (udata) is a user-defined bit of data, which you pass as the last arg of
|
|
* Mix_RegisterEffect(), and is passed back unmolested to your callback.
|
|
* Your effect changes the contents of (stream) based on whatever parameters
|
|
* are significant, or just leaves it be, if you prefer. You can do whatever
|
|
* you like to the buffer, though, and it will continue in its changed state
|
|
* down the mixing pipeline, through any other effect functions, then finally
|
|
* to be mixed with the rest of the channels and music for the final output
|
|
* stream.
|
|
*
|
|
* DO NOT EVER call SDL_LockAudio() from your callback function!
|
|
*/
|
|
typedef void (SDLCALL *Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata);
|
|
|
|
/**
|
|
* This is a callback that signifies that a channel has finished all its
|
|
* loops and has completed playback. This gets called if the buffer
|
|
* plays out normally, or if you call Mix_HaltChannel(), implicitly stop
|
|
* a channel via Mix_AllocateChannels(), or unregister a callback while
|
|
* it's still playing.
|
|
*
|
|
* DO NOT EVER call SDL_LockAudio() from your callback function!
|
|
*/
|
|
typedef void (SDLCALL *Mix_EffectDone_t)(int chan, void *udata);
|
|
|
|
|
|
/**
|
|
* Register a special effect function.
|
|
*
|
|
* At mixing time, the channel data is copied into a buffer and passed through
|
|
* each registered effect function. After it passes through all the functions,
|
|
* it is mixed into the final output stream. The copy to buffer is performed
|
|
* once, then each effect function performs on the output of the previous
|
|
* effect. Understand that this extra copy to a buffer is not performed if
|
|
* there are no effects registered for a given chunk, which saves CPU cycles,
|
|
* and any given effect will be extra cycles, too, so it is crucial that your
|
|
* code run fast. Also note that the data that your function is given is in
|
|
* the format of the sound device, and not the format you gave to
|
|
* Mix_OpenAudio(), although they may in reality be the same. This is an
|
|
* unfortunate but necessary speed concern. Use Mix_QuerySpec() to determine
|
|
* if you can handle the data before you register your effect, and take
|
|
* appropriate actions.
|
|
*
|
|
* You may also specify a callback (Mix_EffectDone_t) that is called when the
|
|
* channel finishes playing. This gives you a more fine-grained control than
|
|
* Mix_ChannelFinished(), in case you need to free effect-specific resources,
|
|
* etc. If you don't need this, you can specify NULL.
|
|
*
|
|
* You may set the callbacks before or after calling Mix_PlayChannel().
|
|
*
|
|
* Things like Mix_SetPanning() are just internal special effect functions, so
|
|
* if you are using that, you've already incurred the overhead of a copy to a
|
|
* separate buffer, and that these effects will be in the queue with any
|
|
* functions you've registered. The list of registered effects for a channel
|
|
* is reset when a chunk finishes playing, so you need to explicitly set them
|
|
* with each call to Mix_PlayChannel*().
|
|
*
|
|
* You may also register a special effect function that is to be run after
|
|
* final mixing occurs. The rules for these callbacks are identical to those
|
|
* in Mix_RegisterEffect, but they are run after all the channels and the
|
|
* music have been mixed into a single stream, whereas channel-specific
|
|
* effects run on a given channel before any other mixing occurs. These global
|
|
* effect callbacks are call "posteffects". Posteffects only have their
|
|
* Mix_EffectDone_t function called when they are unregistered (since the main
|
|
* output stream is never "done" in the same sense as a channel). You must
|
|
* unregister them manually when you've had enough. Your callback will be told
|
|
* that the channel being mixed is `MIX_CHANNEL_POST` if the processing is
|
|
* considered a posteffect.
|
|
*
|
|
* After all these effects have finished processing, the callback registered
|
|
* through Mix_SetPostMix() runs, and then the stream goes to the audio
|
|
* device.
|
|
*
|
|
* DO NOT EVER call SDL_LockAudio() from your callback function! You are
|
|
* already running in the audio thread and the lock is already held!
|
|
*
|
|
* Note that unlike most SDL and SDL_mixer functions, this function returns
|
|
* zero if there's an error, not on success. We apologize for the API design
|
|
* inconsistency here.
|
|
*
|
|
* \param chan the channel to register an effect to, or MIX_CHANNEL_POST.
|
|
* \param f effect the callback to run when more of this channel is to be
|
|
* mixed.
|
|
* \param d effect done callback
|
|
* \param arg argument
|
|
* \returns zero if error (no such channel), nonzero if added. Error messages
|
|
* can be retrieved from Mix_GetError().
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, Mix_EffectDone_t d, void *arg);
|
|
|
|
|
|
/**
|
|
* Explicitly unregister a special effect function.
|
|
*
|
|
* You may not need to call this at all, unless you need to stop an effect
|
|
* from processing in the middle of a chunk's playback.
|
|
*
|
|
* Posteffects are never implicitly unregistered as they are for channels (as
|
|
* the output stream does not have an end), but they may be explicitly
|
|
* unregistered through this function by specifying MIX_CHANNEL_POST for a
|
|
* channel.
|
|
*
|
|
* Note that unlike most SDL and SDL_mixer functions, this function returns
|
|
* zero if there's an error, not on success. We apologize for the API design
|
|
* inconsistency here.
|
|
*
|
|
* \param chan the channel to unregister an effect on, or MIX_CHANNEL_POST.
|
|
* \param f effect the callback stop calling in future mixing iterations.
|
|
* \returns zero if error (no such channel or effect), nonzero if removed.
|
|
* Error messages can be retrieved from Mix_GetError().
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f);
|
|
|
|
/**
|
|
* Explicitly unregister all special effect functions.
|
|
*
|
|
* You may not need to call this at all, unless you need to stop all effects
|
|
* from processing in the middle of a chunk's playback.
|
|
*
|
|
* Note that this will also shut off some internal effect processing, since
|
|
* Mix_SetPanning() and others may use this API under the hood. This is called
|
|
* internally when a channel completes playback. Posteffects are never
|
|
* implicitly unregistered as they are for channels, but they may be
|
|
* explicitly unregistered through this function by specifying
|
|
* MIX_CHANNEL_POST for a channel.
|
|
*
|
|
* Note that unlike most SDL and SDL_mixer functions, this function returns
|
|
* zero if there's an error, not on success. We apologize for the API design
|
|
* inconsistency here.
|
|
*
|
|
* \param chan the channel to unregister all effects on, or MIX_CHANNEL_POST.
|
|
* \returns zero if error (no such channel), nonzero if all effects removed.
|
|
* Error messages can be retrieved from Mix_GetError().
