NAME
SDL2::audio - SDL Audio Functions
SYNOPSIS
use SDL2::FFI qw[:atomic];
SDL_assert( 1 == 1 );
my $test = 'nope';
SDL_assert(
sub {
warn 'testing';
my $retval = $test eq "blah";
$test = "blah";
$retval;
}
);
DESCRIPTION
Audio functions and data types.
Functions
These functions may be imported by name or with the :audio
tag.
<SDL_GetNumAudioDrivers( )>
Returns the number of built-in audio drivers.
SDL_GetAudioDriver( ... )
Returns the audio driver at the given index. They are listed in the order they are normally initialized by default.
for my $index (0 .. SDL_GetNumAudioDrivers() - 1) {
printf "[%d] %s\n", $index, SDL_GetAudioDriver($index);
}
Expected parameters include:
Returns the name as a string.
SDL_AudioInit( ... )
Initialize a particular audio driver.
my $ok = SDL_AudioInit( 'disk' );
This function is used internally, and should not be used unless you have a specific need to specify the audio driver you want to use. You should normally use SDL_Init( ... )
or SDL_InitSubSystem( ... )
.
Expected parameters include:
Returns 0
on success. Check SDL_GetError( )
for more information.
SDL_AudioQuit( )
Closes the current audio driver.
SDL_AudioQuit( );
This function is used internally, and should not be used unless you have a specific need to specify the audio driver you want to use. You should normally use SDL_Init( ... )
or SDL_InitSubSystem( ... )
.
SDL_GetCurrentAudioDriver( )
Get the name of the current audio driver.
my $driver = SDL_GetCurrentAudioDriver( );
The returned string points to internal static memory and thus never becomes invalid, even if you quit the audio subsystem and initialize a new driver (although such a case would return a different static string from another call to this function, of course). As such, you should not modify or free the returned string.
Returns the name of the current audio driver or NULL if no driver has been initialized.
SDL_OpenAudio( ... )
This function is a legacy means of opening the audio device.
This function remains for compatibility with SDL 1.2, but also because it's slightly easier to use than the new functions in SDL 2.0. The new, more powerful, and preferred way to do this is SDL_OpenAudioDevice().
This function is roughly equivalent to:
SDL_OpenAudioDevice(undef, 0, $desired, $obtained, SDL_AUDIO_ALLOW_ANY_CHANGE);
With two notable exceptions:
- If
obtained
is NULL, we usedesired
(and allow no changes), which means desired will be modified to have the correct values for silence, etc, and SDL will convert any differences between your app's specific request and the hardware behind the scenes. - The return value is always success or failure, and not a device ID, which means you can only have one device open at a time with this function.
Expected parameters include:
desired
- an SDL2::AudioSpec structure representing the desired output format. Please refer to theSDL_OpenAudioDevice( ... )
documentation for details on how to prepare this structure.obtained
- an SDL2::AudioSpec structure filled in with the actual parameters, or NULL.
This function opens the audio device with the desired parameters, and returns 0
if successful, placing the actual hardware parameters in the structure pointed to by obtained
.
If obtained
is NULL, the audio data passed to the callback function will be guaranteed to be in the requested format, and will be automatically converted to the actual hardware audio format if necessary. If obtained
is NULL, desired
will have fields modified.
This function returns a negative error code on failure to open the audio device or failure to set up the audio thread; call SDL_GetError( )
for more information.
SDL_GetNumAudioDevices( ... )
Get the number of built-in audio devices.
my $num = SDL_GetNumberAudioDevices( );
This function is only valid after successfully initializing the audio subsystem.
Note that audio capture support is not implemented as of SDL 2.0.4, so the iscapture
parameter is for future expansion and should always be zero for now.
This function will return -1
if an explicit list of devices can't be determined. Returning -1
is not an error. For example, if SDL is set up to talk to a remote audio server, it can't list every one available on the Internet, but it will still allow a specific host to be specified in SDL_OpenAudioDevice( ... )
.
