SDL 3.0
SDL_audio.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2026 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
141extern "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 */
221typedef 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
246 #else
250 #endif
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 */
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 */
405typedef 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 */
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 * This casts the value to unsigned int to avoid implicit sign conversion.
419 *
420 * \param x an SDL_AudioSpec to query.
421 * \returns the number of bytes used per sample frame.
422 *
423 * \threadsafety It is safe to call this macro from any thread.
424 *
425 * \since This macro is available since SDL 3.2.0.
426 */
427#define SDL_AUDIO_FRAMESIZE(x) (((unsigned int)SDL_AUDIO_BYTESIZE((x).format)) * ((unsigned int)((x).channels)))
428
429/**
430 * The opaque handle that represents an audio stream.
431 *
432 * SDL_AudioStream is an audio conversion interface.
433 *
434 * - It can handle resampling data in chunks without generating artifacts,
435 * when it doesn't have the complete buffer available.
436 * - It can handle incoming data in any variable size.
437 * - It can handle input/output format changes on the fly.
438 * - It can remap audio channels between inputs and outputs.
439 * - You push data as you have it, and pull it when you need it; the
440 * stream will buffer data as needed.
441 * - It can also function as a basic audio data queue even if you just have
442 * sound that needs to pass from one place to another.
443 * - You can hook callbacks up to them when more data is added or requested,
444 * to manage data on-the-fly.
445 *
446 * Audio streams are the core of the SDL3 audio interface. You create one or
447 * more of them, bind them to an opened audio device, and feed data to them
448 * (or for recording, consume data from them).
449 *
450 * \since This struct is available since SDL 3.2.0.
451 *
452 * \sa SDL_CreateAudioStream
453 */
455
456
457/* Function prototypes */
458
459/**
460 * Use this function to get the number of built-in audio drivers.
461 *
462 * This function returns a hardcoded number. This never returns a negative
463 * value; if there are no drivers compiled into this build of SDL, this
464 * function returns zero. The presence of a driver in this list does not mean
465 * it will function, it just means SDL is capable of interacting with that
466 * interface. For example, a build of SDL might have esound support, but if
467 * there's no esound server available, SDL's esound driver would fail if used.
468 *
469 * By default, SDL tries all drivers, in its preferred order, until one is
470 * found to be usable.
471 *
472 * \returns the number of built-in audio drivers.
473 *
474 * \threadsafety It is safe to call this function from any thread.
475 *
476 * \since This function is available since SDL 3.2.0.
477 *
478 * \sa SDL_GetAudioDriver
479 */
480extern SDL_DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
481
482/**
483 * Use this function to get the name of a built in audio driver.
484 *
485 * The list of audio drivers is given in the order that they are normally
486 * initialized by default; the drivers that seem more reasonable to choose
487 * first (as far as the SDL developers believe) are earlier in the list.
488 *
489 * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
490 * "coreaudio" or "wasapi". These never have Unicode characters, and are not
491 * meant to be proper names.
492 *
493 * \param index the index of the audio driver; the value ranges from 0 to
494 * SDL_GetNumAudioDrivers() - 1.
495 * \returns the name of the audio driver at the requested index, or NULL if an
496 * invalid index was specified.
497 *
498 * \threadsafety It is safe to call this function from any thread.
499 *
500 * \since This function is available since SDL 3.2.0.
501 *
502 * \sa SDL_GetNumAudioDrivers
503 */
504extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDriver(int index);
505
506/**
507 * Get the name of the current audio driver.
508 *
509 * The names of drivers are all simple, low-ASCII identifiers, like "alsa",
510 * "coreaudio" or "wasapi". These never have Unicode characters, and are not
511 * meant to be proper names.
512 *
513 * \returns the name of the current audio driver or NULL if no driver has been
514 * initialized.
515 *
516 * \threadsafety It is safe to call this function from any thread.
517 *
518 * \since This function is available since SDL 3.2.0.
519 */
520extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentAudioDriver(void);
521
522/**
523 * Get a list of currently-connected audio playback devices.
524 *
525 * This returns of list of available devices that play sound, perhaps to
526 * speakers or headphones ("playback" devices). If you want devices that
527 * record audio, like a microphone ("recording" devices), use
528 * SDL_GetAudioRecordingDevices() instead.
529 *
530 * This only returns a list of physical devices; it will not have any device
531 * IDs returned by SDL_OpenAudioDevice().
532 *
533 * If this function returns NULL, to signify an error, `*count` will be set to
534 * zero.
535 *
536 * \param count a pointer filled in with the number of devices returned, may
537 * be NULL.
538 * \returns a 0 terminated array of device instance IDs or NULL on error; call
539 * SDL_GetError() for more information. This should be freed with
540 * SDL_free() when it is no longer needed.
541 *
542 * \threadsafety It is safe to call this function from any thread.
543 *
544 * \since This function is available since SDL 3.2.0.
545 *
546 * \sa SDL_OpenAudioDevice
547 * \sa SDL_GetAudioRecordingDevices
548 */
549extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioPlaybackDevices(int *count);
550
551/**
552 * Get a list of currently-connected audio recording devices.
553 *
554 * This returns of list of available devices that record audio, like a
555 * microphone ("recording" devices). If you want devices that play sound,
556 * perhaps to speakers or headphones ("playback" devices), use
557 * SDL_GetAudioPlaybackDevices() instead.
558 *
559 * This only returns a list of physical devices; it will not have any device
560 * IDs returned by SDL_OpenAudioDevice().
561 *
562 * If this function returns NULL, to signify an error, `*count` will be set to
563 * zero.
564 *
565 * \param count a pointer filled in with the number of devices returned, may
566 * be NULL.
567 * \returns a 0 terminated array of device instance IDs, or NULL on failure;
568 * call SDL_GetError() for more information. This should be freed
569 * with SDL_free() when it is no longer needed.
570 *
571 * \threadsafety It is safe to call this function from any thread.
572 *
573 * \since This function is available since SDL 3.2.0.
574 *
575 * \sa SDL_OpenAudioDevice
576 * \sa SDL_GetAudioPlaybackDevices
577 */
578extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioRecordingDevices(int *count);
579
580/**
581 * Get the human-readable name of a specific audio device.
582 *
583 * **WARNING**: this function will work with SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK
584 * and SDL_AUDIO_DEVICE_DEFAULT_RECORDING, returning the current default
585 * physical devices' names. However, as the default device may change at any
586 * time, it is likely better to show a generic name to the user, like "System
587 * default audio device" or perhaps "default [currently %s]". Do not store
588 * this name to disk to reidentify the device in a later run of the program,
589 * as the default might change in general, and the string will be the name of
590 * a specific device and not the abstract system default.
591 *
592 * \param devid the instance ID of the device to query.
593 * \returns the name of the audio device, or NULL on failure; call
594 * SDL_GetError() for more information.
595 *
596 * \threadsafety It is safe to call this function from any thread.
597 *
598 * \since This function is available since SDL 3.2.0.
599 *
600 * \sa SDL_GetAudioPlaybackDevices
601 * \sa SDL_GetAudioRecordingDevices
602 */
603extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid);
604
605/**
606 * Get the current audio format of a specific audio device.
607 *
608 * For an opened device, this will report the format the device is currently
609 * using. If the device isn't yet opened, this will report the device's
610 * preferred format (or a reasonable default if this can't be determined).
611 *
612 * You may also specify SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or
613 * SDL_AUDIO_DEVICE_DEFAULT_RECORDING here, which is useful for getting a
614 * reasonable recommendation before opening the system-recommended default
615 * device.
616 *
617 * You can also use this to request the current device buffer size. This is
618 * specified in sample frames and represents the amount of data SDL will feed
619 * to the physical hardware in each chunk. This can be converted to
620 * milliseconds of audio with the following equation:
621 *
622 * `ms = (int) ((((Sint64) frames) * 1000) / spec.freq);`
623 *
624 * Buffer size is only important if you need low-level control over the audio
625 * playback timing. Most apps do not need this.
626 *
627 * \param devid the instance ID of the device to query.
628 * \param spec on return, will be filled with device details.
629 * \param sample_frames pointer to store device buffer size, in sample frames.
630 * Can be NULL.
631 * \returns true on success or false on failure; call SDL_GetError() for more
632 * information.
633 *
634 * \threadsafety It is safe to call this function from any thread.
635 *
636 * \since This function is available since SDL 3.2.0.
637 */
638extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames);
639
640/**
641 * Get the current channel map of an audio device.
642 *
643 * Channel maps are optional; most things do not need them, instead passing
644 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
645 *
646 * Audio devices usually have no remapping applied. This is represented by
647 * returning NULL, and does not signify an error.
648 *
649 * \param devid the instance ID of the device to query.
650 * \param count On output, set to number of channels in the map. Can be NULL.
651 * \returns an array of the current channel mapping, with as many elements as
652 * the current output spec's channels, or NULL if default. This
653 * should be freed with SDL_free() when it is no longer needed.
654 *
655 * \threadsafety It is safe to call this function from any thread.
656 *
657 * \since This function is available since SDL 3.2.0.