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel);
|
|
|
|
|
|
#define MIX_EFFECTSMAXSPEED "MIX_EFFECTSMAXSPEED"
|
|
|
|
/*
|
|
* These are the internally-defined mixing effects. They use the same API that
|
|
* effects defined in the application use, but are provided here as a
|
|
* convenience. Some effects can reduce their quality or use more memory in
|
|
* the name of speed; to enable this, make sure the environment variable
|
|
* MIX_EFFECTSMAXSPEED (see above) is defined before you call
|
|
* Mix_OpenAudio().
|
|
*/
|
|
|
|
|
|
/**
|
|
* Set the panning of a channel.
|
|
*
|
|
* The left and right channels are specified as integers between 0 and 255,
|
|
* quietest to loudest, respectively.
|
|
*
|
|
* Technically, this is just individual volume control for a sample with two
|
|
* (stereo) channels, so it can be used for more than just panning. If you
|
|
* want real panning, call it like this:
|
|
*
|
|
* ```c
|
|
* Mix_SetPanning(channel, left, 255 - left);
|
|
* ```
|
|
*
|
|
* Setting `channel` to MIX_CHANNEL_POST registers this as a posteffect, and
|
|
* the panning will be done to the final mixed stream before passing it on to
|
|
* the audio device.
|
|
*
|
|
* This uses the Mix_RegisterEffect() API internally, and returns without
|
|
* registering the effect function if the audio device is not configured for
|
|
* stereo output. Setting both `left` and `right` to 255 causes this effect to
|
|
* be unregistered, since that is the data's normal state.
|
|
*
|
|
* Note that an audio device in mono mode is a no-op, but this call will
|
|
* return successful in that case. Error messages can be retrieved from
|
|
* Mix_GetError().
|
|
*
|
|
* Note that unlike most SDL and SDL_mixer functions, this function returns
|
|
* zero if there's an error, not on success. We apologize for the API design
|
|
* inconsistency here.
|
|
*
|
|
* \param channel The mixer channel to pan or MIX_CHANNEL_POST.
|
|
* \param left Volume of stereo left channel, 0 is silence, 255 is full
|
|
* volume.
|
|
* \param right Volume of stereo right channel, 0 is silence, 255 is full
|
|
* volume.
|
|
* \returns zero if error (no such channel or Mix_RegisterEffect() fails),
|
|
* nonzero if panning effect enabled.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_SetPosition
|
|
* \sa Mix_SetDistance
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right);
|
|
|
|
|
|
/**
|
|
* Set the position of a channel.
|
|
*
|
|
* `angle` is an integer from 0 to 360, that specifies the location of the
|
|
* sound in relation to the listener. `angle` will be reduced as neccesary
|
|
* (540 becomes 180 degrees, -100 becomes 260). Angle 0 is due north, and
|
|
* rotates clockwise as the value increases. For efficiency, the precision of
|
|
* this effect may be limited (angles 1 through 7 might all produce the same
|
|
* effect, 8 through 15 are equal, etc). `distance` is an integer between 0
|
|
* and 255 that specifies the space between the sound and the listener. The
|
|
* larger the number, the further away the sound is. Using 255 does not
|
|
* guarantee that the channel will be removed from the mixing process or be
|
|
* completely silent. For efficiency, the precision of this effect may be
|
|
* limited (distance 0 through 5 might all produce the same effect, 6 through
|
|
* 10 are equal, etc). Setting `angle` and `distance` to 0 unregisters this
|
|
* effect, since the data would be unchanged.
|
|
*
|
|
* If you need more precise positional audio, consider using OpenAL for
|
|
* spatialized effects instead of SDL_mixer. This is only meant to be a basic
|
|
* effect for simple "3D" games.
|
|
*
|
|
* If the audio device is configured for mono output, then you won't get any
|
|
* effectiveness from the angle; however, distance attenuation on the channel
|
|
* will still occur. While this effect will function with stereo voices, it
|
|
* makes more sense to use voices with only one channel of sound, so when they
|
|
* are mixed through this effect, the positioning will sound correct. You can
|
|
* convert them to mono through SDL before giving them to the mixer in the
|
|
* first place if you like.
|
|
*
|
|
* Setting the channel to MIX_CHANNEL_POST registers this as a posteffect, and
|
|
* the positioning will be done to the final mixed stream before passing it on
|
|
* to the audio device.
|
|
*
|
|
* This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning().
|
|
*
|
|
* Note that unlike most SDL and SDL_mixer functions, this function returns
|
|
* zero if there's an error, not on success. We apologize for the API design
|
|
* inconsistency here.
|
|
*
|
|
* \param channel The mixer channel to position, or MIX_CHANNEL_POST.
|
|
* \param angle angle, in degrees. North is 0, and goes clockwise.
|
|
* \param distance distance; 0 is the listener, 255 is maxiumum distance away.
|
|
* \returns zero if error (no such channel or Mix_RegisterEffect() fails),
|
|
* nonzero if position effect is enabled. Error messages can be
|
|
* retrieved from Mix_GetError().
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance);
|
|
|
|
|
|
/**
|
|
* Set the "distance" of a channel.
|
|
*
|
|
* `distance` is an integer from 0 to 255 that specifies the location of the
|
|
* sound in relation to the listener. Distance 0 is overlapping the listener,
|
|
* and 255 is as far away as possible. A distance of 255 does not guarantee
|
|
* silence; in such a case, you might want to try changing the chunk's volume,
|
|
* or just cull the sample from the mixing process with Mix_HaltChannel(). For
|
|
* efficiency, the precision of this effect may be limited (distances 1
|
|
* through 7 might all produce the same effect, 8 through 15 are equal, etc).
|
|
* (distance) is an integer between 0 and 255 that specifies the space between
|
|
* the sound and the listener. The larger the number, the further away the
|
|
* sound is. Setting the distance to 0 unregisters this effect, since the data
|
|
* would be unchanged. If you need more precise positional audio, consider
|
|
* using OpenAL for spatialized effects instead of SDL_mixer. This is only
|
|
* meant to be a basic effect for simple "3D" games.
|
|
*
|
|
* Setting the channel to MIX_CHANNEL_POST registers this as a posteffect, and
|
|
* the distance attenuation will be done to the final mixed stream before
|
|
* passing it on to the audio device.
|
|
*
|
|
* This uses the Mix_RegisterEffect() API internally.
|
|
*
|
|
* Note that unlike most SDL and SDL_mixer functions, this function returns
|
|
* zero if there's an error, not on success. We apologize for the API design
|
|
* inconsistency here.
|
|
*
|
|
* \param channel The mixer channel to attenuate, or MIX_CHANNEL_POST.
|
|
* \param distance distance; 0 is the listener, 255 is maxiumum distance away.
|
|
* \returns zero if error (no such channel or Mix_RegisterEffect() fails),
|
|
* nonzero if position effect is enabled. Error messages can be
|
|
* retrieved from Mix_GetError().
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance);
|
|
|
|
|
|
/**
|
|
* Cause a channel to reverse its stereo.
|
|
*
|
|
* This is handy if the user has his speakers hooked up backwards, or you
|
|
* would like to have a trippy sound effect.
|
|
*
|
|
* Calling this function with `flip` set to non-zero reverses the chunks's
|
|
* usual channels. If `flip` is zero, the effect is unregistered.
|
|
*
|
|
* This uses the Mix_RegisterEffect() API internally, and thus is probably
|
|
* more CPU intensive than having the user just plug in his speakers
|
|
* correctly. Mix_SetReverseStereo() returns without registering the effect
|
|
* function if the audio device is not configured for stereo output.
|
|
*
|
|
* If you specify MIX_CHANNEL_POST for `channel`, then this effect is used on
|
|
* the final mixed stream before sending it on to the audio device (a
|
|
* posteffect).
|
|
*
|
|
* Note that unlike most SDL and SDL_mixer functions, this function returns
|
|
* zero if there's an error, not on success. We apologize for the API design
|
|
* inconsistency here.
|
|
*
|
|
* \param channel The mixer channel to reverse, or MIX_CHANNEL_POST.
|
|
* \param flip non-zero to reverse stereo, zero to disable this effect.
|
|
* \returns zero if error (no such channel or Mix_RegisterEffect() fails),
|
|
* nonzero if reversing effect is enabled. Note that an audio device
|
|
* in mono mode is a no-op, but this call will return successful in
|
|
* that case. Error messages can be retrieved from Mix_GetError().