In many common cases, when this function returns a value <= 0, it can still successfully open the default device (NULL for first argument of SDL_OpenAudioDevice( ... )
).
This function may trigger a complete redetect of available hardware. It should not be called for each iteration of a loop, but rather once at the start of a loop:
# Don't do this:
for (my $i = 0; $i < SDL_GetNumAudioDevices(0); $i++) { ... }
# do this instead:
my $count = SDL_GetNumAudioDevices(0);
for (my $i = 0; $i < $count; ++$i) { do_something_here(); }
Expected parameters include:
Returns the number of available devices exposed by the current driver or -1
if an explicit list of devices can't be determined. A return value of -1
does not necessarily mean an error condition.
SDL_GetAudioDeviceName( ... )
Get the human-readable name of a specific audio device.
This function is only valid after successfully initializing the audio subsystem. The values returned by this function reflect the latest call to SDL_GetNumAudioDevices( ... )
; re-call that function to redetect available hardware.
The string returned by this function is UTF-8 encoded, read-only, and managed internally. You are not to free it. If you need to keep the string for any length of time, you should make your own copy of it, as it will be invalid next time any of several other SDL functions are called.
Expected parameters include:
index
- the index of the audio device; valid values range from0
toSDL_GetNumAudioDevices( ) - 1
iscapture
- non-zero to query the list of recording devices, zero to query the list of output devices.
Returns the name of the audio device at the requested index, or NULL on error.
SDL_GetAudioDeviceSpec( ... )
Get the preferred audio format of a specific audio device.
This function is only valid after a successfully initializing the audio subsystem. The values returned by this function reflect the latest call to SDL_GetNumAudioDevices( )
; re-call that function to redetect available hardware.
spec
will be filled with the sample rate, sample format, and channel count. All other values in the structure are filled with 0. When the supported struct members are 0, SDL was unable to get the property from the backend.
Expected parameters include:
index
- the index of the audio device; valid values range from0
toSDL_GetNumAudioDevices( ) - 1
iscapture
- non-zero to query the list of recording devices, zero to query the list of output devices.spec
- The SDL2::AudioSpec to be initialized by this function.
Returns 0
on success, nonzero on error.
SDL_OpenAudioDevice( ... )
Open a specific audio device.
SDL_OpenAudio( )
, unlike this function, always acts on device ID 1. As such, this function will never return a 1 so as not to conflict with the legacy function.
Please note that SDL 2.0 before 2.0.5 did not support recording; as such, this function would fail if `iscapture` was not zero. Starting with SDL 2.0.5, recording is implemented and this value can be non-zero.
Passing in a device
name of NULL requests the most reasonable default (and is equivalent to what SDL_OpenAudio( )
does to choose a device). The device
name is a UTF-8 string reported by SDL_GetAudioDeviceName( )
, but some drivers allow arbitrary and driver-specific strings, such as a hostname/IP address for a remote audio server, or a filename in the diskaudio driver.
When filling in the desired audio spec structure:
- -
desired->freq
should be the frequency in sample-frames-per-second (Hz). - -
desired->format
should be the audio format (`AUDIO_S16SYS`, etc). - -
desired->size
is the size in bytes of the audio buffer, and is calculated bySDL_OpenAudioDevice( )
. You don't initialize this. - -
desired->silence
is the value used to set the buffer to silence, and is calculated bySDL_OpenAudioDevice( )
. You don't initialize this. - -
desired->callback
should be set to a function that will be called when the audio device is ready for more data. It is passed a pointer to the audio buffer, and the length in bytes of the audio buffer. This function usually runs in a separate thread, and so you should protect data structures that it accesses by callingSDL_LockAudioDevice( )
andSDL_UnlockAudioDevice( )
in your code. Alternately, you may pass a NULL pointer here, and callSDL_QueueAudio( )
with some frequency, to queue more audio samples to be played (or for capture devices, callSDL_DequeueAudio( )
with some frequency, to obtain audio samples). - -
desired->userdata
is passed as the first parameter to your callback function. If you passed a NULL callback, this value is ignored.
