root/lang/d/amanodemo/SDL/SDL_audio.d @ 6335

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gamedemo (amano korosu / takesako Nice boat.)

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1/*
2    SDL - Simple DirectMedia Layer
3    Copyright (C) 1997, 1998, 1999, 2000, 2001  Sam Lantinga
4
5    This library is free software; you can redistribute it and/or
6    modify it under the terms of the GNU Library General Public
7    License as published by the Free Software Foundation; either
8    version 2 of the License, or (at your option) any later version.
9
10    This library is distributed in the hope that it will be useful,
11    but WITHOUT ANY WARRANTY; without even the implied warranty of
12    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13    Library General Public License for more details.
14
15    You should have received a copy of the GNU Library General Public
16    License along with this library; if not, write to the Free
17    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
18
19    Sam Lantinga
20    slouken@devolution.com
21*/
22
23import SDL_types;
24import SDL_error;
25import SDL_rwops;
26import SDL_byteorder;
27
28extern(C):
29
30/* The calculated values in this structure are calculated by SDL_OpenAudio() */
31struct SDL_AudioSpec {
32        int freq;               /* DSP frequency -- samples per second */
33        Uint16 format;          /* Audio data format */
34        Uint8  channels;        /* Number of channels: 1 mono, 2 stereo */
35        Uint8  silence;         /* Audio buffer silence value (calculated) */
36        Uint16 samples;         /* Audio buffer size in samples (power of 2) */
37        Uint16 padding;         /* Necessary for some compile environments */
38        Uint32 size;            /* Audio buffer size in bytes (calculated) */
39        /* This function is called when the audio device needs more data.
40           'stream' is a pointer to the audio data buffer
41           'len' is the length of that buffer in bytes.
42           Once the callback returns, the buffer will no longer be valid.
43           Stereo samples are stored in a LRLRLR ordering.
44        */
45        void (*callback)(void *userdata, Uint8 *stream, int len);
46        void  *userdata;
47}
48
49/* Audio format flags (defaults to LSB byte order) */
50const uint AUDIO_U8     = 0x0008;       /* Unsigned 8-bit samples */
51const uint AUDIO_S8     = 0x8008;       /* Signed 8-bit samples */
52const uint AUDIO_U16LSB = 0x0010;       /* Unsigned 16-bit samples */
53const uint AUDIO_S16LSB = 0x8010;       /* Signed 16-bit samples */
54const uint AUDIO_U16MSB = 0x1010;       /* As above, but big-endian byte order */
55const uint AUDIO_S16MSB = 0x9010;       /* As above, but big-endian byte order */
56const uint AUDIO_U16    = AUDIO_U16LSB;
57const uint AUDIO_S16    = AUDIO_S16LSB;
58
59/* Native audio byte ordering */
60//const uint AUDIO_U16SYS       = AUDIO_U16LSB;
61//const uint AUDIO_S16SYS       = AUDIO_S16LSB;
62const uint AUDIO_U16SYS = AUDIO_U16MSB;
63const uint AUDIO_S16SYS = AUDIO_S16MSB;
64
65
66/* A structure to hold a set of audio conversion filters and buffers */
67struct SDL_AudioCVT {
68        int needed;                     /* Set to 1 if conversion possible */
69        Uint16 src_format;              /* Source audio format */
70        Uint16 dst_format;              /* Target audio format */
71        double rate_incr;               /* Rate conversion increment */
72        Uint8 *buf;                     /* Buffer to hold entire audio data */
73        int    len;                     /* Length of original audio buffer */
74        int    len_cvt;                 /* Length of converted audio buffer */
75        int    len_mult;                /* buffer must be len*len_mult big */
76        double len_ratio;       /* Given len, final size is len*len_ratio */
77        void (*filters[10])(SDL_AudioCVT *cvt, Uint16 format);
78        int filter_index;               /* Current audio conversion function */
79}
80
81
82/* Function prototypes */
83
84/* These functions are used internally, and should not be used unless you
85 * have a specific need to specify the audio driver you want to use.
86 * You should normally use SDL_Init() or SDL_InitSubSystem().
87 */
88int SDL_AudioInit(char *driver_name);
89void SDL_AudioQuit();
90
91/* This function fills the given character buffer with the name of the
92 * current audio driver, and returns a pointer to it if the audio driver has
93 * been initialized.  It returns NULL if no driver has been initialized.
94 */
95char *SDL_AudioDriverName(char *namebuf, int maxlen);
96
97/*
98 * This function opens the audio device with the desired parameters, and
99 * returns 0 if successful, placing the actual hardware parameters in the
100 * structure pointed to by 'obtained'.  If 'obtained' is NULL, the audio
101 * data passed to the callback function will be guaranteed to be in the
102 * requested format, and will be automatically converted to the hardware
103 * audio format if necessary.  This function returns -1 if it failed
104 * to open the audio device, or couldn't set up the audio thread.
105 *
106 * When filling in the desired audio spec structure,
107 *  'desired->freq' should be the desired audio frequency in samples-per-second.
108 *  'desired->format' should be the desired audio format.
109 *  'desired->samples' is the desired size of the audio buffer, in samples.
