comparison SDL3/SDL_audio.h @ 1:20d02a178406 default tip

*: check in everything else yay
author Paper <paper@tflc.us>
date Mon, 05 Jan 2026 02:15:46 -0500
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1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20 */
21
22 /**
23 * # CategoryAudio
24 *
25 * Audio functionality for the SDL library.
26 *
27 * All audio in SDL3 revolves around SDL_AudioStream. Whether you want to play
28 * or record audio, convert it, stream it, buffer it, or mix it, you're going
29 * to be passing it through an audio stream.
30 *
31 * Audio streams are quite flexible; they can accept any amount of data at a
32 * time, in any supported format, and output it as needed in any other format,
33 * even if the data format changes on either side halfway through.
34 *
35 * An app opens an audio device and binds any number of audio streams to it,
36 * feeding more data to the streams as available. When the device needs more
37 * data, it will pull it from all bound streams and mix them together for
38 * playback.
39 *
40 * Audio streams can also use an app-provided callback to supply data
41 * on-demand, which maps pretty closely to the SDL2 audio model.
42 *
43 * SDL also provides a simple .WAV loader in SDL_LoadWAV (and SDL_LoadWAV_IO
44 * if you aren't reading from a file) as a basic means to load sound data into
45 * your program.
46 *
47 * ## Logical audio devices
48 *
49 * In SDL3, opening a physical device (like a SoundBlaster 16 Pro) gives you a
50 * logical device ID that you can bind audio streams to. In almost all cases,
51 * logical devices can be used anywhere in the API that a physical device is
52 * normally used. However, since each device opening generates a new logical
53 * device, different parts of the program (say, a VoIP library, or
54 * text-to-speech framework, or maybe some other sort of mixer on top of SDL)
55 * can have their own device opens that do not interfere with each other; each
56 * logical device will mix its separate audio down to a single buffer, fed to
57 * the physical device, behind the scenes. As many logical devices as you like
58 * can come and go; SDL will only have to open the physical device at the OS
59 * level once, and will manage all the logical devices on top of it
60 * internally.
61 *
62 * One other benefit of logical devices: if you don't open a specific physical
63 * device, instead opting for the default, SDL can automatically migrate those
64 * logical devices to different hardware as circumstances change: a user
65 * plugged in headphones? The system default changed? SDL can transparently
66 * migrate the logical devices to the correct physical device seamlessly and
67 * keep playing; the app doesn't even have to know it happened if it doesn't
68 * want to.
69 *
70 * ## Simplified audio
71 *
72 * As a simplified model for when a single source of audio is all that's
73 * needed, an app can use SDL_OpenAudioDeviceStream, which is a single
74 * function to open an audio device, create an audio stream, bind that stream
75 * to the newly-opened device, and (optionally) provide a callback for
76 * obtaining audio data. When using this function, the primary interface is
77 * the SDL_AudioStream and the device handle is mostly hidden away; destroying
78 * a stream created through this function will also close the device, stream
79 * bindings cannot be changed, etc. One other quirk of this is that the device
80 * is started in a _paused_ state and must be explicitly resumed; this is
81 * partially to offer a clean migration for SDL2 apps and partially because
82 * the app might have to do more setup before playback begins; in the
83 * non-simplified form, nothing will play until a stream is bound to a device,
84 * so they start _unpaused_.
85 *
86 * ## Channel layouts
87 *
88 * Audio data passing through SDL is uncompressed PCM data, interleaved. One
89 * can provide their own decompression through an MP3, etc, decoder, but SDL
90 * does not provide this directly. Each interleaved channel of data is meant
91 * to be in a specific order.
92 *
93 * Abbreviations:
94 *
95 * - FRONT = single mono speaker
96 * - FL = front left speaker
97 * - FR = front right speaker
98 * - FC = front center speaker
99 * - BL = back left speaker
100 * - BR = back right speaker
101 * - SR = surround right speaker
102 * - SL = surround left speaker
103 * - BC = back center speaker
104 * - LFE = low-frequency speaker
105 *
106 * These are listed in the order they are laid out in memory, so "FL, FR"
107 * means "the front left speaker is laid out in memory first, then the front
108 * right, then it repeats for the next audio frame".
109 *
110 * - 1 channel (mono) layout: FRONT
111 * - 2 channels (stereo) layout: FL, FR
112 * - 3 channels (2.1) layout: FL, FR, LFE
113 * - 4 channels (quad) layout: FL, FR, BL, BR
114 * - 5 channels (4.1) layout: FL, FR, LFE, BL, BR
115 * - 6 channels (5.1) layout: FL, FR, FC, LFE, BL, BR (last two can also be
116 * SL, SR)
117 * - 7 channels (6.1) layout: FL, FR, FC, LFE, BC, SL, SR
118 * - 8 channels (7.1) layout: FL, FR, FC, LFE, BL, BR, SL, SR
119 *
120 * This is the same order as DirectSound expects, but applied to all
121 * platforms; SDL will swizzle the channels as necessary if a platform expects
122 * something different.
123 *
124 * SDL_AudioStream can also be provided channel maps to change this ordering
125 * to whatever is necessary, in other audio processing scenarios.
126 */
127
128 #ifndef SDL_audio_h_
129 #define SDL_audio_h_
130
131 #include <SDL3/SDL_stdinc.h>
132 #include <SDL3/SDL_endian.h>
133 #include <SDL3/SDL_error.h>
134 #include <SDL3/SDL_mutex.h>
135 #include <SDL3/SDL_properties.h>
136 #include <SDL3/SDL_iostream.h>
137
138 #include <SDL3/SDL_begin_code.h>
139 /* Set up for C function definitions, even when using C++ */
140 #ifdef __cplusplus
141 extern "C" {
142 #endif
143
144 /**
145 * Mask of bits in an SDL_AudioFormat that contains the format bit size.
146 *
147 * Generally one should use SDL_AUDIO_BITSIZE instead of this macro directly.
148 *
149 * \since This macro is available since SDL 3.2.0.
150 */
151 #define SDL_AUDIO_MASK_BITSIZE (0xFFu)
152
153 /**
154 * Mask of bits in an SDL_AudioFormat that contain the floating point flag.
155 *
156 * Generally one should use SDL_AUDIO_ISFLOAT instead of this macro directly.
157 *
158 * \since This macro is available since SDL 3.2.0.
159 */
160 #define SDL_AUDIO_MASK_FLOAT (1u<<8)
161
162 /**
163 * Mask of bits in an SDL_AudioFormat that contain the bigendian flag.
164 *
165 * Generally one should use SDL_AUDIO_ISBIGENDIAN or SDL_AUDIO_ISLITTLEENDIAN
166 * instead of this macro directly.
167 *
168 * \since This macro is available since SDL 3.2.0.
169 */
170 #define SDL_AUDIO_MASK_BIG_ENDIAN (1u<<12)
171
172 /**
173 * Mask of bits in an SDL_AudioFormat that contain the signed data flag.
174 *
175 * Generally one should use SDL_AUDIO_ISSIGNED instead of this macro directly.
176 *
177 * \since This macro is available since SDL 3.2.0.
178 */
179 #define SDL_AUDIO_MASK_SIGNED (1u<<15)
180
181 /**
182 * Define an SDL_AudioFormat value.
183 *
184 * SDL does not support custom audio formats, so this macro is not of much use
185 * externally, but it can be illustrative as to what the various bits of an
186 * SDL_AudioFormat mean.
187 *
188 * For example, SDL_AUDIO_S32LE looks like this:
189 *
190 * ```c
191 * SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32)
192 * ```
193 *
194 * \param signed 1 for signed data, 0 for unsigned data.
195 * \param bigendian 1 for bigendian data, 0 for littleendian data.
196 * \param flt 1 for floating point data, 0 for integer data.
197 * \param size number of bits per sample.
198 * \returns a format value in the style of SDL_AudioFormat.
199 *
200 * \threadsafety It is safe to call this macro from any thread.
201 *
202 * \since This macro is available since SDL 3.2.0.
203 */
204 #define SDL_DEFINE_AUDIO_FORMAT(signed, bigendian, flt, size) \
205 (((Uint16)(signed) << 15) | ((Uint16)(bigendian) << 12) | ((Uint16)(flt) << 8) | ((size) & SDL_AUDIO_MASK_BITSIZE))
206
207 /**
208 * Audio format.
209 *
210 * \since This enum is available since SDL 3.2.0.
211 *
212 * \sa SDL_AUDIO_BITSIZE
213 * \sa SDL_AUDIO_BYTESIZE
214 * \sa SDL_AUDIO_ISINT
215 * \sa SDL_AUDIO_ISFLOAT
216 * \sa SDL_AUDIO_ISBIGENDIAN
217 * \sa SDL_AUDIO_ISLITTLEENDIAN
218 * \sa SDL_AUDIO_ISSIGNED
219 * \sa SDL_AUDIO_ISUNSIGNED
220 */
221 typedef enum SDL_AudioFormat
222 {
223 SDL_AUDIO_UNKNOWN = 0x0000u, /**< Unspecified audio format */
224 SDL_AUDIO_U8 = 0x0008u, /**< Unsigned 8-bit samples */
225 /* SDL_DEFINE_AUDIO_FORMAT(0, 0, 0, 8), */
226 SDL_AUDIO_S8 = 0x8008u, /**< Signed 8-bit samples */
227 /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 8), */
228 SDL_AUDIO_S16LE = 0x8010u, /**< Signed 16-bit samples */
229 /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 16), */
230 SDL_AUDIO_S16BE = 0x9010u, /**< As above, but big-endian byte order */
231 /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 16), */
232 SDL_AUDIO_S32LE = 0x8020u, /**< 32-bit integer samples */
233 /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32), */
234 SDL_AUDIO_S32BE = 0x9020u, /**< As above, but big-endian byte order */
235 /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 32), */
236 SDL_AUDIO_F32LE = 0x8120u, /**< 32-bit floating point samples */
237 /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 1, 32), */
238 SDL_AUDIO_F32BE = 0x9120u, /**< As above, but big-endian byte order */
239 /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 1, 32), */
240
241 /* These represent the current system's byteorder. */
242 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
243 SDL_AUDIO_S16 = SDL_AUDIO_S16LE,
244 SDL_AUDIO_S32 = SDL_AUDIO_S32LE,
245 SDL_AUDIO_F32 = SDL_AUDIO_F32LE
246 #else
247 SDL_AUDIO_S16 = SDL_AUDIO_S16BE,
248 SDL_AUDIO_S32 = SDL_AUDIO_S32BE,
249 SDL_AUDIO_F32 = SDL_AUDIO_F32BE
250 #endif
251 } SDL_AudioFormat;
252
253
254 /**
255 * Retrieve the size, in bits, from an SDL_AudioFormat.
256 *
257 * For example, `SDL_AUDIO_BITSIZE(SDL_AUDIO_S16)` returns 16.
258 *
259 * \param x an SDL_AudioFormat value.
260 * \returns data size in bits.
261 *
262 * \threadsafety It is safe to call this macro from any thread.
263 *
264 * \since This macro is available since SDL 3.2.0.
265 */
266 #define SDL_AUDIO_BITSIZE(x) ((x) & SDL_AUDIO_MASK_BITSIZE)
267
268 /**
269 * Retrieve the size, in bytes, from an SDL_AudioFormat.
270 *
271 * For example, `SDL_AUDIO_BYTESIZE(SDL_AUDIO_S16)` returns 2.
272 *
273 * \param x an SDL_AudioFormat value.
274 * \returns data size in bytes.
275 *
276 * \threadsafety It is safe to call this macro from any thread.