allowed_changes
can have the following flags OR'd together:
- -
SDL_AUDIO_ALLOW_FREQUENCY_CHANGE
- -
SDL_AUDIO_ALLOW_FORMAT_CHANGE
- -
SDL_AUDIO_ALLOW_CHANNELS_CHANGE
- -
SDL_AUDIO_ALLOW_ANY_CHANGE
These flags specify how SDL should behave when a device cannot offer a specific feature. If the application requests a feature that the hardware doesn't offer, SDL will always try to get the closest equivalent.
For example, if you ask for float32 audio format, but the sound card only supports int16, SDL will set the hardware to int16. If you had set SDL_AUDIO_ALLOW_FORMAT_CHANGE
, SDL will change the format in the obtained
structure. If that flag was not set, SDL will prepare to convert your callback's float32 audio to int16 before feeding it to the hardware and will keep the originally requested format in the obtained
structure.
If your application can only handle one specific data format, pass a zero for allowed_changes
and let SDL transparently handle any differences.
An opened audio device starts out paused, and should be enabled for playing by calling SDL_PauseAudioDevice($devid, 0)
when you are ready for your audio callback function to be called. Since the audio driver may modify the requested size of the audio buffer, you should allocate any local mixing buffers after you open the audio device.
The audio callback runs in a separate thread in most cases; you can prevent race conditions between your callback and other threads without fully pausing playback with SDL_LockAudioDevice( )
. For more information about the callback, see SDL_AudioSpec.
Expected parameters include:
device
- a UTF-8 string reported bySDL_GetAudioDeviceName( ... )
or a driver-specific name as appropriate. NULL requests the most reasonable default device.iscapture
- non-zero to specify a device should be opened for recording, not playbackdesired
- an SDL2::AudioSpec structure representing the desired output format; seeSDL_OpenAudio( )
for more informationobtained
- an SDL2::AudioSpec structure filled in with the actual output format; seeSDL_OpenAudio( )
for more informationallowed_changes
-0
, or one or more flags OR'd together
Returns a valid device ID that is > 0 on success or 0 on failure; call SDL_GetError( )
for more information.
SDL_GetAudioStatus( )
Get the current audio status.
Returns an SDL_AudioStatus
.
SDL_GetAudioDeviceStatus( ... )
Get the current audio status of a particular audio device.
Expected parameters include:
Returns an SDL_AudioStatus
.
SDL_PauseAudio( ... )
Pause and unpause audio callback processing.
This function should be called with a parameter of 0
after opening the audio device to start playing sound. This is so you can safely initialize data for your callback function after opening the audio device. Silence will be written to the audio device during the pause.
Expected parameters include:
SDL_PauseAudioDevice( ... )
Pause the audio callback processing of a particular device.
Expected parameters include:
SDL_LoadWAV_RW( ... )
Load the audio data of a WAVE file into memory.
Loading a WAVE file requires src
, spec
, audio_buf
and audio_len
to be valid pointers. The entire data portion of the file is then loaded into memory and decoded if necessary.
If freesrc
is non-zero, the data source gets automatically closed and freed before the function returns.
Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and mu-law (8 bits). Other formats are currently unsupported and cause an error.
If this function succeeds, the pointer returned by it is equal to spec
and the pointer to the audio data allocated by the function is written to audio_buf
and its length in bytes to audio_len
. The SDL2::AudioSpec members freq
, channels
, and format
are set to the values of the audio data in the buffer. The samples
member is set to a sane default and all others are set to zero.
It's necessary to use SDL_FreeWAV( )
to free the audio data returned in audio_buf
when it is no longer used.