658 *
659 * \sa SDL_SetAudioStreamInputChannelMap
660 */
661extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioDeviceChannelMap(SDL_AudioDeviceID devid, int *count);
662
663/**
664 * Open a specific audio device.
665 *
666 * You can open both playback and recording devices through this function.
667 * Playback devices will take data from bound audio streams, mix it, and send
668 * it to the hardware. Recording devices will feed any bound audio streams
669 * with a copy of any incoming data.
670 *
671 * An opened audio device starts out with no audio streams bound. To start
672 * audio playing, bind a stream and supply audio data to it. Unlike SDL2,
673 * there is no audio callback; you only bind audio streams and make sure they
674 * have data flowing into them (however, you can simulate SDL2's semantics
675 * fairly closely by using SDL_OpenAudioDeviceStream instead of this
676 * function).
677 *
678 * If you don't care about opening a specific device, pass a `devid` of either
679 * `SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK` or
680 * `SDL_AUDIO_DEVICE_DEFAULT_RECORDING`. In this case, SDL will try to pick
681 * the most reasonable default, and may also switch between physical devices
682 * seamlessly later, if the most reasonable default changes during the
683 * lifetime of this opened device (user changed the default in the OS's system
684 * preferences, the default got unplugged so the system jumped to a new
685 * default, the user plugged in headphones on a mobile device, etc). Unless
686 * you have a good reason to choose a specific device, this is probably what
687 * you want.
688 *
689 * You may request a specific format for the audio device, but there is no
690 * promise the device will honor that request for several reasons. As such,
691 * it's only meant to be a hint as to what data your app will provide. Audio
692 * streams will accept data in whatever format you specify and manage
693 * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you
694 * the preferred format for the device before opening and the actual format
695 * the device is using after opening.
696 *
697 * It's legal to open the same device ID more than once; each successful open
698 * will generate a new logical SDL_AudioDeviceID that is managed separately
699 * from others on the same physical device. This allows libraries to open a
700 * device separately from the main app and bind its own streams without
701 * conflicting.
702 *
703 * It is also legal to open a device ID returned by a previous call to this
704 * function; doing so just creates another logical device on the same physical
705 * device. This may be useful for making logical groupings of audio streams.
706 *
707 * This function returns the opened device ID on success. This is a new,
708 * unique SDL_AudioDeviceID that represents a logical device.
709 *
710 * Some backends might offer arbitrary devices (for example, a networked audio
711 * protocol that can connect to an arbitrary server). For these, as a change
712 * from SDL2, you should open a default device ID and use an SDL hint to
713 * specify the target if you care, or otherwise let the backend figure out a
714 * reasonable default. Most backends don't offer anything like this, and often
715 * this would be an end user setting an environment variable for their custom
716 * need, and not something an application should specifically manage.
717 *
718 * When done with an audio device, possibly at the end of the app's life, one
719 * should call SDL_CloseAudioDevice() on the returned device id.
720 *
721 * \param devid the device instance id to open, or
722 * SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or
723 * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for the most reasonable
724 * default device.
725 * \param spec the requested device configuration. Can be NULL to use
726 * reasonable defaults.
727 * \returns the device ID on success or 0 on failure; call SDL_GetError() for
728 * more information.
729 *
730 * \threadsafety It is safe to call this function from any thread.
731 *
732 * \since This function is available since SDL 3.2.0.
733 *
734 * \sa SDL_CloseAudioDevice
735 * \sa SDL_GetAudioDeviceFormat
736 */
737extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec);
738
739/**
740 * Determine if an audio device is physical (instead of logical).
741 *
742 * An SDL_AudioDeviceID that represents physical hardware is a physical
743 * device; there is one for each piece of hardware that SDL can see. Logical
744 * devices are created by calling SDL_OpenAudioDevice or
745 * SDL_OpenAudioDeviceStream, and while each is associated with a physical
746 * device, there can be any number of logical devices on one physical device.
747 *
748 * For the most part, logical and physical IDs are interchangeable--if you try
749 * to open a logical device, SDL understands to assign that effort to the
750 * underlying physical device, etc. However, it might be useful to know if an
751 * arbitrary device ID is physical or logical. This function reports which.
752 *
753 * This function may return either true or false for invalid device IDs.
754 *
755 * \param devid the device ID to query.
756 * \returns true if devid is a physical device, false if it is logical.
757 *
758 * \threadsafety It is safe to call this function from any thread.
759 *
760 * \since This function is available since SDL 3.2.0.
761 */
762extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePhysical(SDL_AudioDeviceID devid);
763
764/**
765 * Determine if an audio device is a playback device (instead of recording).
766 *
767 * This function may return either true or false for invalid device IDs.
768 *
769 * \param devid the device ID to query.
770 * \returns true if devid is a playback device, false if it is recording.
771 *
772 * \threadsafety It is safe to call this function from any thread.
773 *
774 * \since This function is available since SDL 3.2.0.
775 */
776extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID devid);
777
778/**
779 * Use this function to pause audio playback on a specified device.
780 *
781 * This function pauses audio processing for a given device. Any bound audio
782 * streams will not progress, and no audio will be generated. Pausing one
783 * device does not prevent other unpaused devices from running.
784 *
785 * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
786 * has to bind a stream before any audio will flow. Pausing a paused device is
787 * a legal no-op.
788 *
789 * Pausing a device can be useful to halt all audio without unbinding all the
790 * audio streams. This might be useful while a game is paused, or a level is
791 * loading, etc.
792 *
793 * Physical devices can not be paused or unpaused, only logical devices
794 * created through SDL_OpenAudioDevice() can be.
795 *
796 * \param devid a device opened by SDL_OpenAudioDevice().
797 * \returns true on success or false on failure; call SDL_GetError() for more
798 * information.
799 *
800 * \threadsafety It is safe to call this function from any thread.
801 *
802 * \since This function is available since SDL 3.2.0.
803 *
804 * \sa SDL_ResumeAudioDevice
805 * \sa SDL_AudioDevicePaused
806 */
807extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID devid);
808
809/**
810 * Use this function to unpause audio playback on a specified device.
811 *
812 * This function unpauses audio processing for a given device that has
813 * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any
814 * bound audio streams will begin to progress again, and audio can be
815 * generated.
816 *
817 * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
818 * has to bind a stream before any audio will flow. Unpausing an unpaused
819 * device is a legal no-op.
820 *
821 * Physical devices can not be paused or unpaused, only logical devices
822 * created through SDL_OpenAudioDevice() can be.
823 *
824 * \param devid a device opened by SDL_OpenAudioDevice().
825 * \returns true on success or false on failure; call SDL_GetError() for more
826 * information.
827 *
828 * \threadsafety It is safe to call this function from any thread.
829 *
830 * \since This function is available since SDL 3.2.0.
831 *
832 * \sa SDL_AudioDevicePaused
833 * \sa SDL_PauseAudioDevice
834 */
835extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid);
836
837/**
838 * Use this function to query if an audio device is paused.
839 *
840 * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
841 * has to bind a stream before any audio will flow.
842 *
843 * Physical devices can not be paused or unpaused, only logical devices
844 * created through SDL_OpenAudioDevice() can be. Physical and invalid device
845 * IDs will report themselves as unpaused here.
846 *
847 * \param devid a device opened by SDL_OpenAudioDevice().
848 * \returns true if device is valid and paused, false otherwise.
849 *
850 * \threadsafety It is safe to call this function from any thread.
851 *
852 * \since This function is available since SDL 3.2.0.
853 *
854 * \sa SDL_PauseAudioDevice
855 * \sa SDL_ResumeAudioDevice
856 */
857extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID devid);
858
859/**
860 * Get the gain of an audio device.
861 *
862 * The gain of a device is its volume; a larger gain means a louder output,
863 * with a gain of zero being silence.
864 *
865 * Audio devices default to a gain of 1.0f (no change in output).
866 *
867 * Physical devices may not have their gain changed, only logical devices, and
868 * this function will always return -1.0f when used on physical devices.
869 *
870 * \param devid the audio device to query.
871 * \returns the gain of the device or -1.0f on failure; call SDL_GetError()
872 * for more information.
873 *
874 * \threadsafety It is safe to call this function from any thread.
875 *
876 * \since This function is available since SDL 3.2.0.
877 *
878 * \sa SDL_SetAudioDeviceGain
879 */
880extern SDL_DECLSPEC float SDLCALL SDL_GetAudioDeviceGain(SDL_AudioDeviceID devid);
881
882/**
883 * Change the gain of an audio device.
884 *
885 * The gain of a device is its volume; a larger gain means a louder output,
886 * with a gain of zero being silence.
887 *
888 * Audio devices default to a gain of 1.0f (no change in output).
889 *
890 * Physical devices may not have their gain changed, only logical devices, and
891 * this function will always return false when used on physical devices. While
892 * it might seem attractive to adjust several logical devices at once in this
893 * way, it would allow an app or library to interfere with another portion of
894 * the program's otherwise-isolated devices.