277 *
278 * \since This macro is available since SDL 3.2.0.
279 */
280 #define SDL_AUDIO_BYTESIZE(x) (SDL_AUDIO_BITSIZE(x) / 8)
281
282 /**
283 * Determine if an SDL_AudioFormat represents floating point data.
284 *
285 * For example, `SDL_AUDIO_ISFLOAT(SDL_AUDIO_S16)` returns 0.
286 *
287 * \param x an SDL_AudioFormat value.
288 * \returns non-zero if format is floating point, zero otherwise.
289 *
290 * \threadsafety It is safe to call this macro from any thread.
291 *
292 * \since This macro is available since SDL 3.2.0.
293 */
294 #define SDL_AUDIO_ISFLOAT(x) ((x) & SDL_AUDIO_MASK_FLOAT)
295
296 /**
297 * Determine if an SDL_AudioFormat represents bigendian data.
298 *
299 * For example, `SDL_AUDIO_ISBIGENDIAN(SDL_AUDIO_S16LE)` returns 0.
300 *
301 * \param x an SDL_AudioFormat value.
302 * \returns non-zero if format is bigendian, zero otherwise.
303 *
304 * \threadsafety It is safe to call this macro from any thread.
305 *
306 * \since This macro is available since SDL 3.2.0.
307 */
308 #define SDL_AUDIO_ISBIGENDIAN(x) ((x) & SDL_AUDIO_MASK_BIG_ENDIAN)
309
310 /**
311 * Determine if an SDL_AudioFormat represents littleendian data.
312 *
313 * For example, `SDL_AUDIO_ISLITTLEENDIAN(SDL_AUDIO_S16BE)` returns 0.
314 *
315 * \param x an SDL_AudioFormat value.
316 * \returns non-zero if format is littleendian, zero otherwise.
317 *
318 * \threadsafety It is safe to call this macro from any thread.
319 *
320 * \since This macro is available since SDL 3.2.0.
321 */
322 #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
323
324 /**
325 * Determine if an SDL_AudioFormat represents signed data.
326 *
327 * For example, `SDL_AUDIO_ISSIGNED(SDL_AUDIO_U8)` returns 0.
328 *
329 * \param x an SDL_AudioFormat value.
330 * \returns non-zero if format is signed, zero otherwise.
331 *
332 * \threadsafety It is safe to call this macro from any thread.
333 *
334 * \since This macro is available since SDL 3.2.0.
335 */
336 #define SDL_AUDIO_ISSIGNED(x) ((x) & SDL_AUDIO_MASK_SIGNED)
337
338 /**
339 * Determine if an SDL_AudioFormat represents integer data.
340 *
341 * For example, `SDL_AUDIO_ISINT(SDL_AUDIO_F32)` returns 0.
342 *
343 * \param x an SDL_AudioFormat value.
344 * \returns non-zero if format is integer, zero otherwise.
345 *
346 * \threadsafety It is safe to call this macro from any thread.
347 *
348 * \since This macro is available since SDL 3.2.0.
349 */
350 #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
351
352 /**
353 * Determine if an SDL_AudioFormat represents unsigned data.
354 *
355 * For example, `SDL_AUDIO_ISUNSIGNED(SDL_AUDIO_S16)` returns 0.
356 *
357 * \param x an SDL_AudioFormat value.
358 * \returns non-zero if format is unsigned, zero otherwise.
359 *
360 * \threadsafety It is safe to call this macro from any thread.
361 *
362 * \since This macro is available since SDL 3.2.0.
363 */
364 #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
365
366
367 /**
368 * SDL Audio Device instance IDs.
369 *
370 * Zero is used to signify an invalid/null device.
371 *
372 * \since This datatype is available since SDL 3.2.0.
373 */
374 typedef Uint32 SDL_AudioDeviceID;
375
376 /**
377 * A value used to request a default playback audio device.
378 *
379 * Several functions that require an SDL_AudioDeviceID will accept this value
380 * to signify the app just wants the system to choose a default device instead
381 * of the app providing a specific one.
382 *
383 * \since This macro is available since SDL 3.2.0.
384 */
385 #define SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK ((SDL_AudioDeviceID) 0xFFFFFFFFu)
386
387 /**
388 * A value used to request a default recording audio device.
389 *
390 * Several functions that require an SDL_AudioDeviceID will accept this value
391 * to signify the app just wants the system to choose a default device instead
392 * of the app providing a specific one.
393 *
394 * \since This macro is available since SDL 3.2.0.
395 */
396 #define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ((SDL_AudioDeviceID) 0xFFFFFFFEu)
397
398 /**
399 * Format specifier for audio data.
400 *
401 * \since This struct is available since SDL 3.2.0.
402 *
403 * \sa SDL_AudioFormat
404 */
405 typedef struct SDL_AudioSpec
406 {
407 SDL_AudioFormat format; /**< Audio data format */
408 int channels; /**< Number of channels: 1 mono, 2 stereo, etc */
409 int freq; /**< sample rate: sample frames per second */
410 } SDL_AudioSpec;
411
412 /**
413 * Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec.
414 *
415 * This reports on the size of an audio sample frame: stereo Sint16 data (2
416 * channels of 2 bytes each) would be 4 bytes per frame, for example.
417 *
418 * \param x an SDL_AudioSpec to query.
419 * \returns the number of bytes used per sample frame.
420 *
421 * \threadsafety It is safe to call this macro from any thread.
422 *
423 * \since This macro is available since SDL 3.2.0.
424 */
425 #define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels)
426
427 /**
428 * The opaque handle that represents an audio stream.
429 *
430 * SDL_AudioStream is an audio conversion interface.
431 *
432 * - It can handle resampling data in chunks without generating artifacts,
433 * when it doesn't have the complete buffer available.
434 * - It can handle incoming data in any variable size.
435 * - It can handle input/output format changes on the fly.
436 * - It can remap audio channels between inputs and outputs.
437 * - You push data as you have it, and pull it when you need it
438 * - It can also function as a basic audio data queue even if you just have
439 * sound that needs to pass from one place to another.
440 * - You can hook callbacks up to them when more data is added or requested,
441 * to manage data on-the-fly.
442 *
443 * Audio streams are the core of the SDL3 audio interface. You create one or
444 * more of them, bind them to an opened audio device, and feed data to them
445 * (or for recording, consume data from them).
446 *
447 * \since This struct is available since SDL 3.2.0.
448 *
449 * \sa SDL_CreateAudioStream
450 */
451 typedef struct SDL_AudioStream SDL_AudioStream;
452
453
454 /* Function prototypes */
455
456 /**
457 * Use this function to get the number of built-in audio drivers.
458 *
459 * This function returns a hardcoded number. This never returns a negative
460 * value; if there are no drivers compiled into this build of SDL, this
461 * function returns zero. The presence of a driver in this list does not mean
462 * it will function, it just means SDL is capable of interacting with that
463 * interface. For example, a build of SDL might have esound support, but if
464 * there's no esound server available, SDL's esound driver would fail if used.
465 *
466 * By default, SDL tries all drivers, in its preferred order, until one is
467 * found to be usable.
468 *
469 * \returns the number of built-in audio drivers.
470 *
471 * \threadsafety It is safe to call this function from any thread.
472 *
473 * \since This function is available since SDL 3.2.0.
474 *
475 * \sa SDL_GetAudioDriver
476 */
477 extern SDL_DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
478
479 /**
480 * Use this function to get the name of a built in audio driver.
481 *
482 * The list of audio drivers is given in the order that they are normally
483 * initialized by default; the drivers that seem more reasonable to choose
484 * first (as far as the SDL developers believe) are earlier in the list.
485 *
486 * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
487 * "coreaudio" or "wasapi". These never have Unicode characters, and are not
488 * meant to be proper names.
489 *
490 * \param index the index of the audio driver; the value ranges from 0 to
491 * SDL_GetNumAudioDrivers() - 1.
492 * \returns the name of the audio driver at the requested index, or NULL if an
493 * invalid index was specified.
494 *
495 * \threadsafety It is safe to call this function from any thread.
496 *
497 * \since This function is available since SDL 3.2.0.
498 *
499 * \sa SDL_GetNumAudioDrivers
500 */
501 extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDriver(int index);
502
503 /**
504 * Get the name of the current audio driver.
505 *
506 * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
507 * "coreaudio" or "wasapi". These never have Unicode characters, and are not
508 * meant to be proper names.
509 *
510 * \returns the name of the current audio driver or NULL if no driver has been
511 * initialized.
512 *
513 * \threadsafety It is safe to call this function from any thread.
514 *
515 * \since This function is available since SDL 3.2.0.
516 */
517 extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentAudioDriver(void);
518
519 /**
520 * Get a list of currently-connected audio playback devices.
521 *
522 * This returns of list of available devices that play sound, perhaps to
523 * speakers or headphones ("playback" devices). If you want devices that
524 * record audio, like a microphone ("recording" devices), use
525 * SDL_GetAudioRecordingDevices() instead.
526 *
527 * This only returns a list of physical devices; it will not have any device
528 * IDs returned by SDL_OpenAudioDevice().
529 *
530 * If this function returns NULL, to signify an error, `*count` will be set to
531 * zero.
532 *
533 * \param count a pointer filled in with the number of devices returned, may
534 * be NULL.
535 * \returns a 0 terminated array of device instance IDs or NULL on error; call
536 * SDL_GetError() for more information. This should be freed with
537 * SDL_free() when it is no longer needed.
538 *
539 * \threadsafety It is safe to call this function from any thread.
540 *
541 * \since This function is available since SDL 3.2.0.
542 *
543 * \sa SDL_OpenAudioDevice
544 * \sa SDL_GetAudioRecordingDevices
545 */
546 extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioPlaybackDevices(int *count);
547
548 /**
549 * Get a list of currently-connected audio recording devices.
550 *
551 * This returns of list of available devices that record audio, like a
552 * microphone ("recording" devices). If you want devices that play sound,
553 * perhaps to speakers or headphones ("playback" devices), use
554 * SDL_GetAudioPlaybackDevices() instead.
555 *
556 * This only returns a list of physical devices; it will not have any device
557 * IDs returned by SDL_OpenAudioDevice().
558 *
559 * If this function returns NULL, to signify an error, `*count` will be set to
560 * zero.
561 *
562 * \param count a pointer filled in with the number of devices returned, may
563 * be NULL.
564 * \returns a 0 terminated array of device instance IDs, or NULL on failure;
565 * call SDL_GetError() for more information. This should be freed
566 * with SDL_free() when it is no longer needed.
567 *
568 * \threadsafety It is safe to call this function from any thread.
569 *
570 * \since This function is available since SDL 3.2.0.
571 *
572 * \sa SDL_OpenAudioDevice
573 * \sa SDL_GetAudioPlaybackDevices
574 */
575 extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioRecordingDevices(int *count);
576
577 /**
578 * Get the human-readable name of a specific audio device.
579 *
580 * **WARNING**: this function will work with SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK
581 * and SDL_AUDIO_DEVICE_DEFAULT_RECORDING, returning the current default
582 * physical devices' names. However, as the default device may change at any
583 * time, it is likely better to show a generic name to the user, like "System
584 * default audio device" or perhaps "default [currently %s]". Do not store
585 * this name to disk to reidentify the device in a later run of the program,
586 * as the default might change in general, and the string will be the name of
587 * a specific device and not the abstract system default.
588 *
589 * \param devid the instance ID of the device to query.
590 * \returns the name of the audio device, or NULL on failure; call
591 * SDL_GetError() for more information.
592 *
593 * \threadsafety It is safe to call this function from any thread.
594 *
595 * \since This function is available since SDL 3.2.0.