Because of the underspecification of the .WAV format, there are many problematic files in the wild that cause issues with strict decoders. To provide compatibility with these files, this decoder is lenient in regards to the truncation of the file, the fact chunk, and the size of the RIFF chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE
, SDL_HINT_WAVE_TRUNCATION
, and SDL_HINT_WAVE_FACT_CHUNK
can be used to tune the behavior of the loading process.
Any file that is invalid (due to truncation, corruption, or wrong values in the headers), too big, or unsupported causes an error. Additionally, any critical I/O error from the data source will terminate the loading process with an error. The function returns NULL on error and in all cases (with the exception of src
being NULL), an appropriate error message will be set.
It is required that the data source supports seeking.
Example:
SDL_LoadWAV_RW( SDL_RWFromFile('sample.wav', 'rb'), 1, $spec, $buf, $len );
Note that SDL_LoadWAV( ... )
does this same thing for you, but in a less messy way:
SDL_LoadWAV("sample.wav", $spec, $buf, $len);
Expected parameters include:
src
- The data source for the WAVE datafreesrc
- If non-zero, SDL will _always_ free the data sourcespec
- An SDL_AudioSpec that will be filled in with the wave file's format detailsaudio_buf
- A pointer filled with the audio data, allocated by the function.audio_len
- A pointer filled with the length of the audio data buffer in bytes
This function, if successfully called, returns spec
, which will be filled with the audio data format of the wave source data. audio_buf
will be filled with a pointer to an allocated buffer containing the audio data, and audio_len
is filled with the length of that audio buffer in bytes.
This function returns NULL if the .WAV file cannot be opened, uses an unknown data format, or is corrupt; call SDL_GetError( )
for more information.
When the application is done with the data returned in audio_buf
, it should call SDL_FreeWAV( )
to dispose of it.
SDL_LoadWAV( ... )
Loads a .WAV from a file.
SDL_LoadWAV("sample.wav", $spec, $buf, $len);
Expected parameters include:
file
- A filenamespec
- An SDL_AudioSpec that will be filled in with the wave file's format detailsaudio_buf
- A pointer filled with the audio data, allocated by the function.audio_len
- A pointer filled with the length of the audio data buffer in bytes
This function is a compatibility convenience function that wraps SDL_LoadWAV_RW( ... )
. See that function for return value information.
SDL_FreeWAV( ... )
Free data previously allocated with SDL_LoadWAV( ... )
or SDL_LoadWAV_RW( ... )
.
After a WAVE file has been opened with SDL_LoadWAV( ... )
or SDL_LoadWAV_RW( ... )
its data can eventually be freed with SDL_FreeWAV( ... )
. It is safe to call this function with a NULL pointer.
Expected parameters include:
SDL_BuildAudioCVT( ... )
Initialize an SDL_AudioCVT structure for conversion.
Before an SDL_AudioCVT structure can be used to convert audio data it must be initialized with source and destination information.
This function will zero out every field of the SDL_AudioCVT, so it must be called before the application fills in the final buffer information.
Once this function has returned successfully, and reported that a conversion is necessary, the application fills in the rest of the fields in SDL_AudioCVT, now that it knows how large a buffer it needs to allocate, and then can call SDL_ConvertAudio() to complete the conversion.
Expected parameters include:
cvt
- an SDL_AudioCVT structure filled in with audio conversion informationsrc_format
- the source format of the audio data; for more info see SDL_AudioFormatsrc_channels
- the number of channels in the sourcesrc_rate
- the frequency (sample-frames-per-second) of the sourcedst_format
- the destination format of the audio data; for more info see SDL_AudioFormatdst_channels
- the number of channels in the destinationdst_rate
- the frequency (sample-frames-per-second) of the destination
Returns 1
if the audio filter is prepared, 0
if no conversion is needed, or a negative error code on failure; call SDL_GetError( )
for more information.
SDL_ConvertAudio( ... )
Convert audio data to a desired audio format.