895 *
896 * This is applied, along with any per-audiostream gain, during playback to
897 * the hardware, and can be continuously changed to create various effects. On
898 * recording devices, this will adjust the gain before passing the data into
899 * an audiostream; that recording audiostream can then adjust its gain further
900 * when outputting the data elsewhere, if it likes, but that second gain is
901 * not applied until the data leaves the audiostream again.
902 *
903 * \param devid the audio device on which to change gain.
904 * \param gain the gain. 1.0f is no change, 0.0f is silence.
905 * \returns true on success or false on failure; call SDL_GetError() for more
906 * information.
907 *
908 * \threadsafety It is safe to call this function from any thread, as it holds
909 * a stream-specific mutex while running.
910 *
911 * \since This function is available since SDL 3.2.0.
912 *
913 * \sa SDL_GetAudioDeviceGain
914 */
915extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioDeviceGain(SDL_AudioDeviceID devid, float gain);
916
917/**
918 * Close a previously-opened audio device.
919 *
920 * The application should close open audio devices once they are no longer
921 * needed.
922 *
923 * This function may block briefly while pending audio data is played by the
924 * hardware, so that applications don't drop the last buffer of data they
925 * supplied if terminating immediately afterwards.
926 *
927 * \param devid an audio device id previously returned by
928 * SDL_OpenAudioDevice().
929 *
930 * \threadsafety It is safe to call this function from any thread.
931 *
932 * \since This function is available since SDL 3.2.0.
933 *
934 * \sa SDL_OpenAudioDevice
935 */
936extern SDL_DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid);
937
938/**
939 * Bind a list of audio streams to an audio device.
940 *
941 * Audio data will flow through any bound streams. For a playback device, data
942 * for all bound streams will be mixed together and fed to the device. For a
943 * recording device, a copy of recorded data will be provided to each bound
944 * stream.
945 *
946 * Audio streams can only be bound to an open device. This operation is
947 * atomic--all streams bound in the same call will start processing at the
948 * same time, so they can stay in sync. Also: either all streams will be bound
949 * or none of them will be.
950 *
951 * It is an error to bind an already-bound stream; it must be explicitly
952 * unbound first.
953 *
954 * Binding a stream to a device will set its output format for playback
955 * devices, and its input format for recording devices, so they match the
956 * device's settings. The caller is welcome to change the other end of the
957 * stream's format at any time with SDL_SetAudioStreamFormat(). If the other
958 * end of the stream's format has never been set (the audio stream was created
959 * with a NULL audio spec), this function will set it to match the device
960 * end's format.
961 *
962 * \param devid an audio device to bind a stream to.
963 * \param streams an array of audio streams to bind.
964 * \param num_streams number streams listed in the `streams` array.
965 * \returns true on success or false on failure; call SDL_GetError() for more
966 * information.
967 *
968 * \threadsafety It is safe to call this function from any thread.
969 *
970 * \since This function is available since SDL 3.2.0.
971 *
972 * \sa SDL_BindAudioStreams
973 * \sa SDL_UnbindAudioStream
974 * \sa SDL_GetAudioStreamDevice
975 */
976extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream * const *streams, int num_streams);
977
978/**
979 * Bind a single audio stream to an audio device.
980 *
981 * This is a convenience function, equivalent to calling
982 * `SDL_BindAudioStreams(devid, &stream, 1)`.
983 *
984 * \param devid an audio device to bind a stream to.
985 * \param stream an audio stream to bind to a device.
986 * \returns true on success or false on failure; call SDL_GetError() for more
987 * information.
988 *
989 * \threadsafety It is safe to call this function from any thread.
990 *
991 * \since This function is available since SDL 3.2.0.
992 *
993 * \sa SDL_BindAudioStreams
994 * \sa SDL_UnbindAudioStream
995 * \sa SDL_GetAudioStreamDevice
996 */
997extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream);
998
999/**
1000 * Unbind a list of audio streams from their audio devices.
1001 *
1002 * The streams being unbound do not all have to be on the same device. All
1003 * streams on the same device will be unbound atomically (data will stop
1004 * flowing through all unbound streams on the same device at the same time).
1005 *
1006 * Unbinding a stream that isn't bound to a device is a legal no-op.
1007 *
1008 * \param streams an array of audio streams to unbind. Can be NULL or contain
1009 * NULL.
1010 * \param num_streams number streams listed in the `streams` array.
1011 *
1012 * \threadsafety It is safe to call this function from any thread.
1013 *
1014 * \since This function is available since SDL 3.2.0.
1015 *
1016 * \sa SDL_BindAudioStreams
1017 */
1018extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream * const *streams, int num_streams);
1019
1020/**
1021 * Unbind a single audio stream from its audio device.
1022 *
1023 * This is a convenience function, equivalent to calling
1024 * `SDL_UnbindAudioStreams(&stream, 1)`.
1025 *
1026 * \param stream an audio stream to unbind from a device. Can be NULL.
1027 *
1028 * \threadsafety It is safe to call this function from any thread.
1029 *
1030 * \since This function is available since SDL 3.2.0.
1031 *
1032 * \sa SDL_BindAudioStream
1033 */
1034extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream);
1035
1036/**
1037 * Query an audio stream for its currently-bound device.
1038 *
1039 * This reports the logical audio device that an audio stream is currently
1040 * bound to.
1041 *
1042 * If not bound, or invalid, this returns zero, which is not a valid device
1043 * ID.
1044 *
1045 * \param stream the audio stream to query.
1046 * \returns the bound audio device, or 0 if not bound or invalid.
1047 *
1048 * \threadsafety It is safe to call this function from any thread.
1049 *
1050 * \since This function is available since SDL 3.2.0.
1051 *
1052 * \sa SDL_BindAudioStream
1053 * \sa SDL_BindAudioStreams
1054 */
1056
1057/**
1058 * Create a new audio stream.
1059 *
1060 * Note that `src_spec` or `dst_spec` may be NULL, but any attempts to
1061 * put or get data from an audio stream will fail until it has valid
1062 * specs assigned to both ends of the stream. Specs can be assigned later
1063 * through SDL_SetAudioStreamFormat(), or binding the stream to an audio
1064 * device (which will set the format of only the input or output,
1065 * depending on what kind of device the stream was bound to).
1066 *
1067 * \param src_spec the format details of the input audio. May be NULL.
1068 * \param dst_spec the format details of the output audio. May be NULL.
1069 * \returns a new audio stream on success or NULL on failure; call
1070 * SDL_GetError() for more information.
1071 *
1072 * \threadsafety It is safe to call this function from any thread.
1073 *
1074 * \since This function is available since SDL 3.2.0.
1075 *
1076 * \sa SDL_PutAudioStreamData
1077 * \sa SDL_GetAudioStreamData
1078 * \sa SDL_GetAudioStreamAvailable
1079 * \sa SDL_FlushAudioStream
1080 * \sa SDL_ClearAudioStream
1081 * \sa SDL_SetAudioStreamFormat
1082 * \sa SDL_DestroyAudioStream
1083 */
1084extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec);
1085
1086/**
1087 * Get the properties associated with an audio stream.
1088 *
1089 * The application can hang any data it wants here, but the following
1090 * properties are understood by SDL:
1091 *
1092 * - `SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN`: if true (the default), the
1093 * stream be automatically cleaned up when the audio subsystem quits. If set
1094 * to false, the streams will persist beyond that. This property is ignored
1095 * for streams created through SDL_OpenAudioDeviceStream(), and will always
1096 * be cleaned up. Streams that are not cleaned up will still be unbound from
1097 * devices when the audio subsystem quits. This property was added in SDL
1098 * 3.4.0.
1099 *
1100 * \param stream the SDL_AudioStream to query.
1101 * \returns a valid property ID on success or 0 on failure; call
1102 * SDL_GetError() for more information.
1103 *
1104 * \threadsafety It is safe to call this function from any thread.
1105 *
1106 * \since This function is available since SDL 3.2.0.
1107 */
1109
1110#define SDL_PROP_AUDIOSTREAM_AUTO_CLEANUP_BOOLEAN "SDL.audiostream.auto_cleanup"
1111
1112
1113/**
1114 * Query the current format of an audio stream.
1115 *
1116 * \param stream the SDL_AudioStream to query.
1117 * \param src_spec where to store the input audio format; ignored if NULL.
1118 * \param dst_spec where to store the output audio format; ignored if NULL.
1119 * \returns true on success or false on failure; call SDL_GetError() for more
1120 * information.
1121 *
1122 * \threadsafety It is safe to call this function from any thread, as it holds
1123 * a stream-specific mutex while running.
1124 *
1125 * \since This function is available since SDL 3.2.0.
1126 *
1127 * \sa SDL_SetAudioStreamFormat
1128 */
1129extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream, SDL_AudioSpec *src_spec, SDL_AudioSpec *dst_spec);
1130
1131/**
1132 * Change the input and output formats of an audio stream.
1133 *
1134 * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData
1135 * will reflect the new format, and future calls to SDL_PutAudioStreamData
1136 * must provide data in the new input formats.