596 *
597 * \sa SDL_GetAudioPlaybackDevices
598 * \sa SDL_GetAudioRecordingDevices
599 */
600 extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid);
601
602 /**
603 * Get the current audio format of a specific audio device.
604 *
605 * For an opened device, this will report the format the device is currently
606 * using. If the device isn't yet opened, this will report the device's
607 * preferred format (or a reasonable default if this can't be determined).
608 *
609 * You may also specify SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or
610 * SDL_AUDIO_DEVICE_DEFAULT_RECORDING here, which is useful for getting a
611 * reasonable recommendation before opening the system-recommended default
612 * device.
613 *
614 * You can also use this to request the current device buffer size. This is
615 * specified in sample frames and represents the amount of data SDL will feed
616 * to the physical hardware in each chunk. This can be converted to
617 * milliseconds of audio with the following equation:
618 *
619 * `ms = (int) ((((Sint64) frames) * 1000) / spec.freq);`
620 *
621 * Buffer size is only important if you need low-level control over the audio
622 * playback timing. Most apps do not need this.
623 *
624 * \param devid the instance ID of the device to query.
625 * \param spec on return, will be filled with device details.
626 * \param sample_frames pointer to store device buffer size, in sample frames.
627 * Can be NULL.
628 * \returns true on success or false on failure; call SDL_GetError() for more
629 * information.
630 *
631 * \threadsafety It is safe to call this function from any thread.
632 *
633 * \since This function is available since SDL 3.2.0.
634 */
635 extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames);
636
637 /**
638 * Get the current channel map of an audio device.
639 *
640 * Channel maps are optional; most things do not need them, instead passing
641 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
642 *
643 * Audio devices usually have no remapping applied. This is represented by
644 * returning NULL, and does not signify an error.
645 *
646 * \param devid the instance ID of the device to query.
647 * \param count On output, set to number of channels in the map. Can be NULL.
648 * \returns an array of the current channel mapping, with as many elements as
649 * the current output spec's channels, or NULL if default. This
650 * should be freed with SDL_free() when it is no longer needed.
651 *
652 * \threadsafety It is safe to call this function from any thread.
653 *
654 * \since This function is available since SDL 3.2.0.
655 *
656 * \sa SDL_SetAudioStreamInputChannelMap
657 */
658 extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioDeviceChannelMap(SDL_AudioDeviceID devid, int *count);
659
660 /**
661 * Open a specific audio device.
662 *
663 * You can open both playback and recording devices through this function.
664 * Playback devices will take data from bound audio streams, mix it, and send
665 * it to the hardware. Recording devices will feed any bound audio streams
666 * with a copy of any incoming data.
667 *
668 * An opened audio device starts out with no audio streams bound. To start
669 * audio playing, bind a stream and supply audio data to it. Unlike SDL2,
670 * there is no audio callback; you only bind audio streams and make sure they
671 * have data flowing into them (however, you can simulate SDL2's semantics
672 * fairly closely by using SDL_OpenAudioDeviceStream instead of this
673 * function).
674 *
675 * If you don't care about opening a specific device, pass a `devid` of either
676 * `SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK` or
677 * `SDL_AUDIO_DEVICE_DEFAULT_RECORDING`. In this case, SDL will try to pick
678 * the most reasonable default, and may also switch between physical devices
679 * seamlessly later, if the most reasonable default changes during the
680 * lifetime of this opened device (user changed the default in the OS's system
681 * preferences, the default got unplugged so the system jumped to a new
682 * default, the user plugged in headphones on a mobile device, etc). Unless
683 * you have a good reason to choose a specific device, this is probably what
684 * you want.
685 *
686 * You may request a specific format for the audio device, but there is no
687 * promise the device will honor that request for several reasons. As such,
688 * it's only meant to be a hint as to what data your app will provide. Audio
689 * streams will accept data in whatever format you specify and manage
690 * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you
691 * the preferred format for the device before opening and the actual format
692 * the device is using after opening.
693 *
694 * It's legal to open the same device ID more than once; each successful open
695 * will generate a new logical SDL_AudioDeviceID that is managed separately
696 * from others on the same physical device. This allows libraries to open a
697 * device separately from the main app and bind its own streams without
698 * conflicting.
699 *
700 * It is also legal to open a device ID returned by a previous call to this
701 * function; doing so just creates another logical device on the same physical
702 * device. This may be useful for making logical groupings of audio streams.
703 *
704 * This function returns the opened device ID on success. This is a new,
705 * unique SDL_AudioDeviceID that represents a logical device.
706 *
707 * Some backends might offer arbitrary devices (for example, a networked audio
708 * protocol that can connect to an arbitrary server). For these, as a change
709 * from SDL2, you should open a default device ID and use an SDL hint to
710 * specify the target if you care, or otherwise let the backend figure out a
711 * reasonable default. Most backends don't offer anything like this, and often
712 * this would be an end user setting an environment variable for their custom
713 * need, and not something an application should specifically manage.
714 *
715 * When done with an audio device, possibly at the end of the app's life, one
716 * should call SDL_CloseAudioDevice() on the returned device id.
717 *
718 * \param devid the device instance id to open, or
719 * SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or
720 * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for the most reasonable
721 * default device.
722 * \param spec the requested device configuration. Can be NULL to use
723 * reasonable defaults.
724 * \returns the device ID on success or 0 on failure; call SDL_GetError() for
725 * more information.
726 *
727 * \threadsafety It is safe to call this function from any thread.
728 *
729 * \since This function is available since SDL 3.2.0.
730 *
731 * \sa SDL_CloseAudioDevice
732 * \sa SDL_GetAudioDeviceFormat
733 */
734 extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
735
736 /**
737 * Determine if an audio device is physical (instead of logical).
738 *
739 * An SDL_AudioDeviceID that represents physical hardware is a physical
740 * device; there is one for each piece of hardware that SDL can see. Logical
741 * devices are created by calling SDL_OpenAudioDevice or
742 * SDL_OpenAudioDeviceStream, and while each is associated with a physical
743 * device, there can be any number of logical devices on one physical device.
744 *
745 * For the most part, logical and physical IDs are interchangeable--if you try
746 * to open a logical device, SDL understands to assign that effort to the
747 * underlying physical device, etc. However, it might be useful to know if an
748 * arbitrary device ID is physical or logical. This function reports which.
749 *
750 * This function may return either true or false for invalid device IDs.
751 *
752 * \param devid the device ID to query.
753 * \returns true if devid is a physical device, false if it is logical.
754 *
755 * \threadsafety It is safe to call this function from any thread.
756 *
757 * \since This function is available since SDL 3.2.0.
758 */
759 extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePhysical(SDL_AudioDeviceID devid);
760
761 /**
762 * Determine if an audio device is a playback device (instead of recording).
763 *
764 * This function may return either true or false for invalid device IDs.
765 *
766 * \param devid the device ID to query.
767 * \returns true if devid is a playback device, false if it is recording.
768 *
769 * \threadsafety It is safe to call this function from any thread.
770 *
771 * \since This function is available since SDL 3.2.0.
772 */
773 extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID devid);
774
775 /**
776 * Use this function to pause audio playback on a specified device.
777 *
778 * This function pauses audio processing for a given device. Any bound audio
779 * streams will not progress, and no audio will be generated. Pausing one
780 * device does not prevent other unpaused devices from running.
781 *
782 * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
783 * has to bind a stream before any audio will flow. Pausing a paused device is
784 * a legal no-op.
785 *
786 * Pausing a device can be useful to halt all audio without unbinding all the
787 * audio streams. This might be useful while a game is paused, or a level is
788 * loading, etc.
789 *
790 * Physical devices can not be paused or unpaused, only logical devices
791 * created through SDL_OpenAudioDevice() can be.
792 *
793 * \param devid a device opened by SDL_OpenAudioDevice().
794 * \returns true on success or false on failure; call SDL_GetError() for more
795 * information.
796 *
797 * \threadsafety It is safe to call this function from any thread.
798 *
799 * \since This function is available since SDL 3.2.0.
800 *
801 * \sa SDL_ResumeAudioDevice
802 * \sa SDL_AudioDevicePaused
803 */
804 extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID devid);
805
806 /**
807 * Use this function to unpause audio playback on a specified device.
808 *
809 * This function unpauses audio processing for a given device that has
810 * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
811 * bound audio streams will begin to progress again, and audio can be
812 * generated.
813 *
814 * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
815 * has to bind a stream before any audio will flow. Unpausing an unpaused
816 * device is a legal no-op.
817 *
818 * Physical devices can not be paused or unpaused, only logical devices
819 * created through SDL_OpenAudioDevice() can be.
820 *
821 * \param devid a device opened by SDL_OpenAudioDevice().
822 * \returns true on success or false on failure; call SDL_GetError() for more
823 * information.
824 *
825 * \threadsafety It is safe to call this function from any thread.
826 *
827 * \since This function is available since SDL 3.2.0.
828 *
829 * \sa SDL_AudioDevicePaused
830 * \sa SDL_PauseAudioDevice
831 */
832 extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid);
833
834 /**
835 * Use this function to query if an audio device is paused.
836 *
837 * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
838 * has to bind a stream before any audio will flow.
839 *
840 * Physical devices can not be paused or unpaused, only logical devices
841 * created through SDL_OpenAudioDevice() can be. Physical and invalid device
842 * IDs will report themselves as unpaused here.
843 *
844 * \param devid a device opened by SDL_OpenAudioDevice().
845 * \returns true if device is valid and paused, false otherwise.
846 *
847 * \threadsafety It is safe to call this function from any thread.
848 *
849 * \since This function is available since SDL 3.2.0.
850 *
851 * \sa SDL_PauseAudioDevice
852 * \sa SDL_ResumeAudioDevice
853 */
854 extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID devid);
855
856 /**
857 * Get the gain of an audio device.
858 *
859 * The gain of a device is its volume; a larger gain means a louder output,
860 * with a gain of zero being silence.
861 *
862 * Audio devices default to a gain of 1.0f (no change in output).
863 *
864 * Physical devices may not have their gain changed, only logical devices, and
865 * this function will always return -1.0f when used on physical devices.
866 *
867 * \param devid the audio device to query.
868 * \returns the gain of the device or -1.0f on failure; call SDL_GetError()
869 * for more information.
870 *
871 * \threadsafety It is safe to call this function from any thread.
872 *
873 * \since This function is available since SDL 3.2.0.
874 *
875 * \sa SDL_SetAudioDeviceGain
876 */
877 extern SDL_DECLSPEC float SDLCALL SDL_GetAudioDeviceGain(SDL_AudioDeviceID devid);
878
879 /**
880 * Change the gain of an audio device.
881 *
882 * The gain of a device is its volume; a larger gain means a louder output,
883 * with a gain of zero being silence.
884 *
885 * Audio devices default to a gain of 1.0f (no change in output).
886 *
887 * Physical devices may not have their gain changed, only logical devices, and
888 * this function will always return false when used on physical devices. While
889 * it might seem attractive to adjust several logical devices at once in this
890 * way, it would allow an app or library to interfere with another portion of
891 * the program's otherwise-isolated devices.
892 *
893 * This is applied, along with any per-audiostream gain, during playback to
894 * the hardware, and can be continuously changed to create various effects. On
895 * recording devices, this will adjust the gain before passing the data into
896 * an audiostream; that recording audiostream can then adjust its gain further
897 * when outputting the data elsewhere, if it likes, but that second gain is
898 * not applied until the data leaves the audiostream again.
899 *
900 * \param devid the audio device on which to change gain.