This function does the actual audio data conversion, after the application has called SDL_BuildAudioCVT( ... )
to prepare the conversion information and then filled in the buffer details.
Once the application has initialized the cvt
structure using SDL_BuildAudioCVT( ... )
, allocated an audio buffer and filled it with audio data in the source format, this function will convert the buffer, in-place, to the desired format.
The data conversion may go through several passes; any given pass may possibly temporarily increase the size of the data. For example, SDL might expand 16-bit data to 32 bits before resampling to a lower frequency, shrinking the data size after having grown it briefly. Since the supplied buffer will be both the source and destination, converting as necessary in-place, the application must allocate a buffer that will fully contain the data during its largest conversion pass. After SDL_BuildAudioCVT( ... )
returns, the application should set the $cvt->len
field to the size, in bytes, of the source data, and allocate a buffer that is cvt->len * cvt->len_mult
bytes long for the buf
field.
The source data should be copied into this buffer before the call to SDL_ConvertAudio( ... )
. Upon successful return, this buffer will contain the converted audio, and cvt->len_cvt
will be the size of the converted data, in bytes. Any bytes in the buffer past cvt->len_cvt
are undefined once this function returns.
Expected parameters include:
cvt
an SDL2::AudioCVT structure that was previously set up bySDL_BuildAudioCVT( ... )
.
Returns 0
if the conversion was completed successfully or a negative error code on failure; call SDL_GetError( )
for more information.
SDL_NewAudioStream( ... )
Create a new audio stream.
Expected parameters include:
src_format
- The format of the source audiosrc_channels
- The number of channels of the source audiosrc_rate
- The sampling rate of the source audiodst_format
- The format of the desired audio outputdst_channels
- The number of channels of the desired audio outputdst_rate
- The sampling rate of the desired audio output
Returns a SDL2::AudioStream on success.
SDL_AudioStreamPut( ... )
Add data to be converted/resampled to the stream.
Expected parameters include:
stream
- The stream the audio data is being added tobuf
- A pointer to the audio data to addlen
- The number of bytes to write to the stream
Returns 0
on success, or -1
on error.
SDL_AudioStreamGet( ... )
Get converted/resampled data from the stream
Expected parameters include:
stream
- The stream the audio is being requested frombuf
- A buffer to fill with audio datalen
- The maximum number of bytes to fill
Returns the number of bytes read from the stream, or -1
on error.
SDL_AudioStreamAvailable( ... )
Get the number of converted/resampled bytes available. The stream may be buffering data behind the scenes until it has enough to resample correctly, so this number might be lower than what you expect, or even be zero. Add more data or flush the stream if you need the data now.
Expected parameters include:
SDL_AudioStreamFlush( ... )
Tell the stream that you're done sending data, and anything being buffered should be converted/resampled and made available immediately.
It is legal to add more data to a stream after flushing, but there will be audio gaps in the output. Generally this is intended to signal the end of input, so the complete output becomes available.
Expected parameters include:
SDL_AudioStreamClear( ... )
Clear any pending data in the stream without converting it.
Expected parameters include:
SDL_FreeAudioStream( ... )
Free an audio stream.
Expected parameters include:
SDL_MixAudio( ... )
This function is a legacy means of mixing audio.
This function is equivalent to calling
SDL_MixAudioFormat( $dst, $src, $format, $len, $volume );
where $format
is the obtained format of the audio device from the legacy SDL_OpenAudio( ... )
function.
Expected parameters include:
dst
- the destination for the mixed audiosrc
- the source audio buffer to be mixedlen
- the length of the audio buffer in bytesvolume
- ranges from0
-128
, and should be set toSDL_MIX_MAXVOLUME
for full audio volume
SDL_MixAudioFormat( ... )
Mix audio data in a specified format.
This takes an audio buffer src
of len
bytes of format
data and mixes it into dst
, performing addition, volume adjustment, and overflow clipping. The buffer pointed to by dst
must also be len
bytes of format
data.