1137 *
1138 * Data that was previously queued in the stream will still be operated on in
1139 * the format that was current when it was added, which is to say you can put
1140 * the end of a sound file in one format to a stream, change formats for the
1141 * next sound file, and start putting that new data while the previous sound
1142 * file is still queued, and everything will still play back correctly.
1143 *
1144 * If a stream is bound to a device, then the format of the side of the stream
1145 * bound to a device cannot be changed (src_spec for recording devices,
1146 * dst_spec for playback devices). Attempts to make a change to this side will
1147 * be ignored, but this will not report an error. The other side's format can
1148 * be changed.
1149 *
1150 * `src_spec` and `dst_spec` may each be NULL; a NULL spec signals not to
1151 * change the current format for that side of the stream.
1152 *
1153 * \param stream the stream the format is being changed.
1154 * \param src_spec the new format of the audio input; if NULL, it is not
1155 * changed.
1156 * \param dst_spec the new format of the audio output; if NULL, it is not
1157 * changed.
1158 * \returns true on success or false on failure; call SDL_GetError() for more
1159 * information.
1160 *
1161 * \threadsafety It is safe to call this function from any thread, as it holds
1162 * a stream-specific mutex while running.
1163 *
1164 * \since This function is available since SDL 3.2.0.
1165 *
1166 * \sa SDL_GetAudioStreamFormat
1167 * \sa SDL_SetAudioStreamFrequencyRatio
1168 */
1169extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec);
1170
1171/**
1172 * Get the frequency ratio of an audio stream.
1173 *
1174 * \param stream the SDL_AudioStream to query.
1175 * \returns the frequency ratio of the stream or 0.0 on failure; call
1176 * SDL_GetError() for more information.
1177 *
1178 * \threadsafety It is safe to call this function from any thread, as it holds
1179 * a stream-specific mutex while running.
1180 *
1181 * \since This function is available since SDL 3.2.0.
1182 *
1183 * \sa SDL_SetAudioStreamFrequencyRatio
1184 */
1185extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream);
1186
1187/**
1188 * Change the frequency ratio of an audio stream.
1189 *
1190 * The frequency ratio is used to adjust the rate at which input data is
1191 * consumed. Changing this effectively modifies the speed and pitch of the
1192 * audio. A value greater than 1.0f will play the audio faster, and at a
1193 * higher pitch. A value less than 1.0f will play the audio slower, and at a
1194 * lower pitch. 1.0f means play at normal speed.
1195 *
1196 * This is applied during SDL_GetAudioStreamData, and can be continuously
1197 * changed to create various effects.
1198 *
1199 * \param stream the stream on which the frequency ratio is being changed.
1200 * \param ratio the frequency ratio. 1.0 is normal speed. Must be between 0.01
1201 * and 100.
1202 * \returns true on success or false on failure; call SDL_GetError() for more
1203 * information.
1204 *
1205 * \threadsafety It is safe to call this function from any thread, as it holds
1206 * a stream-specific mutex while running.
1207 *
1208 * \since This function is available since SDL 3.2.0.
1209 *
1210 * \sa SDL_GetAudioStreamFrequencyRatio
1211 * \sa SDL_SetAudioStreamFormat
1212 */
1213extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio);
1214
1215/**
1216 * Get the gain of an audio stream.
1217 *
1218 * The gain of a stream is its volume; a larger gain means a louder output,
1219 * with a gain of zero being silence.
1220 *
1221 * Audio streams default to a gain of 1.0f (no change in output).
1222 *
1223 * \param stream the SDL_AudioStream to query.
1224 * \returns the gain of the stream or -1.0f on failure; call SDL_GetError()
1225 * for more information.
1226 *
1227 * \threadsafety It is safe to call this function from any thread, as it holds
1228 * a stream-specific mutex while running.
1229 *
1230 * \since This function is available since SDL 3.2.0.
1231 *
1232 * \sa SDL_SetAudioStreamGain
1233 */
1234extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamGain(SDL_AudioStream *stream);
1235
1236/**
1237 * Change the gain of an audio stream.
1238 *
1239 * The gain of a stream is its volume; a larger gain means a louder output,
1240 * with a gain of zero being silence.
1241 *
1242 * Audio streams default to a gain of 1.0f (no change in output).
1243 *
1244 * This is applied during SDL_GetAudioStreamData, and can be continuously
1245 * changed to create various effects.
1246 *
1247 * \param stream the stream on which the gain is being changed.
1248 * \param gain the gain. 1.0f is no change, 0.0f is silence.
1249 * \returns true on success or false on failure; call SDL_GetError() for more
1250 * information.
1251 *
1252 * \threadsafety It is safe to call this function from any thread, as it holds
1253 * a stream-specific mutex while running.
1254 *
1255 * \since This function is available since SDL 3.2.0.
1256 *
1257 * \sa SDL_GetAudioStreamGain
1258 */
1259extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGain(SDL_AudioStream *stream, float gain);
1260
1261/**
1262 * Get the current input channel map of an audio stream.
1263 *
1264 * Channel maps are optional; most things do not need them, instead passing
1265 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
1266 *
1267 * Audio streams default to no remapping applied. This is represented by
1268 * returning NULL, and does not signify an error.
1269 *
1270 * \param stream the SDL_AudioStream to query.
1271 * \param count On output, set to number of channels in the map. Can be NULL.
1272 * \returns an array of the current channel mapping, with as many elements as
1273 * the current output spec's channels, or NULL if default. This
1274 * should be freed with SDL_free() when it is no longer needed.
1275 *
1276 * \threadsafety It is safe to call this function from any thread, as it holds
1277 * a stream-specific mutex while running.
1278 *
1279 * \since This function is available since SDL 3.2.0.
1280 *
1281 * \sa SDL_SetAudioStreamInputChannelMap
1282 */
1283extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamInputChannelMap(SDL_AudioStream *stream, int *count);
1284
1285/**
1286 * Get the current output channel map of an audio stream.
1287 *
1288 * Channel maps are optional; most things do not need them, instead passing
1289 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
1290 *
1291 * Audio streams default to no remapping applied. This is represented by
1292 * returning NULL, and does not signify an error.
1293 *
1294 * \param stream the SDL_AudioStream to query.
1295 * \param count On output, set to number of channels in the map. Can be NULL.
1296 * \returns an array of the current channel mapping, with as many elements as
1297 * the current output spec's channels, or NULL if default. This
1298 * should be freed with SDL_free() when it is no longer needed.
1299 *
1300 * \threadsafety It is safe to call this function from any thread, as it holds
1301 * a stream-specific mutex while running.
1302 *
1303 * \since This function is available since SDL 3.2.0.
1304 *
1305 * \sa SDL_SetAudioStreamInputChannelMap
1306 */
1307extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamOutputChannelMap(SDL_AudioStream *stream, int *count);
1308
1309/**
1310 * Set the current input channel map of an audio stream.
1311 *
1312 * Channel maps are optional; most things do not need them, instead passing
1313 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
1314 *
1315 * The input channel map reorders data that is added to a stream via
1316 * SDL_PutAudioStreamData. Future calls to SDL_PutAudioStreamData must provide
1317 * data in the new channel order.
1318 *
1319 * Each item in the array represents an input channel, and its value is the
1320 * channel that it should be remapped to. To reverse a stereo signal's left
1321 * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap
1322 * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the
1323 * right channel to both channels of a stereo signal. An element in the
1324 * channel map set to -1 instead of a valid channel will mute that channel,
1325 * setting it to a silence value.
1326 *
1327 * You cannot change the number of channels through a channel map, just
1328 * reorder/mute them.
1329 *
1330 * Data that was previously queued in the stream will still be operated on in
1331 * the order that was current when it was added, which is to say you can put
1332 * the end of a sound file in one order to a stream, change orders for the
1333 * next sound file, and start putting that new data while the previous sound
1334 * file is still queued, and everything will still play back correctly.
1335 *
1336 * Audio streams default to no remapping applied. Passing a NULL channel map
1337 * is legal, and turns off remapping.
1338 *
1339 * SDL will copy the channel map; the caller does not have to save this array
1340 * after this call.
1341 *
1342 * If `count` is not equal to the current number of channels in the audio
1343 * stream's format, this will fail. This is a safety measure to make sure a
1344 * race condition hasn't changed the format while this call is setting the
1345 * channel map.
1346 *
1347 * Unlike attempting to change the stream's format, the input channel map on a
1348 * stream bound to a recording device is permitted to change at any time; any
1349 * data added to the stream from the device after this call will have the new
1350 * mapping, but previously-added data will still have the prior mapping.
1351 *
1352 * \param stream the SDL_AudioStream to change.
1353 * \param chmap the new channel map, NULL to reset to default.
1354 * \param count The number of channels in the map.
1355 * \returns true on success or false on failure; call SDL_GetError() for more
1356 * information.
1357 *
1358 * \threadsafety It is safe to call this function from any thread, as it holds
1359 * a stream-specific mutex while running. Don't change the
1360 * stream's format to have a different number of channels from a
1361 * different thread at the same time, though!
1362 *
1363 * \since This function is available since SDL 3.2.0.