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip);
|
|
|
|
/* end of effects API. */
|
|
|
|
|
|
|
|
/**
|
|
* Reserve the first channels for the application.
|
|
*
|
|
* While SDL_mixer will use up to the number of channels allocated by
|
|
* Mix_AllocateChannels(), this sets channels aside that will not be available
|
|
* when calling Mix_PlayChannel with a channel of -1 (play on the first unused
|
|
* channel). In this case, SDL_mixer will treat reserved channels as "used"
|
|
* whether anything is playing on them at the moment or not.
|
|
*
|
|
* This is useful if you've budgeted some channels for dedicated audio and the
|
|
* rest are just used as they are available.
|
|
*
|
|
* Calling this function will set channels 0 to `n - 1` to be reserved. This
|
|
* will not change channel allocations. The number of reserved channels will
|
|
* be clamped to the current number allocated.
|
|
*
|
|
* By default, no channels are reserved.
|
|
*
|
|
* \param num number of channels to reserve, starting at index zero.
|
|
* \returns the number of reserved channels.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num);
|
|
|
|
|
|
/* Channel grouping functions */
|
|
|
|
/**
|
|
* Assign a tag to a channel.
|
|
*
|
|
* A tag is an arbitary number that can be assigned to several mixer channels,
|
|
* to form groups of channels.
|
|
*
|
|
* If 'tag' is -1, the tag is removed (actually -1 is the tag used to
|
|
* represent the group of all the channels).
|
|
*
|
|
* This function replaces the requested channel's current tag; you may only
|
|
* have one tag per channel.
|
|
*
|
|
* You may not specify MAX_CHANNEL_POST for a channel.
|
|
*
|
|
* \param which the channel to set the tag on.
|
|
* \param tag an arbitrary value to assign a channel.
|
|
* \returns non-zero on success, zero on error (no such channel).
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag);
|
|
|
|
/**
|
|
* Assign several consecutive channels to the same tag.
|
|
*
|
|
* A tag is an arbitary number that can be assigned to several mixer channels,
|
|
* to form groups of channels.
|
|
*
|
|
* If 'tag' is -1, the tag is removed (actually -1 is the tag used to
|
|
* represent the group of all the channels).
|
|
*
|
|
* This function replaces the requested channels' current tags; you may only
|
|
* have one tag per channel.
|
|
*
|
|
* You may not specify MAX_CHANNEL_POST for a channel.
|
|
*
|
|
* Note that this returns success and failure in the _opposite_ way from
|
|
* Mix_GroupChannel(). We regret the API design mistake.
|
|
*
|
|
* \param from the first channel to set the tag on.
|
|
* \param to the last channel to set the tag on, inclusive.
|
|
* \param tag an arbitrary value to assign a channel.
|
|
* \returns 0 if successful, negative on error
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag);
|
|
|
|
/**
|
|
* Finds the first available channel in a group of channels.
|
|
*
|
|
* A tag is an arbitary number that can be assigned to several mixer channels,
|
|
* to form groups of channels.
|
|
*
|
|
* This function searches all channels with a specified tag, and returns the
|
|
* channel number of the first one it finds that is currently unused.
|
|
*
|
|
* If no channels with the specified tag are unused, this function returns -1.
|
|
*
|
|
* \param tag an arbitrary value, assigned to channels, to search for.
|
|
* \returns first available channel, or -1 if none are available.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag);
|
|
|
|
/**
|
|
* Returns the number of channels in a group.
|
|
*
|
|
* If tag is -1, this will return the total number of channels allocated,
|
|
* regardless of what their tag might be.
|
|
*
|
|
* \param tag an arbitrary value, assigned to channels, to search for.
|
|
* \returns the number of channels assigned the specified tag.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GroupCount(int tag);
|
|
|
|
/**
|
|
* Find the "oldest" sample playing in a group of channels.
|
|
*
|
|
* Specifically, this function returns the channel number that is assigned the
|
|
* specified tag, is currently playing, and has the lowest start time, based
|
|
* on the value of SDL_GetTicks() when the channel started playing.
|
|
*
|
|
* If no channel with this tag is currently playing, this function returns -1.
|
|
*
|
|
* \param tag an arbitrary value, assigned to channels, to search through.
|
|
* \returns the "oldest" sample playing in a group of channels
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_GroupNewer
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag);
|
|
|
|
/**
|
|
* Find the "most recent" sample playing in a group of channels.
|
|
*
|
|
* Specifically, this function returns the channel number that is assigned the
|
|
* specified tag, is currently playing, and has the highest start time, based
|
|
* on the value of SDL_GetTicks() when the channel started playing.
|
|
*
|
|
* If no channel with this tag is currently playing, this function returns -1.
|
|
*
|
|
* \param tag an arbitrary value, assigned to channels, to search through.
|
|
* \returns the "most recent" sample playing in a group of channels
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_GroupOldest
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag);
|
|
|
|
/**
|
|
* Play an audio chunk on a specific channel.
|
|
*
|
|
* If the specified channel is -1, play on the first free channel (and return
|
|
* -1 without playing anything new if no free channel was available).
|
|
*
|
|
* If a specific channel was requested, and there is a chunk already playing
|
|
* there, that chunk will be halted and the new chunk will take its place.
|
|
*
|
|
* If `loops` is greater than zero, loop the sound that many times. If `loops`
|
|
* is -1, loop "infinitely" (~65000 times).
|
|
*
|
|
* Note that before SDL_mixer 2.6.0, this function was a macro that called
|
|
* Mix_PlayChannelTimed() with a fourth parameter ("ticks") of -1. This
|
|
* function still does the same thing, but promotes it to a proper API
|
|
* function. Older binaries linked against a newer SDL_mixer will still call
|
|
* Mix_PlayChannelTimed directly, as they are using the macro, which was
|
|
* available since the dawn of time.
|
|
*
|
|
* \param channel the channel on which to play the new chunk.
|
|
* \param chunk the new chunk to play.
|
|
* \param loop the number of times the chunk should loop, -1 to loop (not
|
|
* actually) infinitely.
|
|
* \returns which channel was used to play the sound, or -1 if sound could not
|
|
* be played.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0 (and as a macro
|
|
* since 2.0.0).