This is provided for convenience -- you can mix your own audio data.
Do not use this function for mixing together more than two streams of sample data. The output from repeated application of this function may be distorted by clipping, because there is no accumulator with greater range than the input (not to mention this being an inefficient way of doing it).
It is a common misconception that this function is required to write audio data to an output stream in an audio callback. While you can do that, SDL_MixAudioFormat( ... )
is really only needed when you're mixing a single audio stream with a volume adjustment.
Expected parameters include:
dst
- the destination for the mixed audiosrc
- the source audio buffer to be mixedformat
- theSDL_AudioFormat
structure representing the desired audio formatlen
the length of the audio buffer in bytesvolume
ranges from0
-128
, and should be set toSDL_MIX_MAXVOLUME
for full audio volume
SDL_QueueAudio( ... )
Queue more audio on non-callback devices.
If you are looking to retrieve queued audio from a non-callback capture device, you want SDL_DequeueAudio( ... )
instead. SDL_QueueAudio( ... )
will return -1
to signify an error if you use it with capture devices.
SDL offers two ways to feed audio to the device: you can either supply a callback that SDL triggers with some frequency to obtain more audio (pull method), or you can supply no callback, and then SDL will expect you to supply data at regular intervals (push method) with this function.
There are no limits on the amount of data you can queue, short of exhaustion of address space. Queued data will drain to the device as necessary without further intervention from you. If the device needs audio but there is not enough queued, it will play silence to make up the difference. This means you will have skips in your audio playback if you aren't routinely queueing sufficient data.
This function copies the supplied data, so you are safe to free it when the function returns. This function is thread-safe, but queueing to the same device from two threads at once does not promise which buffer will be queued first.
You may not queue audio on a device that is using an application-supplied callback; doing so returns an error. You have to use the audio callback or queue audio with this function, but not both.
You should not call SDL_LockAudio( ... )
on the device before queueing; SDL handles locking internally for this function.
Expected parameters include:
dev
- the device ID to which we will queue audiodata
- the data to queue to the device for later playbacklen
- the number of bytes (not samples!) to whichdata
points
Returns 0
on success or a negative error code on failure; call SDL_GetError( )
for more information.
SDL_DequeueAudio( ... )
Dequeue more audio on non-callback devices.
If you are looking to queue audio for output on a non-callback playback device, you want SDL_QueueAudio( ... )
instead. SDL_DequeueAudio( ... )
will always return 0
if you use it with playback devices.
SDL offers two ways to retrieve audio from a capture device: you can either supply a callback that SDL triggers with some frequency as the device records more audio data, (push method), or you can supply no callback, and then SDL will expect you to retrieve data at regular intervals (pull method) with this function.
There are no limits on the amount of data you can queue, short of exhaustion of address space. Data from the device will keep queuing as necessary without further intervention from you. This means you will eventually run out of memory if you aren't routinely dequeueing data.
Capture devices will not queue data when paused; if you are expecting to not need captured audio for some length of time, use SDL_PauseAudioDevice() to stop the capture device from queueing more data. This can be useful during, say, level loading times. When unpaused, capture devices will start queueing data from that point, having flushed any capturable data available while paused.
This function is thread-safe, but dequeueing from the same device from two threads at once does not promise which thread will dequeue data first.
You may not dequeue audio from a device that is using an application-supplied callback; doing so returns an error. You have to use the audio callback, or dequeue audio with this function, but not both.
You should not call SDL_LockAudio( ... )
on the device before dequeueing; SDL handles locking internally for this function.
Expected parameters include:
dev
- the device ID from which we will dequeue audiodata
- a pointer into where audio data should be copiedlen
- the number of bytes (not samples!) to which (data) points
Returns the number of bytes dequeued, which could be less than requested; call SDL_GetError( )
for more information.
SDL_GetQueuedAudioSize( ... )
Get the number of bytes of still-queued audio.