110 *     This number should be a power of two, and may be adjusted by the audio
111 *     driver to a value more suitable for the hardware.  Good values seem to
112 *     range between 512 and 8096 inclusive, depending on the application and
113 *     CPU speed.  Smaller values yield faster response time, but can lead
114 *     to underflow if the application is doing heavy processing and cannot
115 *     fill the audio buffer in time.  A stereo sample consists of both right
116 *     and left channels in LR ordering.
117 *     Note that the number of samples is directly related to time by the
118 *     following formula:  ms = (samples*1000)/freq
119 *  'desired->size' is the size in bytes of the audio buffer, and is
120 *     calculated by SDL_OpenAudio().
121 *  'desired->silence' is the value used to set the buffer to silence,
122 *     and is calculated by SDL_OpenAudio().
123 *  'desired->callback' should be set to a function that will be called
124 *     when the audio device is ready for more data.  It is passed a pointer
125 *     to the audio buffer, and the length in bytes of the audio buffer.
126 *     This function usually runs in a separate thread, and so you should
127 *     protect data structures that it accesses by calling SDL_LockAudio()
128 *     and SDL_UnlockAudio() in your code.
129 *  'desired->userdata' is passed as the first parameter to your callback
130 *     function.
131 *
132 * The audio device starts out playing silence when it's opened, and should
133 * be enabled for playing by calling SDL_PauseAudio(0) when you are ready
134 * for your audio callback function to be called.  Since the audio driver
135 * may modify the requested size of the audio buffer, you should allocate
136 * any local mixing buffers after you open the audio device.
137 */
138int SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
139
140/*
141 * Get the current audio state:
142 */
143alias int SDL_audiostatus;
144enum {
145        SDL_AUDIO_STOPPED = 0,
146        SDL_AUDIO_PLAYING,
147        SDL_AUDIO_PAUSED
148}
149SDL_audiostatus SDL_GetAudioStatus();
150
151/*
152 * This function pauses and unpauses the audio callback processing.
153 * It should be called with a parameter of 0 after opening the audio
154 * device to start playing sound.  This is so you can safely initialize
155 * data for your callback function after opening the audio device.
156 * Silence will be written to the audio device during the pause.
157 */
158void SDL_PauseAudio(int pause_on);
159
160/*
161 * This function loads a WAVE from the data source, automatically freeing
162 * that source if 'freesrc' is non-zero.  For example, to load a WAVE file,
163 * you could do:
164 *      SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
165 *
166 * If this function succeeds, it returns the given SDL_AudioSpec,
167 * filled with the audio data format of the wave data, and sets
168 * 'audio_buf' to a malloc()'d buffer containing the audio data,
169 * and sets 'audio_len' to the length of that audio buffer, in bytes.
170 * You need to free the audio buffer with SDL_FreeWAV() when you are
171 * done with it.
172 *
173 * This function returns NULL and sets the SDL error message if the
174 * wave file cannot be opened, uses an unknown data format, or is
175 * corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
176 */
177SDL_AudioSpec *SDL_LoadWAV_RW(SDL_RWops *src, int freesrc,
178                 SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
179
180/* Compatibility convenience function -- loads a WAV from a file */
181SDL_AudioSpec *SDL_LoadWAV(char* file, SDL_AudioSpec* spec,
182                Uint8 **audio_buf, Uint32 *audio_len)
183{               
184        return SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1, spec,
185                audio_buf, audio_len);
186}
187
188/*
189 * This function frees data previously allocated with SDL_LoadWAV_RW()
190 */
191void SDL_FreeWAV(Uint8 *audio_buf);
192
193/*
194 * This function takes a source format and rate and a destination format
195 * and rate, and initializes the 'cvt' structure with information needed
196 * by SDL_ConvertAudio() to convert a buffer of audio data from one format
197 * to the other.
198 * This function returns 0, or -1 if there was an error.
199 */
200int SDL_BuildAudioCVT(SDL_AudioCVT *cvt,
201                Uint16 src_format, Uint8 src_channels, int src_rate,
202                Uint16 dst_format, Uint8 dst_channels, int dst_rate);
203
204/* Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
205 * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
206 * audio data in the source format, this function will convert it in-place
207 * to the desired format.
208 * The data conversion may expand the size of the audio data, so the buffer
209 * cvt->buf should be allocated after the cvt structure is initialized by
210 * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
211 */
212int SDL_ConvertAudio(SDL_AudioCVT *cvt);
213
214/*
215 * This takes two audio buffers of the playing audio format and mixes
216 * them, performing addition, volume adjustment, and overflow clipping.
217 * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
218 * for full audio volume.  Note this does not change hardware volume.
219 * This is provided for convenience -- you can mix your own audio data.
220 */
221const uint SDL_MIX_MAXVOLUME = 128;
222void SDL_MixAudio(Uint8 *dst, Uint8 *src, Uint32 len, int volume);
223
224/*
225 * The lock manipulated by these functions protects the callback function.
226 * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
227 * callback function is not running.  Do not call these from the callback
228 * function or you will cause deadlock.
229 */
230void SDL_LockAudio();
231void SDL_UnlockAudio();
232
233/*
234 * This function shuts down audio processing and closes the audio device.
235 */
236void SDL_CloseAudio();
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