1364 *
1365 * \sa SDL_SetAudioStreamOutputChannelMap
1366 */
1367extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamInputChannelMap(SDL_AudioStream *stream, const int *chmap, int count);
1368
1369/**
1370 * Set the current output channel map of an audio stream.
1371 *
1372 * Channel maps are optional; most things do not need them, instead passing
1373 * data in the [order that SDL expects](CategoryAudio#channel-layouts).
1374 *
1375 * The output channel map reorders data that is leaving a stream via
1376 * SDL_GetAudioStreamData.
1377 *
1378 * Each item in the array represents an input channel, and its value is the
1379 * channel that it should be remapped to. To reverse a stereo signal's left
1380 * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap
1381 * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the
1382 * right channel to both channels of a stereo signal. An element in the
1383 * channel map set to -1 instead of a valid channel will mute that channel,
1384 * setting it to a silence value.
1385 *
1386 * You cannot change the number of channels through a channel map, just
1387 * reorder/mute them.
1388 *
1389 * The output channel map can be changed at any time, as output remapping is
1390 * applied during SDL_GetAudioStreamData.
1391 *
1392 * Audio streams default to no remapping applied. Passing a NULL channel map
1393 * is legal, and turns off remapping.
1394 *
1395 * SDL will copy the channel map; the caller does not have to save this array
1396 * after this call.
1397 *
1398 * If `count` is not equal to the current number of channels in the audio
1399 * stream's format, this will fail. This is a safety measure to make sure a
1400 * race condition hasn't changed the format while this call is setting the
1401 * channel map.
1402 *
1403 * Unlike attempting to change the stream's format, the output channel map on
1404 * a stream bound to a recording device is permitted to change at any time;
1405 * any data added to the stream after this call will have the new mapping, but
1406 * previously-added data will still have the prior mapping. When the channel
1407 * map doesn't match the hardware's channel layout, SDL will convert the data
1408 * before feeding it to the device for playback.
1409 *
1410 * \param stream the SDL_AudioStream to change.
1411 * \param chmap the new channel map, NULL to reset to default.
1412 * \param count The number of channels in the map.
1413 * \returns true on success or false on failure; call SDL_GetError() for more
1414 * information.
1415 *
1416 * \threadsafety It is safe to call this function from any thread, as it holds
1417 * a stream-specific mutex while running. Don't change the
1418 * stream's format to have a different number of channels from a
1419 * a different thread at the same time, though!
1420 *
1421 * \since This function is available since SDL 3.2.0.
1422 *
1423 * \sa SDL_SetAudioStreamInputChannelMap
1424 */
1425extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamOutputChannelMap(SDL_AudioStream *stream, const int *chmap, int count);
1426
1427/**
1428 * Add data to the stream.
1429 *
1430 * This data must match the format/channels/samplerate specified in the latest
1431 * call to SDL_SetAudioStreamFormat, or the format specified when creating the
1432 * stream if it hasn't been changed.
1433 *
1434 * Note that this call simply copies the unconverted data for later. This is
1435 * different than SDL2, where data was converted during the Put call and the
1436 * Get call would just dequeue the previously-converted data.
1437 *
1438 * \param stream the stream the audio data is being added to.
1439 * \param buf a pointer to the audio data to add.
1440 * \param len the number of bytes to write to the stream.
1441 * \returns true on success or false on failure; call SDL_GetError() for more
1442 * information.
1443 *
1444 * \threadsafety It is safe to call this function from any thread, but if the
1445 * stream has a callback set, the caller might need to manage
1446 * extra locking.
1447 *
1448 * \since This function is available since SDL 3.2.0.
1449 *
1450 * \sa SDL_ClearAudioStream
1451 * \sa SDL_FlushAudioStream
1452 * \sa SDL_GetAudioStreamData
1453 * \sa SDL_GetAudioStreamQueued
1454 */
1455extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len);
1456
1457/**
1458 * A callback that fires for completed SDL_PutAudioStreamDataNoCopy() data.
1459 *
1460 * When using SDL_PutAudioStreamDataNoCopy() to provide data to an
1461 * SDL_AudioStream, it's not safe to dispose of the data until the stream has
1462 * completely consumed it. Often times it's difficult to know exactly when
1463 * this has happened.
1464 *
1465 * This callback fires once when the stream no longer needs the buffer,
1466 * allowing the app to easily free or reuse it.
1467 *
1468 * \param userdata an opaque pointer provided by the app for their personal
1469 * use.
1470 * \param buf the pointer provided to SDL_PutAudioStreamDataNoCopy().
1471 * \param buflen the size of buffer, in bytes, provided to
1472 * SDL_PutAudioStreamDataNoCopy().
1473 *
1474 * \threadsafety This callbacks may run from any thread, so if you need to
1475 * protect shared data, you should use SDL_LockAudioStream to
1476 * serialize access; this lock will be held before your callback
1477 * is called, so your callback does not need to manage the lock
1478 * explicitly.
1479 *
1480 * \since This datatype is available since SDL 3.4.0.
1481 *
1482 * \sa SDL_SetAudioStreamGetCallback
1483 * \sa SDL_SetAudioStreamPutCallback
1484 */
1485typedef void (SDLCALL *SDL_AudioStreamDataCompleteCallback)(void *userdata, const void *buf, int buflen);
1486
1487/**
1488 * Add external data to an audio stream without copying it.
1489 *
1490 * Unlike SDL_PutAudioStreamData(), this function does not make a copy of the
1491 * provided data, instead storing the provided pointer. This means that the
1492 * put operation does not need to allocate and copy the data, but the original
1493 * data must remain available until the stream is done with it, either by
1494 * being read from the stream in its entirety, or a call to
1495 * SDL_ClearAudioStream() or SDL_DestroyAudioStream().
1496 *
1497 * The data must match the format/channels/samplerate specified in the latest
1498 * call to SDL_SetAudioStreamFormat, or the format specified when creating the
1499 * stream if it hasn't been changed.
1500 *
1501 * An optional callback may be provided, which is called when the stream no
1502 * longer needs the data. Once this callback fires, the stream will not access
1503 * the data again. This callback will fire for any reason the data is no
1504 * longer needed, including clearing or destroying the stream.
1505 *
1506 * Note that there is still an allocation to store tracking information, so
1507 * this function is more efficient for larger blocks of data. If you're
1508 * planning to put a few samples at a time, it will be more efficient to use
1509 * SDL_PutAudioStreamData(), which allocates and buffers in blocks.
1510 *
1511 * \param stream the stream the audio data is being added to.
1512 * \param buf a pointer to the audio data to add.
1513 * \param len the number of bytes to add to the stream.
1514 * \param callback the callback function to call when the data is no longer
1515 * needed by the stream. May be NULL.
1516 * \param userdata an opaque pointer provided to the callback for its own
1517 * personal use.
1518 * \returns true on success or false on failure; call SDL_GetError() for more
1519 * information.
1520 *
1521 * \threadsafety It is safe to call this function from any thread, but if the
1522 * stream has a callback set, the caller might need to manage
1523 * extra locking.
1524 *
1525 * \since This function is available since SDL 3.4.0.
1526 *
1527 * \sa SDL_ClearAudioStream
1528 * \sa SDL_FlushAudioStream
1529 * \sa SDL_GetAudioStreamData
1530 * \sa SDL_GetAudioStreamQueued
1531 */
1532extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamDataNoCopy(SDL_AudioStream *stream, const void *buf, int len, SDL_AudioStreamDataCompleteCallback callback, void *userdata);
1533
1534/**
1535 * Add data to the stream with each channel in a separate array.
1536 *
1537 * This data must match the format/channels/samplerate specified in the latest
1538 * call to SDL_SetAudioStreamFormat, or the format specified when creating the
1539 * stream if it hasn't been changed.
1540 *
1541 * The data will be interleaved and queued. Note that SDL_AudioStream only
1542 * operates on interleaved data, so this is simply a convenience function for
1543 * easily queueing data from sources that provide separate arrays. There is no
1544 * equivalent function to retrieve planar data.
1545 *
1546 * The arrays in `channel_buffers` are ordered as they are to be interleaved;
1547 * the first array will be the first sample in the interleaved data. Any
1548 * individual array may be NULL; in this case, silence will be interleaved for
1549 * that channel.
1550 *
1551 * `num_channels` specifies how many arrays are in `channel_buffers`. This can
1552 * be used as a safety to prevent overflow, in case the stream format has
1553 * changed elsewhere. If more channels are specified than the current input
1554 * spec, they are ignored. If less channels are specified, the missing arrays
1555 * are treated as if they are NULL (silence is written to those channels). If
1556 * the count is -1, SDL will assume the array count matches the current input
1557 * spec.
1558 *
1559 * Note that `num_samples` is the number of _samples per array_. This can also
1560 * be thought of as the number of _sample frames_ to be queued. A value of 1
1561 * with stereo arrays will queue two samples to the stream. This is different
1562 * than SDL_PutAudioStreamData, which wants the size of a single array in
1563 * bytes.
1564 *
1565 * \param stream the stream the audio data is being added to.
1566 * \param channel_buffers a pointer to an array of arrays, one array per
1567 * channel.