For playback devices: this is the number of bytes that have been queued for playback with SDL_QueueAudio( ... )
, but have not yet been sent to the hardware.
Once we've sent it to the hardware, this function can not decide the exact byte boundary of what has been played. It's possible that we just gave the hardware several kilobytes right before you called this function, but it hasn't played any of it yet, or maybe half of it, etc.
For capture devices, this is the number of bytes that have been captured by the device and are waiting for you to dequeue. This number may grow at any time, so this only informs of the lower-bound of available data.
You may not queue or dequeue audio on a device that is using an application-supplied callback; calling this function on such a device always returns 0. You have to use the audio callback or queue audio, but not both.
You should not call SDL_LockAudio( ... )
on the device before querying; SDL handles locking internally for this function.
Expected parameters include:
Returns the number of bytes (not samples!) of queued audio.
SDL_ClearQueuedAudio( ... )
Drop any queued audio data waiting to be sent to the hardware.
Immediately after this call, SDL_GetQueuedAudioSize( ... )
will return 0
. For output devices, the hardware will start playing silence if more audio isn't queued. For capture devices, the hardware will start filling the empty queue with new data if the capture device isn't paused.
This will not prevent playback of queued audio that's already been sent to the hardware, as we can not undo that, so expect there to be some fraction of a second of audio that might still be heard. This can be useful if you want to, say, drop any pending music or any unprocessed microphone input during a level change in your game.
You may not queue or dequeue audio on a device that is using an application-supplied callback; calling this function on such a device always returns 0
. You have to use the audio callback or queue audio, but not both.
You should not call SDL_LockAudio( ... )
on the device before clearing the queue; SDL handles locking internally for this function.
Expected parameters include:
This function always succeeds and thus returns void.
SDL_LockAudio( )
Protects the callback function.
During a SDL_LockAudio( )
/SDL_UnlockAudio( )
pair, you can be guaranteed that the callback function is not running. Do not call these from the callback function or you will cause deadlock.
SDL_LockAudioDevice( ... )
Protects the callback function for a particular audio device.
During a SDL_LockAudioDevice( ... )
/SDL_UnlockAudioDevice( ... )
pair, you can be guaranteed that the callback function is not running. Do not call these from the callback function or you will cause deadlock.
Expected parameters include:
SDL_UnlockAudio( )
Protects the callback function.
During a SDL_LockAudio( )
/SDL_UnlockAudio( )
pair, you can be guaranteed that the callback function is not running. Do not call these from the callback function or you will cause deadlock.
SDL_UnlockAudioDevice( ... )
Protects the callback function for a particular audio device.
During a SDL_LockAudioDevice( ... )
/SDL_UnlockAudioDevice( ... )
pair, you can be guaranteed that the callback function is not running. Do not call these from the callback function or you will cause deadlock.
Expected parameters include:
SDL_CloseAudio( )
This function is a legacy means of closing the audio device.
This function is equivalent to calling
SDL_CloseAudioDevice( 1 );
and is only useful if you used the legacy SDL_OpenAudio( ... )
function.
SDL_CloseAudioDevice( ... )
This function is a legacy means of closing a particular audio device and is only useful if you used the legacy SDL_OpenAudio( ... )
function.
Expected parameters include:
Defined Values and Enumumerations
Defines and enumerations listed here may be imported by name or with their given tags.
SDL_AudioFormat
These are what the 16 bits in SDL_AudioFormat currently mean... (Unspecified bits are always zero).
++-----------------------sample is signed if set
||
|| ++-----------sample is bigendian if set
|| ||
|| || ++---sample is float if set
|| || ||
|| || || +---sample bit size---+
|| || || | |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
Audio flags
These may be imported by name or with the :audio
tag.