901 * \param gain the gain. 1.0f is no change, 0.0f is silence.
902 * \returns true on success or false on failure; call SDL_GetError() for more
903 * information.
904 *
905 * \threadsafety It is safe to call this function from any thread, as it holds
906 * a stream-specific mutex while running.
907 *
908 * \since This function is available since SDL 3.2.0.
909 *
910 * \sa SDL_GetAudioDeviceGain
911 */
912 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioDeviceGain(SDL_AudioDeviceID devid, float gain);
913
914 /**
915 * Close a previously-opened audio device.
916 *
917 * The application should close open audio devices once they are no longer
918 * needed.
919 *
920 * This function may block briefly while pending audio data is played by the
921 * hardware, so that applications don't drop the last buffer of data they
922 * supplied if terminating immediately afterwards.
923 *
924 * \param devid an audio device id previously returned by
925 * SDL_OpenAudioDevice().
926 *
927 * \threadsafety It is safe to call this function from any thread.
928 *
929 * \since This function is available since SDL 3.2.0.
930 *
931 * \sa SDL_OpenAudioDevice
932 */
933 extern SDL_DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
934
935 /**
936 * Bind a list of audio streams to an audio device.
937 *
938 * Audio data will flow through any bound streams. For a playback device, data
939 * for all bound streams will be mixed together and fed to the device. For a
940 * recording device, a copy of recorded data will be provided to each bound
941 * stream.
942 *
943 * Audio streams can only be bound to an open device. This operation is
944 * atomic--all streams bound in the same call will start processing at the
945 * same time, so they can stay in sync. Also: either all streams will be bound
946 * or none of them will be.
947 *
948 * It is an error to bind an already-bound stream; it must be explicitly
949 * unbound first.
950 *
951 * Binding a stream to a device will set its output format for playback
952 * devices, and its input format for recording devices, so they match the
953 * device's settings. The caller is welcome to change the other end of the
954 * stream's format at any time with SDL_SetAudioStreamFormat(). If the other
955 * end of the stream's format has never been set (the audio stream was created
956 * with a NULL audio spec), this function will set it to match the device
957 * end's format.
958 *
959 * \param devid an audio device to bind a stream to.
960 * \param streams an array of audio streams to bind.
961 * \param num_streams number streams listed in the `streams` array.
962 * \returns true on success or false on failure; call SDL_GetError() for more
963 * information.
964 *
965 * \threadsafety It is safe to call this function from any thread.
966 *
967 * \since This function is available since SDL 3.2.0.
968 *
969 * \sa SDL_BindAudioStreams
970 * \sa SDL_UnbindAudioStream
971 * \sa SDL_GetAudioStreamDevice
972 */
973 extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream * const *streams, int num_streams);
974
975 /**
976 * Bind a single audio stream to an audio device.
977 *
978 * This is a convenience function, equivalent to calling
979 * `SDL_BindAudioStreams(devid, &stream, 1)`.
980 *
981 * \param devid an audio device to bind a stream to.
982 * \param stream an audio stream to bind to a device.
983 * \returns true on success or false on failure; call SDL_GetError() for more
984 * information.
985 *
986 * \threadsafety It is safe to call this function from any thread.
987 *
988 * \since This function is available since SDL 3.2.0.
989 *
990 * \sa SDL_BindAudioStreams
991 * \sa SDL_UnbindAudioStream
992 * \sa SDL_GetAudioStreamDevice
993 */
994 extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream);
995
996 /**
997 * Unbind a list of audio streams from their audio devices.
998 *
999 * The streams being unbound do not all have to be on the same device. All
1000 * streams on the same device will be unbound atomically (data will stop
1001 * flowing through all unbound streams on the same device at the same time).
1002 *
1003 * Unbinding a stream that isn't bound to a device is a legal no-op.
1004 *
1005 * \param streams an array of audio streams to unbind. Can be NULL or contain
1006 * NULL.
1007 * \param num_streams number streams listed in the `streams` array.
1008 *
1009 * \threadsafety It is safe to call this function from any thread.
1010 *
1011 * \since This function is available since SDL 3.2.0.
1012 *
1013 * \sa SDL_BindAudioStreams
1014 */
1015 extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream * const *streams, int num_streams);
1016
1017 /**
1018 * Unbind a single audio stream from its audio device.
1019 *
1020 * This is a convenience function, equivalent to calling
1021 * `SDL_UnbindAudioStreams(&stream, 1)`.
1022 *
1023 * \param stream an audio stream to unbind from a device. Can be NULL.
1024 *
1025 * \threadsafety It is safe to call this function from any thread.
1026 *
1027 * \since This function is available since SDL 3.2.0.
1028 *
1029 * \sa SDL_BindAudioStream
1030 */
1031 extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
1032
1033 /**
1034 * Query an audio stream for its currently-bound device.
1035 *
1036 * This reports the logical audio device that an audio stream is currently
1037 * bound to.
1038 *
1039 * If not bound, or invalid, this returns zero, which is not a valid device
1040 * ID.
1041 *
1042 * \param stream the audio stream to query.
1043 * \returns the bound audio device, or 0 if not bound or invalid.
1044 *
1045 * \threadsafety It is safe to call this function from any thread.
1046 *
1047 * \since This function is available since SDL 3.2.0.
1048 *
1049 * \sa SDL_BindAudioStream
1050 * \sa SDL_BindAudioStreams
1051 */
1052 extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream);
1053
1054 /**
1055 * Create a new audio stream.
1056 *
1057 * \param src_spec the format details of the input audio.
1058 * \param dst_spec the format details of the output audio.
1059 * \returns a new audio stream on success or NULL on failure; call
1060 * SDL_GetError() for more information.
1061 *
1062 * \threadsafety It is safe to call this function from any thread.
1063 *
1064 * \since This function is available since SDL 3.2.0.
1065 *
1066 * \sa SDL_PutAudioStreamData
1067 * \sa SDL_GetAudioStreamData
1068 * \sa SDL_GetAudioStreamAvailable
1069 * \sa SDL_FlushAudioStream
1070 * \sa SDL_ClearAudioStream
1071 * \sa SDL_SetAudioStreamFormat
1072 * \sa SDL_DestroyAudioStream
1073 */
1074 extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec);
1075
1076 /**
1077 * Get the properties associated with an audio stream.
1078 *
1079 * The application can hang any data it wants here, but the following
1080 * properties are understood by SDL:
1081 *
1082 * - `SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN`: if true (the default), the
1083 * stream be automatically cleaned up when the audio subsystem quits. If set
1084 * to false, the streams will persist beyond that. This property is ignored
1085 * for streams created through SDL_OpenAudioDeviceStream(), and will always
1086 * be cleaned up. Streams that are not cleaned up will still be unbound from
1087 * devices when the audio subsystem quits. This property was added in SDL
1088 * 3.4.0.
1089 *
1090 * \param stream the SDL_AudioStream to query.
1091 * \returns a valid property ID on success or 0 on failure; call
1092 * SDL_GetError() for more information.
1093 *
1094 * \threadsafety It is safe to call this function from any thread.
1095 *
1096 * \since This function is available since SDL 3.2.0.
1097 */
1098 extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetAudioStreamProperties(SDL_AudioStream *stream);
1099
1100 #define SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN "SDL.audiostream.auto_cleanup"
1101
1102
1103 /**
1104 * Query the current format of an audio stream.
1105 *
1106 * \param stream the SDL_AudioStream to query.
1107 * \param src_spec where to store the input audio format; ignored if NULL.
1108 * \param dst_spec where to store the output audio format; ignored if NULL.
1109 * \returns true on success or false on failure; call SDL_GetError() for more
1110 * information.
1111 *
1112 * \threadsafety It is safe to call this function from any thread, as it holds
1113 * a stream-specific mutex while running.
1114 *
1115 * \since This function is available since SDL 3.2.0.
1116 *
1117 * \sa SDL_SetAudioStreamFormat
1118 */
1119 extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream, SDL_AudioSpec *src_spec, SDL_AudioSpec *dst_spec);
1120
1121 /**
1122 * Change the input and output formats of an audio stream.
1123 *
1124 * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData
1125 * will reflect the new format, and future calls to SDL_PutAudioStreamData
1126 * must provide data in the new input formats.
1127 *
1128 * Data that was previously queued in the stream will still be operated on in
1129 * the format that was current when it was added, which is to say you can put
1130 * the end of a sound file in one format to a stream, change formats for the
1131 * next sound file, and start putting that new data while the previous sound
1132 * file is still queued, and everything will still play back correctly.
1133 *
1134 * If a stream is bound to a device, then the format of the side of the stream
1135 * bound to a device cannot be changed (src_spec for recording devices,
1136 * dst_spec for playback devices). Attempts to make a change to this side will
1137 * be ignored, but this will not report an error. The other side's format can
1138 * be changed.
1139 *
1140 * \param stream the stream the format is being changed.
1141 * \param src_spec the new format of the audio input; if NULL, it is not
1142 * changed.
1143 * \param dst_spec the new format of the audio output; if NULL, it is not
1144 * changed.
1145 * \returns true on success or false on failure; call SDL_GetError() for more
1146 * information.
1147 *
1148 * \threadsafety It is safe to call this function from any thread, as it holds
1149 * a stream-specific mutex while running.
1150 *
1151 * \since This function is available since SDL 3.2.0.
1152 *
1153 * \sa SDL_GetAudioStreamFormat
1154 * \sa SDL_SetAudioStreamFrequencyRatio
1155 */
1156 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec);
1157
1158 /**
1159 * Get the frequency ratio of an audio stream.
1160 *
1161 * \param stream the SDL_AudioStream to query.
1162 * \returns the frequency ratio of the stream or 0.0 on failure; call
1163 * SDL_GetError() for more information.
1164 *
1165 * \threadsafety It is safe to call this function from any thread, as it holds
1166 * a stream-specific mutex while running.
1167 *
1168 * \since This function is available since SDL 3.2.0.
1169 *
1170 * \sa SDL_SetAudioStreamFrequencyRatio
1171 */
1172 extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream);
1173
1174 /**
1175 * Change the frequency ratio of an audio stream.
1176 *
1177 * The frequency ratio is used to adjust the rate at which input data is
1178 * consumed. Changing this effectively modifies the speed and pitch of the
1179 * audio. A value greater than 1.0f will play the audio faster, and at a
1180 * higher pitch. A value less than 1.0f will play the audio slower, and at a
1181 * lower pitch. 1.0f means play at normal speed.
1182 *
1183 * This is applied during SDL_GetAudioStreamData, and can be continuously
1184 * changed to create various effects.
1185 *
1186 * \param stream the stream on which the frequency ratio is being changed.
1187 * \param ratio the frequency ratio. 1.0 is normal speed. Must be between 0.01
1188 * and 100.
1189 * \returns true on success or false on failure; call SDL_GetError() for more
1190 * information.
1191 *
1192 * \threadsafety It is safe to call this function from any thread, as it holds
1193 * a stream-specific mutex while running.
1194 *
1195 * \since This function is available since SDL 3.2.0.
1196 *
1197 * \sa SDL_GetAudioStreamFrequencyRatio
1198 * \sa SDL_SetAudioStreamFormat
1199 */
1200 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio);
1201
1202 /**
1203 * Get the gain of an audio stream.
1204 *
1205 * The gain of a stream is its volume; a larger gain means a louder output,
1206 * with a gain of zero being silence.
1207 *
1208 * Audio streams default to a gain of 1.0f (no change in output).
1209 *
1210 * \param stream the SDL_AudioStream to query.
1211 * \returns the gain of the stream or -1.0f on failure; call SDL_GetError()
1212 * for more information.