1568 * \param num_channels the number of arrays in `channel_buffers` or -1.
1569 * \param num_samples the number of _samples_ per array to write to the
1570 * stream.
1571 * \returns true on success or false on failure; call SDL_GetError() for more
1572 * information.
1573 *
1574 * \threadsafety It is safe to call this function from any thread, but if the
1575 * stream has a callback set, the caller might need to manage
1576 * extra locking.
1577 *
1578 * \since This function is available since SDL 3.4.0.
1579 *
1580 * \sa SDL_ClearAudioStream
1581 * \sa SDL_FlushAudioStream
1582 * \sa SDL_GetAudioStreamData
1583 * \sa SDL_GetAudioStreamQueued
1584 */
1585extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void * const *channel_buffers, int num_channels, int num_samples);
1586
1587/**
1588 * Get converted/resampled data from the stream.
1589 *
1590 * The input/output data format/channels/samplerate is specified when creating
1591 * the stream, and can be changed after creation by calling
1592 * SDL_SetAudioStreamFormat.
1593 *
1594 * Note that any conversion and resampling necessary is done during this call,
1595 * and SDL_PutAudioStreamData simply queues unconverted data for later. This
1596 * is different than SDL2, where that work was done while inputting new data
1597 * to the stream and requesting the output just copied the converted data.
1598 *
1599 * \param stream the stream the audio is being requested from.
1600 * \param buf a buffer to fill with audio data.
1601 * \param len the maximum number of bytes to fill.
1602 * \returns the number of bytes read from the stream or -1 on failure; call
1603 * SDL_GetError() for more information.
1604 *
1605 * \threadsafety It is safe to call this function from any thread, but if the
1606 * stream has a callback set, the caller might need to manage
1607 * extra locking.
1608 *
1609 * \since This function is available since SDL 3.2.0.
1610 *
1611 * \sa SDL_ClearAudioStream
1612 * \sa SDL_GetAudioStreamAvailable
1613 * \sa SDL_PutAudioStreamData
1614 */
1615extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len);
1616
1617/**
1618 * Get the number of converted/resampled bytes available.
1619 *
1620 * The stream may be buffering data behind the scenes until it has enough to
1621 * resample correctly, so this number might be lower than what you expect, or
1622 * even be zero. Add more data or flush the stream if you need the data now.
1623 *
1624 * If the stream has so much data that it would overflow an int, the return
1625 * value is clamped to a maximum value, but no queued data is lost; if there
1626 * are gigabytes of data queued, the app might need to read some of it with
1627 * SDL_GetAudioStreamData before this function's return value is no longer
1628 * clamped.
1629 *
1630 * \param stream the audio stream to query.
1631 * \returns the number of converted/resampled bytes available or -1 on
1632 * failure; call SDL_GetError() for more information.
1633 *
1634 * \threadsafety It is safe to call this function from any thread.
1635 *
1636 * \since This function is available since SDL 3.2.0.
1637 *
1638 * \sa SDL_GetAudioStreamData
1639 * \sa SDL_PutAudioStreamData
1640 */
1641extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream);
1642
1643
1644/**
1645 * Get the number of bytes currently queued.
1646 *
1647 * This is the number of bytes put into a stream as input, not the number that
1648 * can be retrieved as output. Because of several details, it's not possible
1649 * to calculate one number directly from the other. If you need to know how
1650 * much usable data can be retrieved right now, you should use
1651 * SDL_GetAudioStreamAvailable() and not this function.
1652 *
1653 * Note that audio streams can change their input format at any time, even if
1654 * there is still data queued in a different format, so the returned byte
1655 * count will not necessarily match the number of _sample frames_ available.
1656 * Users of this API should be aware of format changes they make when feeding
1657 * a stream and plan accordingly.
1658 *
1659 * Queued data is not converted until it is consumed by
1660 * SDL_GetAudioStreamData, so this value should be representative of the exact
1661 * data that was put into the stream.
1662 *
1663 * If the stream has so much data that it would overflow an int, the return
1664 * value is clamped to a maximum value, but no queued data is lost; if there
1665 * are gigabytes of data queued, the app might need to read some of it with
1666 * SDL_GetAudioStreamData before this function's return value is no longer
1667 * clamped.
1668 *
1669 * \param stream the audio stream to query.
1670 * \returns the number of bytes queued or -1 on failure; call SDL_GetError()
1671 * for more information.
1672 *
1673 * \threadsafety It is safe to call this function from any thread.
1674 *
1675 * \since This function is available since SDL 3.2.0.
1676 *
1677 * \sa SDL_PutAudioStreamData
1678 * \sa SDL_ClearAudioStream
1679 */
1680extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream);
1681
1682
1683/**
1684 * Tell the stream that you're done sending data, and anything being buffered
1685 * should be converted/resampled and made available immediately.
1686 *
1687 * It is legal to add more data to a stream after flushing, but there may be
1688 * audio gaps in the output. Generally this is intended to signal the end of
1689 * input, so the complete output becomes available.
1690 *
1691 * \param stream the audio stream to flush.
1692 * \returns true on success or false on failure; call SDL_GetError() for more
1693 * information.
1694 *
1695 * \threadsafety It is safe to call this function from any thread.
1696 *
1697 * \since This function is available since SDL 3.2.0.
1698 *
1699 * \sa SDL_PutAudioStreamData
1700 */
1701extern SDL_DECLSPEC bool SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream);
1702
1703/**
1704 * Clear any pending data in the stream.
1705 *
1706 * This drops any queued data, so there will be nothing to read from the
1707 * stream until more is added.
1708 *
1709 * \param stream the audio stream to clear.
1710 * \returns true on success or false on failure; call SDL_GetError() for more
1711 * information.
1712 *
1713 * \threadsafety It is safe to call this function from any thread.
1714 *
1715 * \since This function is available since SDL 3.2.0.
1716 *
1717 * \sa SDL_GetAudioStreamAvailable
1718 * \sa SDL_GetAudioStreamData
1719 * \sa SDL_GetAudioStreamQueued
1720 * \sa SDL_PutAudioStreamData
1721 */
1722extern SDL_DECLSPEC bool SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream);
1723
1724/**
1725 * Use this function to pause audio playback on the audio device associated
1726 * with an audio stream.
1727 *
1728 * This function pauses audio processing for a given device. Any bound audio
1729 * streams will not progress, and no audio will be generated. Pausing one
1730 * device does not prevent other unpaused devices from running.
1731 *
1732 * Pausing a device can be useful to halt all audio without unbinding all the
1733 * audio streams. This might be useful while a game is paused, or a level is
1734 * loading, etc.
1735 *
1736 * \param stream the audio stream associated with the audio device to pause.
1737 * \returns true on success or false on failure; call SDL_GetError() for more
1738 * information.
1739 *
1740 * \threadsafety It is safe to call this function from any thread.
1741 *
1742 * \since This function is available since SDL 3.2.0.
1743 *
1744 * \sa SDL_ResumeAudioStreamDevice
1745 */
1746extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream);
1747
1748/**
1749 * Use this function to unpause audio playback on the audio device associated
1750 * with an audio stream.
1751 *
1752 * This function unpauses audio processing for a given device that has
1753 * previously been paused. Once unpaused, any bound audio streams will begin
1754 * to progress again, and audio can be generated.
1755 *
1756 * SDL_OpenAudioDeviceStream opens audio devices in a paused state, so this
1757 * function call is required for audio playback to begin on such devices.
1758 *
1759 * \param stream the audio stream associated with the audio device to resume.
1760 * \returns true on success or false on failure; call SDL_GetError() for more
1761 * information.
1762 *
1763 * \threadsafety It is safe to call this function from any thread.
1764 *
1765 * \since This function is available since SDL 3.2.0.
1766 *
1767 * \sa SDL_PauseAudioStreamDevice
1768 */
1769extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream);
1770
1771/**
1772 * Use this function to query if an audio device associated with a stream is
1773 * paused.
1774 *
1775 * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app
1776 * has to bind a stream before any audio will flow.
1777 *
1778 * \param stream the audio stream associated with the audio device to query.
1779 * \returns true if device is valid and paused, false otherwise.
1780 *
1781 * \threadsafety It is safe to call this function from any thread.
1782 *
1783 * \since This function is available since SDL 3.2.0.
1784 *
1785 * \sa SDL_PauseAudioStreamDevice
1786 * \sa SDL_ResumeAudioStreamDevice
1787 */
1788extern SDL_DECLSPEC bool SDLCALL SDL_AudioStreamDevicePaused(SDL_AudioStream *stream);
1789
1790
1791/**
1792 * Lock an audio stream for serialized access.
1793 *
1794 * Each SDL_AudioStream has an internal mutex it uses to protect its data
1795 * structures from threading conflicts. This function allows an app to lock
1796 * that mutex, which could be useful if registering callbacks on this stream.
1797 *
1798 * One does not need to lock a stream to use in it most cases, as the stream
1799 * manages this lock internally. However, this lock is held during callbacks,
1800 * which may run from arbitrary threads at any time, so if an app needs to
1801 * protect shared data during those callbacks, locking the stream guarantees
1802 * that the callback is not running while the lock is held.