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_PlayChannel(int channel, Mix_Chunk *chunk, int loops);
|
|
|
|
/**
|
|
* Play an audio chunk on a specific channel for a maximum time.
|
|
*
|
|
* If the specified channel is -1, play on the first free channel (and return
|
|
* -1 without playing anything new if no free channel was available).
|
|
*
|
|
* If a specific channel was requested, and there is a chunk already playing
|
|
* there, that chunk will be halted and the new chunk will take its place.
|
|
*
|
|
* If `loops` is greater than zero, loop the sound that many times. If `loops`
|
|
* is -1, loop "infinitely" (~65000 times).
|
|
*
|
|
* `ticks` specifies the maximum number of milliseconds to play this chunk
|
|
* before halting it. If you want the chunk to play until all data has been
|
|
* mixed, specify -1.
|
|
*
|
|
* Note that this function does not block for the number of ticks requested;
|
|
* it just schedules the chunk to play and notes the maximum for the mixer to
|
|
* manage later, and returns immediately.
|
|
*
|
|
* \param channel the channel on which to play the new chunk.
|
|
* \param chunk the new chunk to play.
|
|
* \param loop the number of times the chunk should loop, -1 to loop (not
|
|
* actually) infinitely.
|
|
* \param ticks the maximum number of milliseconds of this chunk to mix for
|
|
* playback.
|
|
* \returns which channel was used to play the sound, or -1 if sound could not
|
|
* be played.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks);
|
|
|
|
/**
|
|
* Play a new music object.
|
|
*
|
|
* This will schedule the music object to begin mixing for playback.
|
|
*
|
|
* There is only ever one music object playing at a time; if this is called
|
|
* when another music object is playing, the currently-playing music is halted
|
|
* and the new music will replace it.
|
|
*
|
|
* Please note that if the currently-playing music is in the process of fading
|
|
* out (via Mix_FadeOutMusic()), this function will *block* until the fade
|
|
* completes. If you need to avoid this, be sure to call Mix_HaltMusic()
|
|
* before starting new music.
|
|
*
|
|
* \param music the new music object to schedule for mixing.
|
|
* \param loops the number of loops to play the music for (0 means "play once
|
|
* and stop").
|
|
* \returns zero on success, -1 on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);
|
|
|
|
/**
|
|
* Play a new music object, fading in the audio.
|
|
*
|
|
* This will start the new music playing, much like Mix_PlayMusic() will, but
|
|
* will start the music playing at silence and fade in to its normal volume
|
|
* over the specified number of milliseconds.
|
|
*
|
|
* If there is already music playing, that music will be halted and the new
|
|
* music object will take its place.
|
|
*
|
|
* If `loops` is greater than zero, loop the music that many times. If `loops`
|
|
* is -1, loop "infinitely" (~65000 times).
|
|
*
|
|
* Fading music will change it's volume progressively, as if Mix_VolumeMusic()
|
|
* was called on it (which is to say: you probably shouldn't call
|
|
* Mix_VolumeMusic() on fading music).
|
|
*
|
|
* \param music the new music object to play.
|
|
* \param loop the number of times the chunk should loop, -1 to loop (not
|
|
* actually) infinitely.
|
|
* \param ms the number of milliseconds to spend fading in.
|
|
* \returns zero on success, -1 on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms);
|
|
|
|
/**
|
|
* Play a new music object, fading in the audio, from a starting position.
|
|
*
|
|
* This will start the new music playing, much like Mix_PlayMusic() will, but
|
|
* will start the music playing at silence and fade in to its normal volume
|
|
* over the specified number of milliseconds.
|
|
*
|
|
* If there is already music playing, that music will be halted and the new
|
|
* music object will take its place.
|
|
*
|
|
* If `loops` is greater than zero, loop the music that many times. If `loops`
|
|
* is -1, loop "infinitely" (~65000 times).
|
|
*
|
|
* Fading music will change it's volume progressively, as if Mix_VolumeMusic()
|
|
* was called on it (which is to say: you probably shouldn't call
|
|
* Mix_VolumeMusic() on fading music).
|
|
*
|
|
* This function allows the caller to start the music playback past the
|
|
* beginning of its audio data. You may specify a start position, in seconds,
|
|
* and the playback and fade-in will start there instead of with the first
|
|
* samples of the music.
|
|
*
|
|
* An app can specify a `position` of 0.0 to start at the beginning of the
|
|
* music (or just call Mix_FadeInMusic() instead).
|
|
*
|
|
* To convert from milliseconds, divide by 1000.0.
|
|
*
|
|
* \param music the new music object to play.
|
|
* \param loop the number of times the chunk should loop, -1 to loop (not
|
|
* actually) infinitely.
|
|
* \param ms the number of milliseconds to spend fading in.
|
|
* \param position the start position within the music, in seconds, where
|
|
* playback should start.
|
|
* \returns zero on success, -1 on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position);
|
|
|
|
/**
|
|
* Play an audio chunk on a specific channel, fading in the audio.
|
|
*
|
|
* This will start the new sound playing, much like Mix_PlayChannel() will,
|
|
* but will start the sound playing at silence and fade in to its normal
|
|
* volume over the specified number of milliseconds.
|
|
*
|
|
* If the specified channel is -1, play on the first free channel (and return
|
|
* -1 without playing anything new if no free channel was available).
|
|
*
|
|
* If a specific channel was requested, and there is a chunk already playing
|
|
* there, that chunk will be halted and the new chunk will take its place.
|
|
*
|
|
* If `loops` is greater than zero, loop the sound that many times. If `loops`
|
|
* is -1, loop "infinitely" (~65000 times).
|
|
*
|
|
* A fading channel will change it's volume progressively, as if Mix_Volume()
|
|
* was called on it (which is to say: you probably shouldn't call Mix_Volume()
|
|
* on a fading channel).
|
|
*
|
|
* Note that before SDL_mixer 2.6.0, this function was a macro that called
|
|
* Mix_FadeInChannelTimed() with a fourth parameter ("ticks") of -1. This
|
|
* function still does the same thing, but promotes it to a proper API
|
|
* function. Older binaries linked against a newer SDL_mixer will still call
|
|
* Mix_FadeInChannelTimed directly, as they are using the macro, which was
|
|
* available since the dawn of time.
|
|
*
|
|
* \param channel the channel on which to play the new chunk, or -1 to find
|
|
* any available.
|
|
* \param chunk the new chunk to play.
|
|
* \param loop the number of times the chunk should loop, -1 to loop (not
|
|
* actually) infinitely.
|
|
* \param ms the number of milliseconds to spend fading in.
|
|
* \returns which channel was used to play the sound, or -1 if sound could not
|
|
* be played.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0 (and as a macro
|
|
* since 2.0.0).