1213 *
1214 * \threadsafety It is safe to call this function from any thread, as it holds
1215 * a stream-specific mutex while running.
1216 *
1217 * \since This function is available since SDL 3.2.0.
1218 *
1219 * \sa SDL_SetAudioStreamGain
1220 */
1221 extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamGain(SDL_AudioStream *stream);
1222
1223 /**
1224 * Change the gain of an audio stream.
1225 *
1226 * The gain of a stream is its volume; a larger gain means a louder output,
1227 * with a gain of zero being silence.
1228 *
1229 * Audio streams default to a gain of 1.0f (no change in output).
1230 *
1231 * This is applied during SDL_GetAudioStreamData, and can be continuously
1232 * changed to create various effects.
1233 *
1234 * \param stream the stream on which the gain is being changed.
1235 * \param gain the gain. 1.0f is no change, 0.0f is silence.
1236 * \returns true on success or false on failure; call SDL_GetError() for more
1237 * information.
1238 *
1239 * \threadsafety It is safe to call this function from any thread, as it holds
1240 * a stream-specific mutex while running.
1241 *
1242 * \since This function is available since SDL 3.2.0.
1243 *
1244 * \sa SDL_GetAudioStreamGain
1245 */
1246 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGain(SDL_AudioStream *stream, float gain);
1247
1248 /**
1249 * Get the current input channel map of an audio stream.
1250 *
1251 * Channel maps are optional; most things do not need them, instead passing
1252 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
1253 *
1254 * Audio streams default to no remapping applied. This is represented by
1255 * returning NULL, and does not signify an error.
1256 *
1257 * \param stream the SDL_AudioStream to query.
1258 * \param count On output, set to number of channels in the map. Can be NULL.
1259 * \returns an array of the current channel mapping, with as many elements as
1260 * the current output spec's channels, or NULL if default. This
1261 * should be freed with SDL_free() when it is no longer needed.
1262 *
1263 * \threadsafety It is safe to call this function from any thread, as it holds
1264 * a stream-specific mutex while running.
1265 *
1266 * \since This function is available since SDL 3.2.0.
1267 *
1268 * \sa SDL_SetAudioStreamInputChannelMap
1269 */
1270 extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamInputChannelMap(SDL_AudioStream *stream, int *count);
1271
1272 /**
1273 * Get the current output channel map of an audio stream.
1274 *
1275 * Channel maps are optional; most things do not need them, instead passing
1276 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
1277 *
1278 * Audio streams default to no remapping applied. This is represented by
1279 * returning NULL, and does not signify an error.
1280 *
1281 * \param stream the SDL_AudioStream to query.
1282 * \param count On output, set to number of channels in the map. Can be NULL.
1283 * \returns an array of the current channel mapping, with as many elements as
1284 * the current output spec's channels, or NULL if default. This
1285 * should be freed with SDL_free() when it is no longer needed.
1286 *
1287 * \threadsafety It is safe to call this function from any thread, as it holds
1288 * a stream-specific mutex while running.
1289 *
1290 * \since This function is available since SDL 3.2.0.
1291 *
1292 * \sa SDL_SetAudioStreamInputChannelMap
1293 */
1294 extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamOutputChannelMap(SDL_AudioStream *stream, int *count);
1295
1296 /**
1297 * Set the current input channel map of an audio stream.
1298 *
1299 * Channel maps are optional; most things do not need them, instead passing
1300 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
1301 *
1302 * The input channel map reorders data that is added to a stream via
1303 * SDL_PutAudioStreamData. Future calls to SDL_PutAudioStreamData must provide
1304 * data in the new channel order.
1305 *
1306 * Each item in the array represents an input channel, and its value is the
1307 * channel that it should be remapped to. To reverse a stereo signal's left
1308 * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap
1309 * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the
1310 * right channel to both channels of a stereo signal. An element in the
1311 * channel map set to -1 instead of a valid channel will mute that channel,
1312 * setting it to a silence value.
1313 *
1314 * You cannot change the number of channels through a channel map, just
1315 * reorder/mute them.
1316 *
1317 * Data that was previously queued in the stream will still be operated on in
1318 * the order that was current when it was added, which is to say you can put
1319 * the end of a sound file in one order to a stream, change orders for the
1320 * next sound file, and start putting that new data while the previous sound
1321 * file is still queued, and everything will still play back correctly.
1322 *
1323 * Audio streams default to no remapping applied. Passing a NULL channel map
1324 * is legal, and turns off remapping.
1325 *
1326 * SDL will copy the channel map; the caller does not have to save this array
1327 * after this call.
1328 *
1329 * If `count` is not equal to the current number of channels in the audio
1330 * stream's format, this will fail. This is a safety measure to make sure a
1331 * race condition hasn't changed the format while this call is setting the
1332 * channel map.
1333 *
1334 * Unlike attempting to change the stream's format, the input channel map on a
1335 * stream bound to a recording device is permitted to change at any time; any
1336 * data added to the stream from the device after this call will have the new
1337 * mapping, but previously-added data will still have the prior mapping.
1338 *
1339 * \param stream the SDL_AudioStream to change.
1340 * \param chmap the new channel map, NULL to reset to default.
1341 * \param count The number of channels in the map.
1342 * \returns true on success or false on failure; call SDL_GetError() for more
1343 * information.
1344 *
1345 * \threadsafety It is safe to call this function from any thread, as it holds
1346 * a stream-specific mutex while running. Don't change the
1347 * stream's format to have a different number of channels from a
1348 * different thread at the same time, though!
1349 *
1350 * \since This function is available since SDL 3.2.0.
1351 *
1352 * \sa SDL_SetAudioStreamInputChannelMap
1353 */
1354 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamInputChannelMap(SDL_AudioStream *stream, const int *chmap, int count);
1355
1356 /**
1357 * Set the current output channel map of an audio stream.
1358 *
1359 * Channel maps are optional; most things do not need them, instead passing
1360 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
1361 *
1362 * The output channel map reorders data that is leaving a stream via
1363 * SDL_GetAudioStreamData.
1364 *
1365 * Each item in the array represents an input channel, and its value is the
1366 * channel that it should be remapped to. To reverse a stereo signal's left
1367 * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap
1368 * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the
1369 * right channel to both channels of a stereo signal. An element in the
1370 * channel map set to -1 instead of a valid channel will mute that channel,
1371 * setting it to a silence value.
1372 *
1373 * You cannot change the number of channels through a channel map, just
1374 * reorder/mute them.
1375 *
1376 * The output channel map can be changed at any time, as output remapping is
1377 * applied during SDL_GetAudioStreamData.
1378 *
1379 * Audio streams default to no remapping applied. Passing a NULL channel map
1380 * is legal, and turns off remapping.
1381 *
1382 * SDL will copy the channel map; the caller does not have to save this array
1383 * after this call.
1384 *
1385 * If `count` is not equal to the current number of channels in the audio
1386 * stream's format, this will fail. This is a safety measure to make sure a
1387 * race condition hasn't changed the format while this call is setting the
1388 * channel map.
1389 *
1390 * Unlike attempting to change the stream's format, the output channel map on
1391 * a stream bound to a recording device is permitted to change at any time;
1392 * any data added to the stream after this call will have the new mapping, but
1393 * previously-added data will still have the prior mapping. When the channel
1394 * map doesn't match the hardware's channel layout, SDL will convert the data
1395 * before feeding it to the device for playback.
1396 *
1397 * \param stream the SDL_AudioStream to change.
1398 * \param chmap the new channel map, NULL to reset to default.
1399 * \param count The number of channels in the map.
1400 * \returns true on success or false on failure; call SDL_GetError() for more
1401 * information.
1402 *
1403 * \threadsafety It is safe to call this function from any thread, as it holds
1404 * a stream-specific mutex while running. Don't change the
1405 * stream's format to have a different number of channels from a
1406 * a different thread at the same time, though!
1407 *
1408 * \since This function is available since SDL 3.2.0.
1409 *
1410 * \sa SDL_SetAudioStreamInputChannelMap
1411 */
1412 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamOutputChannelMap(SDL_AudioStream *stream, const int *chmap, int count);
1413
1414 /**
1415 * Add data to the stream.
1416 *
1417 * This data must match the format/channels/samplerate specified in the latest
1418 * call to SDL_SetAudioStreamFormat, or the format specified when creating the
1419 * stream if it hasn't been changed.
1420 *
1421 * Note that this call simply copies the unconverted data for later. This is
1422 * different than SDL2, where data was converted during the Put call and the
1423 * Get call would just dequeue the previously-converted data.
1424 *
1425 * \param stream the stream the audio data is being added to.
1426 * \param buf a pointer to the audio data to add.
1427 * \param len the number of bytes to write to the stream.
1428 * \returns true on success or false on failure; call SDL_GetError() for more
1429 * information.
1430 *
1431 * \threadsafety It is safe to call this function from any thread, but if the
1432 * stream has a callback set, the caller might need to manage
1433 * extra locking.
1434 *
1435 * \since This function is available since SDL 3.2.0.
1436 *
1437 * \sa SDL_ClearAudioStream
1438 * \sa SDL_FlushAudioStream
1439 * \sa SDL_GetAudioStreamData
1440 * \sa SDL_GetAudioStreamQueued
1441 */
1442 extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len);
1443
1444 /**
1445 * A callback that fires for completed SDL_PutAudioStreamDataNoCopy() data.
1446 *
1447 * When using SDL_PutAudioStreamDataNoCopy() to provide data to an
1448 * SDL_AudioStream, it's not safe to dispose of the data until the stream has
1449 * completely consumed it. Often times it's difficult to know exactly when
1450 * this has happened.
1451 *
1452 * This callback fires once when the stream no longer needs the buffer,
1453 * allowing the app to easily free or reuse it.
1454 *
1455 * \param userdata an opaque pointer provided by the app for their personal
1456 * use.
1457 * \param buf the pointer provided to SDL_PutAudioStreamDataNoCopy().
1458 * \param buflen the size of buffer, in bytes, provided to
1459 * SDL_PutAudioStreamDataNoCopy().
1460 *
1461 * \threadsafety This callbacks may run from any thread, so if you need to
1462 * protect shared data, you should use SDL_LockAudioStream to
1463 * serialize access; this lock will be held before your callback
1464 * is called, so your callback does not need to manage the lock
1465 * explicitly.
1466 *
1467 * \since This datatype is available since SDL 3.4.0.
1468 *
1469 * \sa SDL_SetAudioStreamGetCallback
1470 * \sa SDL_SetAudioStreamPutCallback
1471 */
1472 typedef void (SDLCALL *SDL_AudioStreamDataCompleteCallback)(void *userdata, const void *buf, int buflen);
1473
1474 /**
1475 * Add external data to an audio stream without copying it.
1476 *
1477 * Unlike SDL_PutAudioStreamData(), this function does not make a copy of the
1478 * provided data, instead storing the provided pointer. This means that the
1479 * put operation does not need to allocate and copy the data, but the original
1480 * data must remain available until the stream is done with it, either by
1481 * being read from the stream in its entirety, or a call to
1482 * SDL_ClearAudioStream() or SDL_DestroyAudioStream().
1483 *
1484 * The data must match the format/channels/samplerate specified in the latest
1485 * call to SDL_SetAudioStreamFormat, or the format specified when creating the
1486 * stream if it hasn't been changed.
1487 *
1488 * An optional callback may be provided, which is called when the stream no
1489 * longer needs the data. Once this callback fires, the stream will not access
1490 * the data again. This callback will fire for any reason the data is no
1491 * longer needed, including clearing or destroying the stream.