SDL_AUDIO_MASK_BITSIZE
SDL_AUDIO_MASK_DATATYPE
SDL_AUDIO_MASK_ENDIAN
SDL_AUDIO_MASK_SIGNED
SDL_AUDIO_BITSIZE( ... )
SDL_AUDIO_ISFLOAT( ... )
SDL_AUDIO_ISBIGENDIAN( ... )
SDL_AUDIO_ISSIGNED( ... )
SDL_AUDIO_ISINT( ... )
SDL_AUDIO_ISLITTLEENDIAN( ... )
SDL_AUDIO_ISUNSIGNED( ... )
Audio format flags
Defaults to LSB byte order. These may be imported with the :audio
tag.
AUDIO_U8
- Unsigned 8-bit samplesAUDIO_S8
- Signed 8-bit samplesAUDIO_U16LSB
- Unsigned 16-bit samplesAUDIO_S16LSB
- Signed 16-bit samplesAUDIO_U16MSB
- As above, but big-endian byte orderAUDIO_S16MSB
- As above, but big-endian byte orderAUDIO_U16
-AUDIO_U16LSB
AUDIO_S16
-AUDIO_S16LSB
int32
support
These may be imported with the :audio
tag.
AUDIO_S32LSB
- 32-bit integer samplesAUDIO_S32MSB
- As above, but big-endian byte orderAUDIO_S32
-AUDIO_S32LSB
float32
support
These may be imported with the :audio
tag.
AUDIO_F32LSB
- 32-bit floating point samplesAUDIO_F32MSB
- As above, but big-endian byte orderAUDIO_F32
-AUDIO_F32LSB
Native audio byte ordering
Values are based on endianness of system. These may be imported with the :audio
tag.
AUDIO_U16SYS
AUDIO_S16SYS
AUDIO_S32SYS
AUDIO_F32SYS
Allow change flags
Which audio format changes are allowed when opening a device. These may be imported with the :audio
tag.
SDL_AUDIO_ALLOW_FREQUENCY_CHANGE
SDL_AUDIO_ALLOW_FORMAT_CHANGE
SDL_AUDIO_ALLOW_CHANNELS_CHANGE
SDL_AUDIO_ALLOW_SAMPLES_CHANGE
SDL_AUDIO_ALLOW_ANY_CHANGE
SDL_AudioCallback
Callback called when the audio device needs more data.
Parameters you should expect:
userdata
- an application-specific parameter saved in the SDL2::AudioSpec structurestream
- a pointer to the audio data buffer.len
- the length of that buffer in bytes.
Once the callback returns, the buffer will no longer be valid. Stereo samples are stored in a LRLRLR ordering.
You can choose to avoid callbacks and use SDL_QueueAudio( )
instead, if you like. Just open your audio device with a NULL callback.
SDL_AudioFilter
Callback that feeds the audio device.
Parameters you should expect:
cvt
- SDL2::AudioCVT structureformat
- SDL_AudioFormat value
SDL_AUDIOCVT_MAX_FILTERS
The maximum number of SDL_AudioFilter
functions in SDL2::AudioCVT is currently limited to 9. The SDL2::AudioCVT->filters array has 10 pointers, one of which is the terminating NULL pointer.
SDL_AudioDeviceID
SDL Audio Device IDs.
A successful call to SDL_OpenAudio( ... )
is always device id 1, and legacy SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice( ... )
calls always returns devices >= 2 on success. The legacy calls are good both for backwards compatibility and when you don't care about multiple, specific, or capture devices.
SDL_AudioStatus
Get the current audio state. This enumeration may be imported with the :audioStatus
tag.
SDL_AUDIO_STOPPED
SDL_AUDIO_PLAYING
SDL_AUDIO_PAUSED
SDL_MIX_MAXVOLUME
Max audio volume.
LICENSE
Copyright (C) Sanko Robinson.
This library is free software; you can redistribute it and/or modify it under the terms found in the Artistic License 2. Other copyrights, terms, and conditions may apply to data transmitted through this module.
AUTHOR
Sanko Robinson <sanko@cpan.org>