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_FadeInChannel(int channel, Mix_Chunk *chunk, int loops, int ms);
|
|
|
|
/**
|
|
* Play an audio chunk on a specific channel, fading in the audio, for a
|
|
* maximum time.
|
|
*
|
|
* This will start the new sound playing, much like Mix_PlayChannel() will,
|
|
* but will start the sound playing at silence and fade in to its normal
|
|
* volume over the specified number of milliseconds.
|
|
*
|
|
* If the specified channel is -1, play on the first free channel (and return
|
|
* -1 without playing anything new if no free channel was available).
|
|
*
|
|
* If a specific channel was requested, and there is a chunk already playing
|
|
* there, that chunk will be halted and the new chunk will take its place.
|
|
*
|
|
* If `loops` is greater than zero, loop the sound that many times. If `loops`
|
|
* is -1, loop "infinitely" (~65000 times).
|
|
*
|
|
* `ticks` specifies the maximum number of milliseconds to play this chunk
|
|
* before halting it. If you want the chunk to play until all data has been
|
|
* mixed, specify -1.
|
|
*
|
|
* Note that this function does not block for the number of ticks requested;
|
|
* it just schedules the chunk to play and notes the maximum for the mixer to
|
|
* manage later, and returns immediately.
|
|
*
|
|
* A fading channel will change it's volume progressively, as if Mix_Volume()
|
|
* was called on it (which is to say: you probably shouldn't call Mix_Volume()
|
|
* on a fading channel).
|
|
*
|
|
* \param channel the channel on which to play the new chunk, or -1 to find
|
|
* any available.
|
|
* \param chunk the new chunk to play.
|
|
* \param loop the number of times the chunk should loop, -1 to loop (not
|
|
* actually) infinitely.
|
|
* \param ms the number of milliseconds to spend fading in.
|
|
* \param ticks the maximum number of milliseconds of this chunk to mix for
|
|
* playback.
|
|
* \returns which channel was used to play the sound, or -1 if sound could not
|
|
* be played.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);
|
|
|
|
/**
|
|
* Set the volume for a specific channel.
|
|
*
|
|
* The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume).
|
|
* Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are
|
|
* clamped to MIX_MAX_VOLUME.
|
|
*
|
|
* Specifying a negative volume will not change the current volume; as such,
|
|
* this can be used to query the current volume without making changes, as
|
|
* this function returns the previous (in this case, still-current) value.
|
|
*
|
|
* If the specified channel is -1, this function sets the volume for all
|
|
* channels, and returns _the average_ of all channels' volumes prior to this
|
|
* call.
|
|
*
|
|
* The default volume for a channel is MIX_MAX_VOLUME (no attenuation).
|
|
*
|
|
* \param channel the channel on set/query the volume on, or -1 for all
|
|
* channels.
|
|
* \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query.
|
|
* \returns the previous volume. If the specified volume is -1, this returns
|
|
* the current volume. If `channel` is -1, this returns the average
|
|
* of all channels.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume);
|
|
|
|
/**
|
|
* Set the volume for a specific chunk.
|
|
*
|
|
* In addition to channels having a volume setting, individual chunks also
|
|
* maintain a seperate volume. Both values are considered when mixing, so both
|
|
* affect the final attenuation of the sound. This lets an app adjust the
|
|
* volume for all instances of a sound in addition to specific instances of
|
|
* that sound.
|
|
*
|
|
* The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume).
|
|
* Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are
|
|
* clamped to MIX_MAX_VOLUME.
|
|
*
|
|
* Specifying a negative volume will not change the current volume; as such,
|
|
* this can be used to query the current volume without making changes, as
|
|
* this function returns the previous (in this case, still-current) value.
|
|
*
|
|
* The default volume for a chunk is MIX_MAX_VOLUME (no attenuation).
|
|
*
|
|
* \param channel the channel on set/query the volume on, or -1 for all
|
|
* channels.
|
|
* \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query.
|
|
* \returns the previous volume. If the specified volume is -1, this returns
|
|
* the current volume. If `chunk` is NULL, this returns -1.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume);
|
|
|
|
/**
|
|
* Set the volume for the music channel.
|
|
*
|
|
* The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume).
|
|
* Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are
|
|
* clamped to MIX_MAX_VOLUME.
|
|
*
|
|
* Specifying a negative volume will not change the current volume; as such,
|
|
* this can be used to query the current volume without making changes, as
|
|
* this function returns the previous (in this case, still-current) value.
|
|
*
|
|
* The default volume for music is MIX_MAX_VOLUME (no attenuation).
|
|
*
|
|
* \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query.
|
|
* \returns the previous volume. If the specified volume is -1, this returns
|
|
* the current volume.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume);
|
|
|
|
/**
|
|
* Query the current volume value for a music object.
|
|
*
|
|
* \param music the music object to query.
|
|
* \returns the music's current volume, between 0 and MIX_MAX_VOLUME (128).
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GetMusicVolume(Mix_Music *music);
|
|
|
|
/**
|
|
* Set the master volume for all channels.
|
|
*
|
|
* SDL_mixer keeps a per-channel volume, a per-chunk volume, and a master
|
|
* volume, and considers all three when mixing audio. This function sets the
|
|
* master volume, which is applied to all playing channels when mixing.
|
|
*
|
|
* The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume).
|
|
* Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are
|
|
* clamped to MIX_MAX_VOLUME.
|
|
*
|
|
* Specifying a negative volume will not change the current volume; as such,
|
|
* this can be used to query the current volume without making changes, as
|
|
* this function returns the previous (in this case, still-current) value.
|
|
*
|
|
* Note that the master volume does not affect any playing music; it is only
|
|
* applied when mixing chunks. Use Mix_MusicVolume() for that.\
|
|
*
|
|
* \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query.
|
|
* \returns the previous volume. If the specified volume is -1, this returns
|
|
* the current volume.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_MasterVolume(int volume);
|
|
|
|
/**
|
|
* Halt playing of a particular channel.
|
|
*
|
|
* This will stop further playback on that channel until a new chunk is
|
|
* started there.
|
|
*
|
|
* Specifying a channel of -1 will halt _all_ channels, except for any playing
|
|
* music.
|
|
*
|
|
* Any halted channels will have any currently-registered effects
|
|
* deregistered, and will call any callback specified by Mix_ChannelFinished()
|
|
* before this function returns.
|
|
*
|
|
* You may not specify MAX_CHANNEL_POST for a channel.
|
|
*
|
|
* \param channel channel to halt, or -1 to halt all channels.
|
|
* \returns 0 on success, or -1 on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel);
|
|
|
|
/**
|
|
* Halt playing of a group of channels by arbitrary tag.
|
|
*
|
|
* This will stop further playback on all channels with a specific tag, until
|
|
* a new chunk is started there.
|
|
*
|
|
* A tag is an arbitary number that can be assigned to several mixer channels,
|
|
* to form groups of channels.
|
|
*
|
|
* The default tag for a channel is -1.
|
|
*
|
|
* Any halted channels will have any currently-registered effects
|
|
* deregistered, and will call any callback specified by Mix_ChannelFinished()
|
|
* before this function returns.
|
|
*
|
|
* \param tag an arbitrary value, assigned to channels, to search for.
|
|
* \returns zero, whether any channels were halted or not.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag);
|
|
|
|
/**
|
|
* Halt playing of the music stream.
|
|
*
|
|
* This will stop further playback of music until a new music object is
|
|
* started there.
|
|
*
|
|
* Any halted music will call any callback specified by
|
|
* Mix_HookMusicFinished() before this function returns.
|
|
*
|
|
* \returns zero, regardless of whether any music was halted.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_HaltMusic(void);
|
|
|
|
/**
|
|
* Change the expiration delay for a particular channel.
|
|
*
|
|
* The channel will halt after the 'ticks' milliseconds have elapsed, or
|
|
* remove the expiration if 'ticks' is -1.