1492 *
1493 * Note that there is still an allocation to store tracking information, so
1494 * this function is more efficient for larger blocks of data. If you're
1495 * planning to put a few samples at a time, it will be more efficient to use
1496 * SDL_PutAudioStreamData(), which allocates and buffers in blocks.
1497 *
1498 * \param stream the stream the audio data is being added to.
1499 * \param buf a pointer to the audio data to add.
1500 * \param len the number of bytes to add to the stream.
1501 * \param callback the callback function to call when the data is no longer
1502 * needed by the stream. May be NULL.
1503 * \param userdata an opaque pointer provided to the callback for its own
1504 * personal use.
1505 * \returns true on success or false on failure; call SDL_GetError() for more
1506 * information.
1507 *
1508 * \threadsafety It is safe to call this function from any thread, but if the
1509 * stream has a callback set, the caller might need to manage
1510 * extra locking.
1511 *
1512 * \since This function is available since SDL 3.4.0.
1513 *
1514 * \sa SDL_ClearAudioStream
1515 * \sa SDL_FlushAudioStream
1516 * \sa SDL_GetAudioStreamData
1517 * \sa SDL_GetAudioStreamQueued
1518 */
1519 extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamDataNoCopy(SDL_AudioStream *stream, const void *buf, int len, SDL_AudioStreamDataCompleteCallback callback, void *userdata);
1520
1521 /**
1522 * Add data to the stream with each channel in a separate array.
1523 *
1524 * This data must match the format/channels/samplerate specified in the latest
1525 * call to SDL_SetAudioStreamFormat, or the format specified when creating the
1526 * stream if it hasn't been changed.
1527 *
1528 * The data will be interleaved and queued. Note that SDL_AudioStream only
1529 * operates on interleaved data, so this is simply a convenience function for
1530 * easily queueing data from sources that provide separate arrays. There is no
1531 * equivalent function to retrieve planar data.
1532 *
1533 * The arrays in `channel_buffers` are ordered as they are to be interleaved;
1534 * the first array will be the first sample in the interleaved data. Any
1535 * individual array may be NULL; in this case, silence will be interleaved for
1536 * that channel.
1537 *
1538 * `num_channels` specifies how many arrays are in `channel_buffers`. This can
1539 * be used as a safety to prevent overflow, in case the stream format has
1540 * changed elsewhere. If more channels are specified than the current input
1541 * spec, they are ignored. If less channels are specified, the missing arrays
1542 * are treated as if they are NULL (silence is written to those channels). If
1543 * the count is -1, SDL will assume the array count matches the current input
1544 * spec.
1545 *
1546 * Note that `num_samples` is the number of _samples per array_. This can also
1547 * be thought of as the number of _sample frames_ to be queued. A value of 1
1548 * with stereo arrays will queue two samples to the stream. This is different
1549 * than SDL_PutAudioStreamData, which wants the size of a single array in
1550 * bytes.
1551 *
1552 * \param stream the stream the audio data is being added to.
1553 * \param channel_buffers a pointer to an array of arrays, one array per
1554 * channel.
1555 * \param num_channels the number of arrays in `channel_buffers` or -1.
1556 * \param num_samples the number of _samples_ per array to write to the
1557 * stream.
1558 * \returns true on success or false on failure; call SDL_GetError() for more
1559 * information.
1560 *
1561 * \threadsafety It is safe to call this function from any thread, but if the
1562 * stream has a callback set, the caller might need to manage
1563 * extra locking.
1564 *
1565 * \since This function is available since SDL 3.4.0.
1566 *
1567 * \sa SDL_ClearAudioStream
1568 * \sa SDL_FlushAudioStream
1569 * \sa SDL_GetAudioStreamData
1570 * \sa SDL_GetAudioStreamQueued
1571 */
1572 extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *channel_buffers, int num_channels, int num_samples);
1573
1574 /**
1575 * Get converted/resampled data from the stream.
1576 *
1577 * The input/output data format/channels/samplerate is specified when creating
1578 * the stream, and can be changed after creation by calling
1579 * SDL_SetAudioStreamFormat.
1580 *
1581 * Note that any conversion and resampling necessary is done during this call,
1582 * and SDL_PutAudioStreamData simply queues unconverted data for later. This
1583 * is different than SDL2, where that work was done while inputting new data
1584 * to the stream and requesting the output just copied the converted data.
1585 *
1586 * \param stream the stream the audio is being requested from.
1587 * \param buf a buffer to fill with audio data.
1588 * \param len the maximum number of bytes to fill.
1589 * \returns the number of bytes read from the stream or -1 on failure; call
1590 * SDL_GetError() for more information.
1591 *
1592 * \threadsafety It is safe to call this function from any thread, but if the
1593 * stream has a callback set, the caller might need to manage
1594 * extra locking.
1595 *
1596 * \since This function is available since SDL 3.2.0.
1597 *
1598 * \sa SDL_ClearAudioStream
1599 * \sa SDL_GetAudioStreamAvailable
1600 * \sa SDL_PutAudioStreamData
1601 */
1602 extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len);
1603
1604 /**
1605 * Get the number of converted/resampled bytes available.
1606 *
1607 * The stream may be buffering data behind the scenes until it has enough to
1608 * resample correctly, so this number might be lower than what you expect, or
1609 * even be zero. Add more data or flush the stream if you need the data now.
1610 *
1611 * If the stream has so much data that it would overflow an int, the return
1612 * value is clamped to a maximum value, but no queued data is lost; if there
1613 * are gigabytes of data queued, the app might need to read some of it with
1614 * SDL_GetAudioStreamData before this function's return value is no longer
1615 * clamped.
1616 *
1617 * \param stream the audio stream to query.
1618 * \returns the number of converted/resampled bytes available or -1 on
1619 * failure; call SDL_GetError() for more information.
1620 *
1621 * \threadsafety It is safe to call this function from any thread.
1622 *
1623 * \since This function is available since SDL 3.2.0.
1624 *
1625 * \sa SDL_GetAudioStreamData
1626 * \sa SDL_PutAudioStreamData
1627 */
1628 extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
1629
1630
1631 /**
1632 * Get the number of bytes currently queued.
1633 *
1634 * This is the number of bytes put into a stream as input, not the number that
1635 * can be retrieved as output. Because of several details, it's not possible
1636 * to calculate one number directly from the other. If you need to know how
1637 * much usable data can be retrieved right now, you should use
1638 * SDL_GetAudioStreamAvailable() and not this function.
1639 *
1640 * Note that audio streams can change their input format at any time, even if
1641 * there is still data queued in a different format, so the returned byte
1642 * count will not necessarily match the number of _sample frames_ available.
1643 * Users of this API should be aware of format changes they make when feeding
1644 * a stream and plan accordingly.
1645 *
1646 * Queued data is not converted until it is consumed by
1647 * SDL_GetAudioStreamData, so this value should be representative of the exact
1648 * data that was put into the stream.
1649 *
1650 * If the stream has so much data that it would overflow an int, the return
1651 * value is clamped to a maximum value, but no queued data is lost; if there
1652 * are gigabytes of data queued, the app might need to read some of it with
1653 * SDL_GetAudioStreamData before this function's return value is no longer
1654 * clamped.
1655 *
1656 * \param stream the audio stream to query.
1657 * \returns the number of bytes queued or -1 on failure; call SDL_GetError()
1658 * for more information.
1659 *
1660 * \threadsafety It is safe to call this function from any thread.
1661 *
1662 * \since This function is available since SDL 3.2.0.
1663 *
1664 * \sa SDL_PutAudioStreamData
1665 * \sa SDL_ClearAudioStream
1666 */
1667 extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream);
1668
1669
1670 /**
1671 * Tell the stream that you're done sending data, and anything being buffered
1672 * should be converted/resampled and made available immediately.
1673 *
1674 * It is legal to add more data to a stream after flushing, but there may be
1675 * audio gaps in the output. Generally this is intended to signal the end of
1676 * input, so the complete output becomes available.
1677 *
1678 * \param stream the audio stream to flush.
1679 * \returns true on success or false on failure; call SDL_GetError() for more
1680 * information.
1681 *
1682 * \threadsafety It is safe to call this function from any thread.
1683 *
1684 * \since This function is available since SDL 3.2.0.
1685 *
1686 * \sa SDL_PutAudioStreamData
1687 */
1688 extern SDL_DECLSPEC bool SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
1689
1690 /**
1691 * Clear any pending data in the stream.
1692 *
1693 * This drops any queued data, so there will be nothing to read from the
1694 * stream until more is added.
1695 *
1696 * \param stream the audio stream to clear.
1697 * \returns true on success or false on failure; call SDL_GetError() for more
1698 * information.
1699 *
1700 * \threadsafety It is safe to call this function from any thread.
1701 *
1702 * \since This function is available since SDL 3.2.0.
1703 *
1704 * \sa SDL_GetAudioStreamAvailable
1705 * \sa SDL_GetAudioStreamData
1706 * \sa SDL_GetAudioStreamQueued
1707 * \sa SDL_PutAudioStreamData
1708 */
1709 extern SDL_DECLSPEC bool SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
1710
1711 /**
1712 * Use this function to pause audio playback on the audio device associated
1713 * with an audio stream.
1714 *
1715 * This function pauses audio processing for a given device. Any bound audio
1716 * streams will not progress, and no audio will be generated. Pausing one
1717 * device does not prevent other unpaused devices from running.
1718 *
1719 * Pausing a device can be useful to halt all audio without unbinding all the
1720 * audio streams. This might be useful while a game is paused, or a level is
1721 * loading, etc.
1722 *
1723 * \param stream the audio stream associated with the audio device to pause.
1724 * \returns true on success or false on failure; call SDL_GetError() for more
1725 * information.
1726 *
1727 * \threadsafety It is safe to call this function from any thread.
1728 *
1729 * \since This function is available since SDL 3.2.0.
1730 *
1731 * \sa SDL_ResumeAudioStreamDevice
1732 */
1733 extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);
1734
1735 /**
1736 * Use this function to unpause audio playback on the audio device associated
1737 * with an audio stream.
1738 *
1739 * This function unpauses audio processing for a given device that has
1740 * previously been paused. Once unpaused, any bound audio streams will begin
1741 * to progress again, and audio can be generated.
1742 *
1743 * SDL_OpenAudioDeviceStream opens audio devices in a paused state, so this
1744 * function call is required for audio playback to begin on such devices.
1745 *
1746 * \param stream the audio stream associated with the audio device to resume.
1747 * \returns true on success or false on failure; call SDL_GetError() for more
1748 * information.
1749 *
1750 * \threadsafety It is safe to call this function from any thread.
1751 *
1752 * \since This function is available since SDL 3.2.0.
1753 *
1754 * \sa SDL_PauseAudioStreamDevice
1755 */
1756 extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream);
1757
1758 /**
1759 * Use this function to query if an audio device associated with a stream is
1760 * paused.
1761 *
1762 * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
1763 * has to bind a stream before any audio will flow.
1764 *
1765 * \param stream the audio stream associated with the audio device to query.
1766 * \returns true if device is valid and paused, false otherwise.
1767 *
1768 * \threadsafety It is safe to call this function from any thread.
1769 *
1770 * \since This function is available since SDL 3.2.0.
1771 *
1772 * \sa SDL_PauseAudioStreamDevice
1773 * \sa SDL_ResumeAudioStreamDevice
1774 */
1775 extern SDL_DECLSPEC bool SDLCALL SDL_AudioStreamDevicePaused(SDL_AudioStream *stream);
1776
1777
1778 /**
1779 * Lock an audio stream for serialized access.