1803 *
1804 * As this is just a wrapper over SDL_LockMutex for an internal lock; it has
1805 * all the same attributes (recursive locks are allowed, etc).
1806 *
1807 * Note that when the stream's callback runs, SDL is holding both an internal
1808 * mutex for the audio device and the stream's lock, in that order. Which is
1809 * to say: while this function can protect arbitrary data, calling into some
1810 * SDL audio functions while holding this lock may cause a deadlock--the app
1811 * holds this lock, and then calls into something that wants to obtain the
1812 * device lock, in the opposite order that SDL's audio thread obtained them.
1813 * Therefore, best practice is to use this function to protect simple app data
1814 * against the audio callback, and be careful about what SDL functions one
1815 * calls while locked outside of the callback.
1816 *
1817 * \param stream the audio stream to lock.
1818 * \returns true on success or false on failure; call SDL_GetError() for more
1819 * information.
1820 *
1821 * \threadsafety It is safe to call this function from any thread.
1822 *
1823 * \since This function is available since SDL 3.2.0.
1824 *
1825 * \sa SDL_UnlockAudioStream
1826 */
1827extern SDL_DECLSPEC bool SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream);
1828
1829
1830/**
1831 * Unlock an audio stream for serialized access.
1832 *
1833 * This unlocks an audio stream after a call to SDL_LockAudioStream.
1834 *
1835 * \param stream the audio stream to unlock.
1836 * \returns true on success or false on failure; call SDL_GetError() for more
1837 * information.
1838 *
1839 * \threadsafety You should only call this from the same thread that
1840 * previously called SDL_LockAudioStream.
1841 *
1842 * \since This function is available since SDL 3.2.0.
1843 *
1844 * \sa SDL_LockAudioStream
1845 */
1846extern SDL_DECLSPEC bool SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream);
1847
1848/**
1849 * A callback that fires when data passes through an SDL_AudioStream.
1850 *
1851 * Apps can (optionally) register a callback with an audio stream that is
1852 * called when data is added with SDL_PutAudioStreamData, or requested with
1853 * SDL_GetAudioStreamData.
1854 *
1855 * Two values are offered here: one is the amount of additional data needed to
1856 * satisfy the immediate request (which might be zero if the stream already
1857 * has enough data queued) and the other is the total amount being requested.
1858 * In a Get call triggering a Put callback, these values can be different. In
1859 * a Put call triggering a Get callback, these values are always the same.
1860 *
1861 * Byte counts might be slightly overestimated due to buffering or resampling,
1862 * and may change from call to call.
1863 *
1864 * This callback is not required to do anything. Generally this is useful for
1865 * adding/reading data on demand, and the app will often put/get data as
1866 * appropriate, but the system goes on with the data currently available to it
1867 * if this callback does nothing.
1868 *
1869 * Do not call SDL_DestroyAudioStream() on `stream` during this callback.
1870 *
1871 * \param stream the SDL audio stream associated with this callback.
1872 * \param additional_amount the amount of data, in bytes, that is needed right
1873 * now.
1874 * \param total_amount the total amount of data requested, in bytes, that is
1875 * requested or available.
1876 * \param userdata an opaque pointer provided by the app for their personal
1877 * use.
1878 *
1879 * \threadsafety This callbacks may run from any thread, so if you need to
1880 * protect shared data, you should use SDL_LockAudioStream to
1881 * serialize access; this lock will be held before your callback
1882 * is called, so your callback does not need to manage the lock
1883 * explicitly.
1884 *
1885 * \since This datatype is available since SDL 3.2.0.
1886 *
1887 * \sa SDL_SetAudioStreamGetCallback
1888 * \sa SDL_SetAudioStreamPutCallback
1889 */
1890typedef void (SDLCALL *SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount);
1891
1892/**
1893 * Set a callback that runs when data is requested from an audio stream.
1894 *
1895 * This callback is called _before_ data is obtained from the stream, giving
1896 * the callback the chance to add more on-demand.
1897 *
1898 * The callback can (optionally) call SDL_PutAudioStreamData() to add more
1899 * audio to the stream during this call; if needed, the request that triggered
1900 * this callback will obtain the new data immediately.
1901 *
1902 * The callback's `additional_amount` argument is roughly how many bytes of
1903 * _unconverted_ data (in the stream's input format) is needed by the caller,
1904 * although this may overestimate a little for safety. This takes into account
1905 * how much is already in the stream and only asks for any extra necessary to
1906 * resolve the request, which means the callback may be asked for zero bytes,
1907 * and a different amount on each call.
1908 *
1909 * The callback is not required to supply exact amounts; it is allowed to
1910 * supply too much or too little or none at all. The caller will get what's
1911 * available, up to the amount they requested, regardless of this callback's
1912 * outcome.
1913 *
1914 * Clearing or flushing an audio stream does not call this callback.
1915 *
1916 * This function obtains the stream's lock, which means any existing callback
1917 * (get or put) in progress will finish running before setting the new
1918 * callback.
1919 *
1920 * Setting a NULL function turns off the callback.
1921 *
1922 * \param stream the audio stream to set the new callback on.
1923 * \param callback the new callback function to call when data is requested
1924 * from the stream.
1925 * \param userdata an opaque pointer provided to the callback for its own
1926 * personal use.
1927 * \returns true on success or false on failure; call SDL_GetError() for more
1928 * information. This only fails if `stream` is NULL.
1929 *
1930 * \threadsafety It is safe to call this function from any thread.
1931 *
1932 * \since This function is available since SDL 3.2.0.
1933 *
1934 * \sa SDL_SetAudioStreamPutCallback
1935 */
1936extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
1937
1938/**
1939 * Set a callback that runs when data is added to an audio stream.
1940 *
1941 * This callback is called _after_ the data is added to the stream, giving the
1942 * callback the chance to obtain it immediately.
1943 *
1944 * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio
1945 * from the stream during this call.
1946 *
1947 * The callback's `additional_amount` argument is how many bytes of
1948 * _converted_ data (in the stream's output format) was provided by the
1949 * caller, although this may underestimate a little for safety. This value
1950 * might be less than what is currently available in the stream, if data was
1951 * already there, and might be less than the caller provided if the stream
1952 * needs to keep a buffer to aid in resampling. Which means the callback may
1953 * be provided with zero bytes, and a different amount on each call.
1954 *
1955 * The callback may call SDL_GetAudioStreamAvailable to see the total amount
1956 * currently available to read from the stream, instead of the total provided
1957 * by the current call.
1958 *
1959 * The callback is not required to obtain all data. It is allowed to read less
1960 * or none at all. Anything not read now simply remains in the stream for
1961 * later access.
1962 *
1963 * Clearing or flushing an audio stream does not call this callback.
1964 *
1965 * This function obtains the stream's lock, which means any existing callback
1966 * (get or put) in progress will finish running before setting the new
1967 * callback.
1968 *
1969 * Setting a NULL function turns off the callback.
1970 *
1971 * \param stream the audio stream to set the new callback on.
1972 * \param callback the new callback function to call when data is added to the
1973 * stream.
1974 * \param userdata an opaque pointer provided to the callback for its own
1975 * personal use.
1976 * \returns true on success or false on failure; call SDL_GetError() for more
1977 * information. This only fails if `stream` is NULL.
1978 *
1979 * \threadsafety It is safe to call this function from any thread.
1980 *
1981 * \since This function is available since SDL 3.2.0.
1982 *
1983 * \sa SDL_SetAudioStreamGetCallback
1984 */
1985extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata);
1986
1987
1988/**
1989 * Free an audio stream.
1990 *
1991 * This will release all allocated data, including any audio that is still
1992 * queued. You do not need to manually clear the stream first.
1993 *
1994 * If this stream was bound to an audio device, it is unbound during this
1995 * call. If this stream was created with SDL_OpenAudioDeviceStream, the audio
1996 * device that was opened alongside this stream's creation will be closed,
1997 * too.
1998 *
1999 * \param stream the audio stream to destroy.
2000 *
2001 * \threadsafety It is safe to call this function from any thread.
2002 *
2003 * \since This function is available since SDL 3.2.0.
2004 *
2005 * \sa SDL_CreateAudioStream
2006 */
2007extern SDL_DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream);
2008
2009
2010/**
2011 * Convenience function for straightforward audio init for the common case.
2012 *
2013 * If all your app intends to do is provide a single source of PCM audio, this
2014 * function allows you to do all your audio setup in a single call.
2015 *
2016 * This is also intended to be a clean means to migrate apps from SDL2.
2017 *
2018 * This function will open an audio device, create a stream and bind it.
2019 * Unlike other methods of setup, the audio device will be closed when this
2020 * stream is destroyed, so the app can treat the returned SDL_AudioStream as
2021 * the only object needed to manage audio playback.
2022 *
2023 * Also unlike other functions, the audio device begins paused. This is to map
2024 * more closely to SDL2-style behavior, since there is no extra step here to
2025 * bind a stream to begin audio flowing. The audio device should be resumed
2026 * with SDL_ResumeAudioStreamDevice().