|
|
*
|
|
* This overrides the value passed to the fourth parameter of
|
|
* Mix_PlayChannelTimed().
|
|
*
|
|
* Specifying a channel of -1 will set an expiration for _all_ channels.
|
|
*
|
|
* Any halted channels will have any currently-registered effects
|
|
* deregistered, and will call any callback specified by Mix_ChannelFinished()
|
|
* once the halt occurs.
|
|
*
|
|
* Note that this function does not block for the number of ticks requested;
|
|
* it just schedules the chunk to expire and notes the time for the mixer to
|
|
* manage later, and returns immediately.
|
|
*
|
|
* \param channel the channel to change the expiration time on.
|
|
* \param ticks number of milliseconds from now to let channel play before
|
|
* halting, -1 to not halt.
|
|
* \returns the number of channels that changed expirations.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks);
|
|
|
|
/**
|
|
* Halt a channel after fading it out for a specified time.
|
|
*
|
|
* This will begin a channel fading from its current volume to silence over
|
|
* `ms` milliseconds. After that time, the channel is halted.
|
|
*
|
|
* Any halted channels will have any currently-registered effects
|
|
* deregistered, and will call any callback specified by Mix_ChannelFinished()
|
|
* once the halt occurs.
|
|
*
|
|
* A fading channel will change it's volume progressively, as if Mix_Volume()
|
|
* was called on it (which is to say: you probably shouldn't call Mix_Volume()
|
|
* on a fading channel).
|
|
*
|
|
* Note that this function does not block for the number of milliseconds
|
|
* requested; it just schedules the chunk to fade and notes the time for the
|
|
* mixer to manage later, and returns immediately.
|
|
*
|
|
* \param which the channel to fade out.
|
|
* \param ms number of milliseconds to fade before halting the channel.
|
|
* \returns 0 on success, or -1 on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms);
|
|
|
|
/**
|
|
* Halt a playing group of channels by arbitrary tag, after fading them out
|
|
* for a specified time.
|
|
*
|
|
* This will begin fading a group of channels with a specific tag from their
|
|
* current volumes to silence over `ms` milliseconds. After that time, those
|
|
* channels are halted.
|
|
*
|
|
* A tag is an arbitary number that can be assigned to several mixer channels,
|
|
* to form groups of channels.
|
|
*
|
|
* The default tag for a channel is -1.
|
|
*
|
|
* Any halted channels will have any currently-registered effects
|
|
* deregistered, and will call any callback specified by Mix_ChannelFinished()
|
|
* once the halt occurs.
|
|
*
|
|
* A fading channel will change it's volume progressively, as if Mix_Volume()
|
|
* was called on it (which is to say: you probably shouldn't call Mix_Volume()
|
|
* on a fading channel).
|
|
*
|
|
* Note that this function does not block for the number of milliseconds
|
|
* requested; it just schedules the group to fade and notes the time for the
|
|
* mixer to manage later, and returns immediately.
|
|
*
|
|
* \param tag an arbitrary value, assigned to channels, to search for.
|
|
* \param ms number of milliseconds to fade before halting the group.
|
|
* \returns the number of channels that were scheduled for fading.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms);
|
|
|
|
/**
|
|
* Halt the music stream after fading it out for a specified time.
|
|
*
|
|
* This will begin the music fading from its current volume to silence over
|
|
* `ms` milliseconds. After that time, the music is halted.
|
|
*
|
|
* Any halted music will call any callback specified by
|
|
* Mix_HookMusicFinished() once the halt occurs.
|
|
*
|
|
* Fading music will change it's volume progressively, as if Mix_VolumeMusic()
|
|
* was called on it (which is to say: you probably shouldn't call
|
|
* Mix_VolumeMusic() on a fading channel).
|
|
*
|
|
* Note that this function does not block for the number of milliseconds
|
|
* requested; it just schedules the music to fade and notes the time for the
|
|
* mixer to manage later, and returns immediately.
|
|
*
|
|
* \param which the channel to fade out.
|
|
* \param ms number of milliseconds to fade before halting the channel.
|
|
* \returns non-zero if music was scheduled to fade, zero otherwise. If no
|
|
* music is currently playing, this returns zero.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms);
|
|
|
|
/**
|
|
* Query the fading status of the music stream.
|
|
*
|
|
* This reports one of three values:
|
|
*
|
|
* - `MIX_NO_FADING`
|
|
* - `MIX_FADING_OUT`
|
|
* - `MIX_FADING_IN`
|
|
*
|
|
* If music is not currently playing, this returns `MIX_NO_FADING`.
|
|
*
|
|
* \returns the current fading status of the music stream.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void);
|
|
|
|
/**
|
|
* Query the fading status of a channel.
|
|
*
|
|
* This reports one of three values:
|
|
*
|
|
* - `MIX_NO_FADING`
|
|
* - `MIX_FADING_OUT`
|
|
* - `MIX_FADING_IN`
|
|
*
|
|
* If nothing is currently playing on the channel, or an invalid channel is
|
|
* specified, this returns `MIX_NO_FADING`.
|
|
*
|
|
* You may not specify MAX_CHANNEL_POST for a channel.
|
|
*
|
|
* You may not specify -1 for all channels; only individual channels may be
|
|
* queried.
|
|
*
|
|
* \param which the channel to query.
|
|
* \returns the current fading status of the channel.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which);
|
|
|
|
/**
|
|
* Pause a particular channel.
|
|
*
|
|
* Pausing a channel will prevent further playback of the assigned chunk but
|
|
* will maintain the chunk's current mixing position. When resumed, this
|
|
* channel will continue to mix the chunk where it left off.
|
|
*
|
|
* A paused channel can be resumed by calling Mix_Resume().
|
|
*
|
|
* A paused channel with an expiration will not expire while paused (the
|
|
* expiration countdown will be adjusted once resumed).
|
|
*
|
|
* It is legal to halt a paused channel. Playing a new chunk on a paused
|
|
* channel will replace the current chunk and unpause the channel.
|
|
*
|
|
* Specifying a channel of -1 will pause _all_ channels. Any music is
|
|
* unaffected.
|
|
*
|
|
* You may not specify MAX_CHANNEL_POST for a channel.
|
|
*
|
|
* \param channel the channel to pause, or -1 to pause all channels.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_Pause(int channel);
|
|
|
|
/**
|
|
* Resume a particular channel.
|
|
*
|
|
* It is legal to resume an unpaused or invalid channel; it causes no effect
|
|
* and reports no error.
|
|
*
|
|
* If the paused channel has an expiration, its expiration countdown resumes
|
|
* now, as well.
|
|
*
|
|
* Specifying a channel of -1 will resume _all_ paused channels. Any music is
|
|
* unaffected.
|
|
*
|
|
* \param channel the channel to resume, or -1 to resume all paused channels.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_Resume(int channel);
|
|
|
|
/**
|
|
* Query whether a particular channel is paused.
|
|
*
|
|
* If an invalid channel is specified, this function returns zero.
|
|
*
|
|
* \param channel the channel to query, or -1 to query all channels.