1780 *
1781 * Each SDL_AudioStream has an internal mutex it uses to protect its data
1782 * structures from threading conflicts. This function allows an app to lock
1783 * that mutex, which could be useful if registering callbacks on this stream.
1784 *
1785 * One does not need to lock a stream to use in it most cases, as the stream
1786 * manages this lock internally. However, this lock is held during callbacks,
1787 * which may run from arbitrary threads at any time, so if an app needs to
1788 * protect shared data during those callbacks, locking the stream guarantees
1789 * that the callback is not running while the lock is held.
1790 *
1791 * As this is just a wrapper over SDL_LockMutex for an internal lock; it has
1792 * all the same attributes (recursive locks are allowed, etc).
1793 *
1794 * \param stream the audio stream to lock.
1795 * \returns true on success or false on failure; call SDL_GetError() for more
1796 * information.
1797 *
1798 * \threadsafety It is safe to call this function from any thread.
1799 *
1800 * \since This function is available since SDL 3.2.0.
1801 *
1802 * \sa SDL_UnlockAudioStream
1803 */
1804 extern SDL_DECLSPEC bool SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream);
1805
1806
1807 /**
1808 * Unlock an audio stream for serialized access.
1809 *
1810 * This unlocks an audio stream after a call to SDL_LockAudioStream.
1811 *
1812 * \param stream the audio stream to unlock.
1813 * \returns true on success or false on failure; call SDL_GetError() for more
1814 * information.
1815 *
1816 * \threadsafety You should only call this from the same thread that
1817 * previously called SDL_LockAudioStream.
1818 *
1819 * \since This function is available since SDL 3.2.0.
1820 *
1821 * \sa SDL_LockAudioStream
1822 */
1823 extern SDL_DECLSPEC bool SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream);
1824
1825 /**
1826 * A callback that fires when data passes through an SDL_AudioStream.
1827 *
1828 * Apps can (optionally) register a callback with an audio stream that is
1829 * called when data is added with SDL_PutAudioStreamData, or requested with
1830 * SDL_GetAudioStreamData.
1831 *
1832 * Two values are offered here: one is the amount of additional data needed to
1833 * satisfy the immediate request (which might be zero if the stream already
1834 * has enough data queued) and the other is the total amount being requested.
1835 * In a Get call triggering a Put callback, these values can be different. In
1836 * a Put call triggering a Get callback, these values are always the same.
1837 *
1838 * Byte counts might be slightly overestimated due to buffering or resampling,
1839 * and may change from call to call.
1840 *
1841 * This callback is not required to do anything. Generally this is useful for
1842 * adding/reading data on demand, and the app will often put/get data as
1843 * appropriate, but the system goes on with the data currently available to it
1844 * if this callback does nothing.
1845 *
1846 * \param stream the SDL audio stream associated with this callback.
1847 * \param additional_amount the amount of data, in bytes, that is needed right
1848 * now.
1849 * \param total_amount the total amount of data requested, in bytes, that is
1850 * requested or available.
1851 * \param userdata an opaque pointer provided by the app for their personal
1852 * use.
1853 *
1854 * \threadsafety This callbacks may run from any thread, so if you need to
1855 * protect shared data, you should use SDL_LockAudioStream to
1856 * serialize access; this lock will be held before your callback
1857 * is called, so your callback does not need to manage the lock
1858 * explicitly.
1859 *
1860 * \since This datatype is available since SDL 3.2.0.
1861 *
1862 * \sa SDL_SetAudioStreamGetCallback
1863 * \sa SDL_SetAudioStreamPutCallback
1864 */
1865 typedef void (SDLCALL *SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount);
1866
1867 /**
1868 * Set a callback that runs when data is requested from an audio stream.
1869 *
1870 * This callback is called _before_ data is obtained from the stream, giving
1871 * the callback the chance to add more on-demand.
1872 *
1873 * The callback can (optionally) call SDL_PutAudioStreamData() to add more
1874 * audio to the stream during this call; if needed, the request that triggered
1875 * this callback will obtain the new data immediately.
1876 *
1877 * The callback's `additional_amount` argument is roughly how many bytes of
1878 * _unconverted_ data (in the stream's input format) is needed by the caller,
1879 * although this may overestimate a little for safety. This takes into account
1880 * how much is already in the stream and only asks for any extra necessary to
1881 * resolve the request, which means the callback may be asked for zero bytes,
1882 * and a different amount on each call.
1883 *
1884 * The callback is not required to supply exact amounts; it is allowed to
1885 * supply too much or too little or none at all. The caller will get what's
1886 * available, up to the amount they requested, regardless of this callback's
1887 * outcome.
1888 *
1889 * Clearing or flushing an audio stream does not call this callback.
1890 *
1891 * This function obtains the stream's lock, which means any existing callback
1892 * (get or put) in progress will finish running before setting the new
1893 * callback.
1894 *
1895 * Setting a NULL function turns off the callback.
1896 *
1897 * \param stream the audio stream to set the new callback on.
1898 * \param callback the new callback function to call when data is requested
1899 * from the stream.
1900 * \param userdata an opaque pointer provided to the callback for its own
1901 * personal use.
1902 * \returns true on success or false on failure; call SDL_GetError() for more
1903 * information. This only fails if `stream` is NULL.
1904 *
1905 * \threadsafety It is safe to call this function from any thread.
1906 *
1907 * \since This function is available since SDL 3.2.0.
1908 *
1909 * \sa SDL_SetAudioStreamPutCallback
1910 */
1911 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
1912
1913 /**
1914 * Set a callback that runs when data is added to an audio stream.
1915 *
1916 * This callback is called _after_ the data is added to the stream, giving the
1917 * callback the chance to obtain it immediately.
1918 *
1919 * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio
1920 * from the stream during this call.
1921 *
1922 * The callback's `additional_amount` argument is how many bytes of
1923 * _converted_ data (in the stream's output format) was provided by the
1924 * caller, although this may underestimate a little for safety. This value
1925 * might be less than what is currently available in the stream, if data was
1926 * already there, and might be less than the caller provided if the stream
1927 * needs to keep a buffer to aid in resampling. Which means the callback may
1928 * be provided with zero bytes, and a different amount on each call.
1929 *
1930 * The callback may call SDL_GetAudioStreamAvailable to see the total amount
1931 * currently available to read from the stream, instead of the total provided
1932 * by the current call.
1933 *
1934 * The callback is not required to obtain all data. It is allowed to read less
1935 * or none at all. Anything not read now simply remains in the stream for
1936 * later access.
1937 *
1938 * Clearing or flushing an audio stream does not call this callback.
1939 *
1940 * This function obtains the stream's lock, which means any existing callback
1941 * (get or put) in progress will finish running before setting the new
1942 * callback.
1943 *
1944 * Setting a NULL function turns off the callback.
1945 *
1946 * \param stream the audio stream to set the new callback on.
1947 * \param callback the new callback function to call when data is added to the
1948 * stream.
1949 * \param userdata an opaque pointer provided to the callback for its own
1950 * personal use.
1951 * \returns true on success or false on failure; call SDL_GetError() for more
1952 * information. This only fails if `stream` is NULL.
1953 *
1954 * \threadsafety It is safe to call this function from any thread.
1955 *
1956 * \since This function is available since SDL 3.2.0.
1957 *
1958 * \sa SDL_SetAudioStreamGetCallback
1959 */
1960 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
1961
1962
1963 /**
1964 * Free an audio stream.
1965 *
1966 * This will release all allocated data, including any audio that is still
1967 * queued. You do not need to manually clear the stream first.
1968 *
1969 * If this stream was bound to an audio device, it is unbound during this
1970 * call. If this stream was created with SDL_OpenAudioDeviceStream, the audio
1971 * device that was opened alongside this stream's creation will be closed,
1972 * too.
1973 *
1974 * \param stream the audio stream to destroy.
1975 *
1976 * \threadsafety It is safe to call this function from any thread.
1977 *
1978 * \since This function is available since SDL 3.2.0.
1979 *
1980 * \sa SDL_CreateAudioStream
1981 */
1982 extern SDL_DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
1983
1984
1985 /**
1986 * Convenience function for straightforward audio init for the common case.
1987 *
1988 * If all your app intends to do is provide a single source of PCM audio, this
1989 * function allows you to do all your audio setup in a single call.
1990 *
1991 * This is also intended to be a clean means to migrate apps from SDL2.
1992 *
1993 * This function will open an audio device, create a stream and bind it.
1994 * Unlike other methods of setup, the audio device will be closed when this
1995 * stream is destroyed, so the app can treat the returned SDL_AudioStream as
1996 * the only object needed to manage audio playback.
1997 *
1998 * Also unlike other functions, the audio device begins paused. This is to map
1999 * more closely to SDL2-style behavior, since there is no extra step here to
2000 * bind a stream to begin audio flowing. The audio device should be resumed
2001 * with SDL_ResumeAudioStreamDevice().
2002 *
2003 * This function works with both playback and recording devices.
2004 *
2005 * The `spec` parameter represents the app's side of the audio stream. That
2006 * is, for recording audio, this will be the output format, and for playing
2007 * audio, this will be the input format. If spec is NULL, the system will
2008 * choose the format, and the app can use SDL_GetAudioStreamFormat() to obtain
2009 * this information later.
2010 *
2011 * If you don't care about opening a specific audio device, you can (and
2012 * probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and
2013 * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for recording.
2014 *
2015 * One can optionally provide a callback function; if NULL, the app is
2016 * expected to queue audio data for playback (or unqueue audio data if
2017 * capturing). Otherwise, the callback will begin to fire once the device is
2018 * unpaused.
2019 *
2020 * Destroying the returned stream with SDL_DestroyAudioStream will also close
2021 * the audio device associated with this stream.
2022 *
2023 * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK
2024 * or SDL_AUDIO_DEVICE_DEFAULT_RECORDING.
2025 * \param spec the audio stream's data format. Can be NULL.
2026 * \param callback a callback where the app will provide new data for
2027 * playback, or receive new data for recording. Can be NULL,
2028 * in which case the app will need to call
2029 * SDL_PutAudioStreamData or SDL_GetAudioStreamData as
2030 * necessary.
2031 * \param userdata app-controlled pointer passed to callback. Can be NULL.
2032 * Ignored if callback is NULL.
2033 * \returns an audio stream on success, ready to use, or NULL on failure; call
2034 * SDL_GetError() for more information. When done with this stream,
2035 * call SDL_DestroyAudioStream to free resources and close the
2036 * device.
2037 *
2038 * \threadsafety It is safe to call this function from any thread.
2039 *
2040 * \since This function is available since SDL 3.2.0.
2041 *
2042 * \sa SDL_GetAudioStreamDevice
2043 * \sa SDL_ResumeAudioStreamDevice
2044 */
2045 extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata);
2046
2047 /**
2048 * A callback that fires when data is about to be fed to an audio device.
2049 *
2050 * This is useful for accessing the final mix, perhaps for writing a
2051 * visualizer or applying a final effect to the audio data before playback.
2052 *
2053 * This callback should run as quickly as possible and not block for any
2054 * significant time, as this callback delays submission of data to the audio
2055 * device, which can cause audio playback problems.
2056 *
2057 * The postmix callback _must_ be able to handle any audio data format
2058 * specified in `spec`, which can change between callbacks if the audio device
2059 * changed. However, this only covers frequency and channel count; data is
2060 * always provided here in SDL_AUDIO_F32 format.
2061 *
2062 * The postmix callback runs _after_ logical device gain and audiostream gain
2063 * have been applied, which is to say you can make the output data louder at
2064 * this point than the gain settings would suggest.