|
|
* \return 1 if channel paused, 0 otherwise. If `channel` is -1, returns the
|
|
* number of paused channels.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_Paused(int channel);
|
|
|
|
/**
|
|
* Pause the music stream.
|
|
*
|
|
* Pausing the music stream will prevent further playback of the assigned
|
|
* music object, but will maintain the object's current mixing position. When
|
|
* resumed, this channel will continue to mix the music where it left off.
|
|
*
|
|
* Paused music can be resumed by calling Mix_ResumeMusic().
|
|
*
|
|
* It is legal to halt paused music. Playing a new music object when music is
|
|
* paused will replace the current music and unpause the music stream.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_PauseMusic(void);
|
|
|
|
/**
|
|
* Resume the music stream.
|
|
*
|
|
* It is legal to resume an unpaused music stream; it causes no effect and
|
|
* reports no error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_ResumeMusic(void);
|
|
|
|
/**
|
|
* Rewind the music stream.
|
|
*
|
|
* This causes the currently-playing music to start mixing from the beginning
|
|
* of the music, as if it were just started.
|
|
*
|
|
* It's a legal no-op to rewind the music stream when not playing.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_RewindMusic(void);
|
|
|
|
/**
|
|
* Query whether the music stream is paused.
|
|
*
|
|
* \return 1 if music is paused, 0 otherwise.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_PauseMusic
|
|
* \sa Mix_ResumeMusic
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_PausedMusic(void);
|
|
|
|
/**
|
|
* Jump to a given order in mod music.
|
|
*
|
|
* This only applies to MOD music formats.
|
|
*
|
|
* \param order order
|
|
* \returns 0 if successful, or -1 if failed or isn't implemented.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_ModMusicJumpToOrder(int order);
|
|
|
|
/**
|
|
* Set the current position in the music stream, in seconds.
|
|
*
|
|
* To convert from milliseconds, divide by 1000.0.
|
|
*
|
|
* This function is only implemented for MOD music formats (set pattern order
|
|
* number) and for WAV, OGG, FLAC, MP3, and MODPLUG music at the moment.
|
|
*
|
|
* \param position the new position, in seconds (as a double).
|
|
* \returns 0 if successful, or -1 if it failed or not implemented.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position);
|
|
|
|
/**
|
|
* Get the time current position of music stream, in seconds.
|
|
*
|
|
* To convert to milliseconds, multiply by 1000.0.
|
|
*
|
|
* \param music the music object to query.
|
|
* \returns -1.0 if this feature is not supported for some codec.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC double SDLCALL Mix_GetMusicPosition(Mix_Music *music);
|
|
|
|
/**
|
|
* Get a music object's duration, in seconds.
|
|
*
|
|
* To convert to milliseconds, multiply by 1000.0.
|
|
*
|
|
* If NULL is passed, returns duration of current playing music.
|
|
*
|
|
* \param music the music object to query.
|
|
* \returns music duration in seconds, or -1.0 on error.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC double SDLCALL Mix_MusicDuration(Mix_Music *music);
|
|
|
|
/**
|
|
* Get the loop start time position of music stream, in seconds.
|
|
*
|
|
* To convert to milliseconds, multiply by 1000.0.
|
|
*
|
|
* If NULL is passed, returns duration of current playing music.
|
|
*
|
|
* \param music the music object to query.
|
|
* \returns -1.0 if this feature is not used for this music or not supported
|
|
* for some codec
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC double SDLCALL Mix_GetMusicLoopStartTime(Mix_Music *music);
|
|
|
|
/**
|
|
* Get the loop end time position of music stream, in seconds.
|
|
*
|
|
* To convert to milliseconds, multiply by 1000.0.
|
|
*
|
|
* If NULL is passed, returns duration of current playing music.
|
|
*
|
|
* \param music the music object to query.
|
|
* \returns -1.0 if this feature is not used for this music or not supported
|
|
* for some codec
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC double SDLCALL Mix_GetMusicLoopEndTime(Mix_Music *music);
|
|
|
|
/**
|
|
* Get the loop time length of music stream, in seconds.
|
|
*
|
|
* To convert to milliseconds, multiply by 1000.0.
|
|
*
|
|
* If NULL is passed, returns duration of current playing music.
|
|
*
|
|
* \param music the music object to query.
|
|
* \returns -1.0 if this feature is not used for this music or not supported
|
|
* for some codec
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC double SDLCALL Mix_GetMusicLoopLengthTime(Mix_Music *music);
|
|
|
|
/**
|
|
* Check the playing status of a specific channel.
|
|
*
|
|
* If the channel is currently playing, this function returns 1. Otherwise it
|
|
* returns 0.
|
|
*
|
|
* If the specified channel is -1, all channels are checked, and this function
|
|
* returns the number of channels currently playing.
|
|
*
|
|
* You may not specify MAX_CHANNEL_POST for a channel.
|
|
*
|
|
* Paused channels are treated as playing, even though they are not currently
|
|
* making forward progress in mixing.
|
|
*
|
|
* \param channel channel
|
|
* \returns non-zero if channel is playing, zero otherwise. If `channel` is
|
|
* -1, return the total number of channel playings.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_Playing(int channel);
|
|
|
|
/**
|
|
* Check the playing status of the music stream.
|
|
*
|
|
* If music is currently playing, this function returns 1. Otherwise it
|
|
* returns 0.
|
|
*
|
|
* Paused music is treated as playing, even though it is not currently making
|
|
* forward progress in mixing.
|
|
*
|
|
* \returns non-zero if music is playing, zero otherwise.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_PlayingMusic(void);
|
|
|
|
/**
|
|
* Run an external command as the music stream.
|
|
*
|
|
* This halts any currently-playing music, and next time the music stream is
|
|
* played, SDL_mixer will spawn a process using the command line specified in
|
|
* `command`. This command is not subject to shell expansion, and beyond some
|
|
* basic splitting up of arguments, is passed to execvp() on most platforms,
|
|
* not system().
|
|
*
|
|
* The command is responsible for generating sound; it is NOT mixed by
|
|
* SDL_mixer! SDL_mixer will kill the child process if asked to halt the
|
|
* music, but otherwise does not have any control over what the process does.
|
|
*
|
|
* You are strongly encouraged not to use this function without an extremely
|
|
* good reason.
|
|
*
|
|
* \param command command
|
|
* \returns 0 if successful, -1 on error
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command);
|
|
|
|
/**
|
|
* This function does nothing, do not use.
|
|
*
|
|
* This was probably meant to expose a feature, but no codecs support it, so
|
|
* it only remains for binary compatibility.
|
|
*
|
|
* Calling this function is a legal no-op that returns -1.
|
|
*
|
|
* \param value this parameter is ignored.
|
|
* \returns -1.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value);
|
|
|
|
/**
|
|
* This function does nothing, do not use.
|
|
*
|
|
* This was probably meant to expose a feature, but no codecs support it, so
|
|
* it only remains for binary compatibility.
|
|
*
|
|
* Calling this function is a legal no-op that returns -1.
|
|
*
|
|
* \returns -1.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void);
|
|
|
|
/**
|
|
* Set SoundFonts paths to use by supported MIDI backends.
|
|
*
|
|
* You may specify multiple paths in a single string by separating them with
|
|
* semicolons; they will be searched in the order listed.
|
|
*
|
|
* This function replaces any previously-specified paths.
|
|
*
|
|
* Passing a NULL path will remove any previously-specified paths.
|
|
*
|
|
* Note that unlike most SDL and SDL_mixer functions, this function returns
|
|
* zero if there's an error, not on success. We apologize for the API design
|
|
* inconsistency here.
|
|
*
|
|
* \param paths Paths on the filesystem where SoundFonts are available,
|
|
* separated by semicolons.
|
|
* \returns 1 if successful, 0 on error (out of memory).