2065 *
2066 * \param userdata a pointer provided by the app through
2067 * SDL_SetAudioPostmixCallback, for its own use.
2068 * \param spec the current format of audio that is to be submitted to the
2069 * audio device.
2070 * \param buffer the buffer of audio samples to be submitted. The callback can
2071 * inspect and/or modify this data.
2072 * \param buflen the size of `buffer` in bytes.
2073 *
2074 * \threadsafety This will run from a background thread owned by SDL. The
2075 * application is responsible for locking resources the callback
2076 * touches that need to be protected.
2077 *
2078 * \since This datatype is available since SDL 3.2.0.
2079 *
2080 * \sa SDL_SetAudioPostmixCallback
2081 */
2082 typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen);
2083
2084 /**
2085 * Set a callback that fires when data is about to be fed to an audio device.
2086 *
2087 * This is useful for accessing the final mix, perhaps for writing a
2088 * visualizer or applying a final effect to the audio data before playback.
2089 *
2090 * The buffer is the final mix of all bound audio streams on an opened device;
2091 * this callback will fire regularly for any device that is both opened and
2092 * unpaused. If there is no new data to mix, either because no streams are
2093 * bound to the device or all the streams are empty, this callback will still
2094 * fire with the entire buffer set to silence.
2095 *
2096 * This callback is allowed to make changes to the data; the contents of the
2097 * buffer after this call is what is ultimately passed along to the hardware.
2098 *
2099 * The callback is always provided the data in float format (values from -1.0f
2100 * to 1.0f), but the number of channels or sample rate may be different than
2101 * the format the app requested when opening the device; SDL might have had to
2102 * manage a conversion behind the scenes, or the playback might have jumped to
2103 * new physical hardware when a system default changed, etc. These details may
2104 * change between calls. Accordingly, the size of the buffer might change
2105 * between calls as well.
2106 *
2107 * This callback can run at any time, and from any thread; if you need to
2108 * serialize access to your app's data, you should provide and use a mutex or
2109 * other synchronization device.
2110 *
2111 * All of this to say: there are specific needs this callback can fulfill, but
2112 * it is not the simplest interface. Apps should generally provide audio in
2113 * their preferred format through an SDL_AudioStream and let SDL handle the
2114 * difference.
2115 *
2116 * This function is extremely time-sensitive; the callback should do the least
2117 * amount of work possible and return as quickly as it can. The longer the
2118 * callback runs, the higher the risk of audio dropouts or other problems.
2119 *
2120 * This function will block until the audio device is in between iterations,
2121 * so any existing callback that might be running will finish before this
2122 * function sets the new callback and returns.
2123 *
2124 * Setting a NULL callback function disables any previously-set callback.
2125 *
2126 * \param devid the ID of an opened audio device.
2127 * \param callback a callback function to be called. Can be NULL.
2128 * \param userdata app-controlled pointer passed to callback. Can be NULL.
2129 * \returns true on success or false on failure; call SDL_GetError() for more
2130 * information.
2131 *
2132 * \threadsafety It is safe to call this function from any thread.
2133 *
2134 * \since This function is available since SDL 3.2.0.
2135 */
2136 extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata);
2137
2138
2139 /**
2140 * Load the audio data of a WAVE file into memory.
2141 *
2142 * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
2143 * be valid pointers. The entire data portion of the file is then loaded into
2144 * memory and decoded if necessary.
2145 *
2146 * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
2147 * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
2148 * A-law and mu-law (8 bits). Other formats are currently unsupported and
2149 * cause an error.
2150 *
2151 * If this function succeeds, the return value is zero and the pointer to the
2152 * audio data allocated by the function is written to `audio_buf` and its
2153 * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`,
2154 * `channels`, and `format` are set to the values of the audio data in the
2155 * buffer.
2156 *
2157 * It's necessary to use SDL_free() to free the audio data returned in
2158 * `audio_buf` when it is no longer used.
2159 *
2160 * Because of the underspecification of the .WAV format, there are many
2161 * problematic files in the wild that cause issues with strict decoders. To
2162 * provide compatibility with these files, this decoder is lenient in regards
2163 * to the truncation of the file, the fact chunk, and the size of the RIFF
2164 * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
2165 * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
2166 * tune the behavior of the loading process.
2167 *
2168 * Any file that is invalid (due to truncation, corruption, or wrong values in
2169 * the headers), too big, or unsupported causes an error. Additionally, any
2170 * critical I/O error from the data source will terminate the loading process
2171 * with an error. The function returns NULL on error and in all cases (with
2172 * the exception of `src` being NULL), an appropriate error message will be
2173 * set.
2174 *
2175 * It is required that the data source supports seeking.
2176 *
2177 * Example:
2178 *
2179 * ```c
2180 * SDL_LoadWAV_IO(SDL_IOFromFile("sample.wav", "rb"), true, &spec, &buf, &len);
2181 * ```
2182 *
2183 * Note that the SDL_LoadWAV function does this same thing for you, but in a
2184 * less messy way:
2185 *
2186 * ```c
2187 * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
2188 * ```
2189 *
2190 * \param src the data source for the WAVE data.
2191 * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even
2192 * in the case of an error.
2193 * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE
2194 * data's format details on successful return.
2195 * \param audio_buf a pointer filled with the audio data, allocated by the
2196 * function.
2197 * \param audio_len a pointer filled with the length of the audio data buffer
2198 * in bytes.
2199 * \returns true on success. `audio_buf` will be filled with a pointer to an
2200 * allocated buffer containing the audio data, and `audio_len` is
2201 * filled with the length of that audio buffer in bytes.
2202 *
2203 * This function returns false if the .WAV file cannot be opened,
2204 * uses an unknown data format, or is corrupt; call SDL_GetError()
2205 * for more information.
2206 *
2207 * When the application is done with the data returned in
2208 * `audio_buf`, it should call SDL_free() to dispose of it.
2209 *
2210 * \threadsafety It is safe to call this function from any thread.
2211 *
2212 * \since This function is available since SDL 3.2.0.
2213 *
2214 * \sa SDL_free
2215 * \sa SDL_LoadWAV
2216 */
2217 extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV_IO(SDL_IOStream *src, bool closeio, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
2218
2219 /**
2220 * Loads a WAV from a file path.
2221 *
2222 * This is a convenience function that is effectively the same as:
2223 *
2224 * ```c
2225 * SDL_LoadWAV_IO(SDL_IOFromFile(path, "rb"), true, spec, audio_buf, audio_len);
2226 * ```
2227 *
2228 * \param path the file path of the WAV file to open.
2229 * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE
2230 * data's format details on successful return.
2231 * \param audio_buf a pointer filled with the audio data, allocated by the
2232 * function.
2233 * \param audio_len a pointer filled with the length of the audio data buffer
2234 * in bytes.
2235 * \returns true on success. `audio_buf` will be filled with a pointer to an
2236 * allocated buffer containing the audio data, and `audio_len` is
2237 * filled with the length of that audio buffer in bytes.
2238 *
2239 * This function returns false if the .WAV file cannot be opened,
2240 * uses an unknown data format, or is corrupt; call SDL_GetError()
2241 * for more information.
2242 *
2243 * When the application is done with the data returned in
2244 * `audio_buf`, it should call SDL_free() to dispose of it.
2245 *
2246 * \threadsafety It is safe to call this function from any thread.
2247 *
2248 * \since This function is available since SDL 3.2.0.
2249 *
2250 * \sa SDL_free
2251 * \sa SDL_LoadWAV_IO
2252 */
2253 extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
2254
2255 /**
2256 * Mix audio data in a specified format.
2257 *
2258 * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
2259 * it into `dst`, performing addition, volume adjustment, and overflow
2260 * clipping. The buffer pointed to by `dst` must also be `len` bytes of
2261 * `format` data.
2262 *
2263 * This is provided for convenience -- you can mix your own audio data.
2264 *
2265 * Do not use this function for mixing together more than two streams of
2266 * sample data. The output from repeated application of this function may be
2267 * distorted by clipping, because there is no accumulator with greater range
2268 * than the input (not to mention this being an inefficient way of doing it).
2269 *
2270 * It is a common misconception that this function is required to write audio
2271 * data to an output stream in an audio callback. While you can do that,
2272 * SDL_MixAudio() is really only needed when you're mixing a single audio
2273 * stream with a volume adjustment.
2274 *
2275 * \param dst the destination for the mixed audio.
2276 * \param src the source audio buffer to be mixed.
2277 * \param format the SDL_AudioFormat structure representing the desired audio
2278 * format.
2279 * \param len the length of the audio buffer in bytes.
2280 * \param volume ranges from 0.0 - 1.0, and should be set to 1.0 for full
2281 * audio volume.
2282 * \returns true on success or false on failure; call SDL_GetError() for more
2283 * information.
2284 *
2285 * \threadsafety It is safe to call this function from any thread.
2286 *
2287 * \since This function is available since SDL 3.2.0.
2288 */
2289 extern SDL_DECLSPEC bool SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, float volume);
2290
2291 /**
2292 * Convert some audio data of one format to another format.
2293 *
2294 * Please note that this function is for convenience, but should not be used
2295 * to resample audio in blocks, as it will introduce audio artifacts on the
2296 * boundaries. You should only use this function if you are converting audio
2297 * data in its entirety in one call. If you want to convert audio in smaller
2298 * chunks, use an SDL_AudioStream, which is designed for this situation.
2299 *
2300 * Internally, this function creates and destroys an SDL_AudioStream on each
2301 * use, so it's also less efficient than using one directly, if you need to
2302 * convert multiple times.
2303 *
2304 * \param src_spec the format details of the input audio.
2305 * \param src_data the audio data to be converted.
2306 * \param src_len the len of src_data.
2307 * \param dst_spec the format details of the output audio.
2308 * \param dst_data will be filled with a pointer to converted audio data,
2309 * which should be freed with SDL_free(). On error, it will be
2310 * NULL.
2311 * \param dst_len will be filled with the len of dst_data.
2312 * \returns true on success or false on failure; call SDL_GetError() for more
2313 * information.
2314 *
2315 * \threadsafety It is safe to call this function from any thread.
2316 *
2317 * \since This function is available since SDL 3.2.0.
2318 */
2319 extern SDL_DECLSPEC bool SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec, const Uint8 *src_data, int src_len, const SDL_AudioSpec *dst_spec, Uint8 **dst_data, int *dst_len);
2320
2321 /**
2322 * Get the human readable name of an audio format.
2323 *
2324 * \param format the audio format to query.
2325 * \returns the human readable name of the specified audio format or
2326 * "SDL_AUDIO_UNKNOWN" if the format isn't recognized.
2327 *
2328 * \threadsafety It is safe to call this function from any thread.
2329 *
2330 * \since This function is available since SDL 3.2.0.
2331 */
2332 extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioFormatName(SDL_AudioFormat format);
2333
2334 /**
2335 * Get the appropriate memset value for silencing an audio format.
2336 *
2337 * The value returned by this function can be used as the second argument to
2338 * memset (or SDL_memset) to set an audio buffer in a specific format to
2339 * silence.
2340 *
2341 * \param format the audio data format to query.
2342 * \returns a byte value that can be passed to memset.
2343 *
2344 * \threadsafety It is safe to call this function from any thread.
2345 *
2346 * \since This function is available since SDL 3.2.0.
2347 */
2348 extern SDL_DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format);
2349
2350
2351 /* Ends C function definitions when using C++ */
2352 #ifdef __cplusplus
2353 }
2354 #endif
2355 #include <SDL3/SDL_close_code.h>
2356
2357 #endif /* SDL_audio_h_ */