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths);
|
|
|
|
/**
|
|
* Get SoundFonts paths to use by supported MIDI backends.
|
|
*
|
|
* There are several factors that determine what will be reported by this
|
|
* function:
|
|
*
|
|
* - If the boolean _SDL hint_ `"SDL_FORCE_SOUNDFONTS"` is set, AND the
|
|
* `"SDL_SOUNDFONTS"` _environment variable_ is also set, this function will
|
|
* return that environment variable regardless of whether
|
|
* Mix_SetSoundFounts() was ever called.
|
|
* - Otherwise, if Mix_SetSoundFonts() was successfully called with a non-NULL
|
|
* path, this function will return the string passed to that function.
|
|
* - Otherwise, if the `"SDL_SOUNDFONTS"` variable is set, this function will
|
|
* return that environment variable.
|
|
* - Otherwise, this function will search some common locations on the
|
|
* filesystem, and if it finds a SoundFont there, it will return that.
|
|
* - Failing everything else, this function returns NULL.
|
|
*
|
|
* This returns a pointer to internal (possibly read-only) memory, and it
|
|
* should not be modified or free'd by the caller.
|
|
*
|
|
* \returns semicolon-separated list of sound font paths.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void);
|
|
|
|
/**
|
|
* Iterate SoundFonts paths to use by supported MIDI backends.
|
|
*
|
|
* This function will take the string reported by Mix_GetSoundFonts(), split
|
|
* it up into separate paths, as delimited by semicolons in the string, and
|
|
* call a callback function for each separate path.
|
|
*
|
|
* If there are no paths available, this returns 0 without calling the
|
|
* callback at all.
|
|
*
|
|
* If the callback returns non-zero, this function stops iterating and returns
|
|
* non-zero. If the callback returns 0, this function will continue iterating,
|
|
* calling the callback again for further paths. If the callback never returns
|
|
* 1, this function returns 0, so this can be used to decide if an available
|
|
* soundfont is acceptable for use.
|
|
*
|
|
* \param function the callback function to call once per path.
|
|
* \param data a pointer to pass to the callback for its own personal use.
|
|
* \returns non-zero if callback ever returned non-zero, 0 on error or the
|
|
* callback never returned non-zero.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_GetSoundFonts
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (SDLCALL *function)(const char*, void*), void *data);
|
|
|
|
/**
|
|
* Set full path of the Timidity config file.
|
|
*
|
|
* For example, "/etc/timidity.cfg"
|
|
*
|
|
* This is obviously only useful if SDL_mixer is using Timidity internally to
|
|
* play MIDI files.
|
|
*
|
|
* \param path path to a Timidity config file.
|
|
* \returns 1 if successful, 0 on error
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL Mix_SetTimidityCfg(const char *path);
|
|
|
|
/**
|
|
* Get full path of a previously-specified Timidity config file.
|
|
*
|
|
* For example, "/etc/timidity.cfg"
|
|
*
|
|
* If a path has never been specified, this returns NULL.
|
|
*
|
|
* This returns a pointer to internal memory, and it should not be modified or
|
|
* free'd by the caller.
|
|
*
|
|
* \returns the previously-specified path, or NULL if not set.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.6.0.
|
|
*
|
|
* \sa Mix_SetTimidityCfg
|
|
*/
|
|
extern DECLSPEC const char* SDLCALL Mix_GetTimidityCfg(void);
|
|
|
|
/**
|
|
* Get the Mix_Chunk currently associated with a mixer channel.
|
|
*
|
|
* You may not specify MAX_CHANNEL_POST or -1 for a channel.
|
|
*
|
|
* \param channel the channel to query.
|
|
* \returns the associated chunk, if any, or NULL if it's an invalid channel.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*/
|
|
extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel);
|
|
|
|
/**
|
|
* Close the mixer, halting all playing audio.
|
|
*
|
|
* Any halted channels will have any currently-registered effects
|
|
* deregistered, and will call any callback specified by Mix_ChannelFinished()
|
|
* before this function returns.
|
|
*
|
|
* Any halted music will call any callback specified by
|
|
* Mix_HookMusicFinished() before this function returns.
|
|
*
|
|
* Do not start any new audio playing during callbacks in this function.
|
|
*
|
|
* This will close the audio device. Attempting to play new audio after this
|
|
* function returns will fail, until another successful call to
|
|
* Mix_OpenAudio() or Mix_OpenAudioDevice().
|
|
*
|
|
* Note that (unlike Mix_OpenAudio optionally calling SDL_Init(SDL_INIT_AUDIO)
|
|
* on the app's behalf), this will _not_ deinitialize the SDL audio subsystem
|
|
* in any case. At some point after calling this function and Mix_Quit(), some
|
|
* part of the application should be responsible for calling SDL_Quit() to
|
|
* deinitialize all of SDL, including its audio subsystem.
|
|
*
|
|
* This function should be the last thing you call in SDL_mixer before
|
|
* Mix_Quit(). However, the following notes apply if you don't follow this
|
|
* advice:
|
|
*
|
|
* Note that this will not free any loaded chunks or music; you should dispose
|
|
* of those resources separately. It is probably poor form to dispose of them
|
|
* _after_ this function, but it is safe to call Mix_FreeChunk() and
|
|
* Mix_FreeMusic() after closing the device.
|
|
*
|
|
* Note that any chunks or music you don't free may or may not work if you
|
|
* call Mix_OpenAudio again, as the audio device may be in a new format and
|
|
* the existing chunks will not be converted to match.
|
|
*
|
|
* \since This function is available since SDL_mixer 2.0.0.
|
|
*
|
|
* \sa Mix_Quit
|
|
*/
|
|
extern DECLSPEC void SDLCALL Mix_CloseAudio(void);
|
|
|
|
/* We'll use SDL for reporting errors */
|
|
|
|
/**
|
|
* Report SDL_mixer errors
|
|
*
|
|
* \sa Mix_GetError
|
|
*/
|
|
#define Mix_SetError SDL_SetError
|
|
|
|
/**
|
|
* Get last SDL_mixer error
|
|
*
|
|
* \sa Mix_SetError
|
|
*/
|
|
#define Mix_GetError SDL_GetError
|
|
|
|
/**
|
|
* Clear last SDL_mixer error
|
|
*
|
|
* \sa Mix_SetError
|
|
*/
|
|
#define Mix_ClearError SDL_ClearError
|
|
|
|
/**
|
|
* Set OutOfMemory error
|
|
*/
|
|
#define Mix_OutOfMemory SDL_OutOfMemory
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include "close_code.h"
|
|
|
|
#endif /* SDL_MIXER_H_ */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|