2027 *
2028 * This function works with both playback and recording devices.
2029 *
2030 * The `spec` parameter represents the app's side of the audio stream. That
2031 * is, for recording audio, this will be the output format, and for playing
2032 * audio, this will be the input format. If spec is NULL, the system will
2033 * choose the format, and the app can use SDL_GetAudioStreamFormat() to obtain
2034 * this information later.
2035 *
2036 * If you don't care about opening a specific audio device, you can (and
2037 * probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and
2038 * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for recording.
2039 *
2040 * One can optionally provide a callback function; if NULL, the app is
2041 * expected to queue audio data for playback (or unqueue audio data if
2042 * capturing). Otherwise, the callback will begin to fire once the device is
2043 * unpaused.
2044 *
2045 * Destroying the returned stream with SDL_DestroyAudioStream will also close
2046 * the audio device associated with this stream.
2047 *
2048 * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK
2049 * or SDL_AUDIO_DEVICE_DEFAULT_RECORDING.
2050 * \param spec the audio stream's data format. Can be NULL.
2051 * \param callback a callback where the app will provide new data for
2052 * playback, or receive new data for recording. Can be NULL,
2053 * in which case the app will need to call
2054 * SDL_PutAudioStreamData or SDL_GetAudioStreamData as
2055 * necessary.
2056 * \param userdata app-controlled pointer passed to callback. Can be NULL.
2057 * Ignored if callback is NULL.
2058 * \returns an audio stream on success, ready to use, or NULL on failure; call
2059 * SDL_GetError() for more information. When done with this stream,
2060 * call SDL_DestroyAudioStream to free resources and close the
2061 * device.
2062 *
2063 * \threadsafety It is safe to call this function from any thread.
2064 *
2065 * \since This function is available since SDL 3.2.0.
2066 *
2067 * \sa SDL_GetAudioStreamDevice
2068 * \sa SDL_ResumeAudioStreamDevice
2069 */
2070extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata);
2071
2072/**
2073 * A callback that fires when data is about to be fed to an audio device.
2074 *
2075 * This is useful for accessing the final mix, perhaps for writing a
2076 * visualizer or applying a final effect to the audio data before playback.
2077 *
2078 * This callback should run as quickly as possible and not block for any
2079 * significant time, as this callback delays submission of data to the audio
2080 * device, which can cause audio playback problems.
2081 *
2082 * The postmix callback _must_ be able to handle any audio data format
2083 * specified in `spec`, which can change between callbacks if the audio device
2084 * changed. However, this only covers frequency and channel count; data is
2085 * always provided here in SDL_AUDIO_F32 format.
2086 *
2087 * The postmix callback runs _after_ logical device gain and audiostream gain
2088 * have been applied, which is to say you can make the output data louder at
2089 * this point than the gain settings would suggest.
2090 *
2091 * \param userdata a pointer provided by the app through
2092 * SDL_SetAudioPostmixCallback, for its own use.
2093 * \param spec the current format of audio that is to be submitted to the
2094 * audio device.
2095 * \param buffer the buffer of audio samples to be submitted. The callback can
2096 * inspect and/or modify this data.
2097 * \param buflen the size of `buffer` in bytes.
2098 *
2099 * \threadsafety This will run from a background thread owned by SDL. The
2100 * application is responsible for locking resources the callback
2101 * touches that need to be protected.
2102 *
2103 * \since This datatype is available since SDL 3.2.0.
2104 *
2105 * \sa SDL_SetAudioPostmixCallback
2106 */
2107typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen);
2108
2109/**
2110 * Set a callback that fires when data is about to be fed to an audio device.
2111 *
2112 * This is useful for accessing the final mix, perhaps for writing a
2113 * visualizer or applying a final effect to the audio data before playback.
2114 *
2115 * The buffer is the final mix of all bound audio streams on an opened device;
2116 * this callback will fire regularly for any device that is both opened and
2117 * unpaused. If there is no new data to mix, either because no streams are
2118 * bound to the device or all the streams are empty, this callback will still
2119 * fire with the entire buffer set to silence.
2120 *
2121 * This callback is allowed to make changes to the data; the contents of the
2122 * buffer after this call is what is ultimately passed along to the hardware.
2123 *
2124 * The callback is always provided the data in float format (values from -1.0f
2125 * to 1.0f), but the number of channels or sample rate may be different than
2126 * the format the app requested when opening the device; SDL might have had to
2127 * manage a conversion behind the scenes, or the playback might have jumped to
2128 * new physical hardware when a system default changed, etc. These details may
2129 * change between calls. Accordingly, the size of the buffer might change
2130 * between calls as well.
2131 *
2132 * This callback can run at any time, and from any thread; if you need to
2133 * serialize access to your app's data, you should provide and use a mutex or
2134 * other synchronization device.
2135 *
2136 * All of this to say: there are specific needs this callback can fulfill, but
2137 * it is not the simplest interface. Apps should generally provide audio in
2138 * their preferred format through an SDL_AudioStream and let SDL handle the
2139 * difference.
2140 *
2141 * This function is extremely time-sensitive; the callback should do the least
2142 * amount of work possible and return as quickly as it can. The longer the
2143 * callback runs, the higher the risk of audio dropouts or other problems.
2144 *
2145 * This function will block until the audio device is in between iterations,
2146 * so any existing callback that might be running will finish before this
2147 * function sets the new callback and returns.
2148 *
2149 * Setting a NULL callback function disables any previously-set callback.
2150 *
2151 * \param devid the ID of an opened audio device.
2152 * \param callback a callback function to be called. Can be NULL.
2153 * \param userdata app-controlled pointer passed to callback. Can be NULL.
2154 * \returns true on success or false on failure; call SDL_GetError() for more
2155 * information.
2156 *
2157 * \threadsafety It is safe to call this function from any thread.
2158 *
2159 * \since This function is available since SDL 3.2.0.
2160 */
2161extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata);
2162
2163
2164/**
2165 * Load the audio data of a WAVE file into memory.
2166 *
2167 * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to
2168 * be valid pointers. The entire data portion of the file is then loaded into
2169 * memory and decoded if necessary.
2170 *
2171 * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and
2172 * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and
2173 * A-law and mu-law (8 bits). Other formats are currently unsupported and
2174 * cause an error.
2175 *
2176 * If this function succeeds, the return value is zero and the pointer to the
2177 * audio data allocated by the function is written to `audio_buf` and its
2178 * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`,
2179 * `channels`, and `format` are set to the values of the audio data in the
2180 * buffer.
2181 *
2182 * It's necessary to use SDL_free() to free the audio data returned in
2183 * `audio_buf` when it is no longer used.
2184 *
2185 * Because of the underspecification of the .WAV format, there are many
2186 * problematic files in the wild that cause issues with strict decoders. To
2187 * provide compatibility with these files, this decoder is lenient in regards
2188 * to the truncation of the file, the fact chunk, and the size of the RIFF
2189 * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`,
2190 * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to
2191 * tune the behavior of the loading process.
2192 *
2193 * Any file that is invalid (due to truncation, corruption, or wrong values in
2194 * the headers), too big, or unsupported causes an error. Additionally, any
2195 * critical I/O error from the data source will terminate the loading process
2196 * with an error. The function returns NULL on error and in all cases (with
2197 * the exception of `src` being NULL), an appropriate error message will be
2198 * set.
2199 *
2200 * It is required that the data source supports seeking.
2201 *
2202 * Example:
2203 *
2204 * ```c
2205 * SDL_LoadWAV_IO(SDL_IOFromFile("sample.wav", "rb"), true, &spec, &buf, &len);
2206 * ```
2207 *
2208 * Note that the SDL_LoadWAV function does this same thing for you, but in a
2209 * less messy way:
2210 *
2211 * ```c
2212 * SDL_LoadWAV("sample.wav", &spec, &buf, &len);
2213 * ```
2214 *
2215 * \param src the data source for the WAVE data.
2216 * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even
2217 * in the case of an error.
2218 * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE
2219 * data's format details on successful return.
2220 * \param audio_buf a pointer filled with the audio data, allocated by the
2221 * function.
2222 * \param audio_len a pointer filled with the length of the audio data buffer
2223 * in bytes.
2224 * \returns true on success. `audio_buf` will be filled with a pointer to an
2225 * allocated buffer containing the audio data, and `audio_len` is
2226 * filled with the length of that audio buffer in bytes.
2227 *
2228 * This function returns false if the .WAV file cannot be opened,
2229 * uses an unknown data format, or is corrupt; call SDL_GetError()
2230 * for more information.
2231 *
2232 * When the application is done with the data returned in
2233 * `audio_buf`, it should call SDL_free() to dispose of it.
2234 *
2235 * \threadsafety It is safe to call this function from any thread.
2236 *
2237 * \since This function is available since SDL 3.2.0.
2238 *
2239 * \sa SDL_free
2240 * \sa SDL_LoadWAV
2241 */
2242extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV_IO(SDL_IOStream *src, bool closeio, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
2243
2244/**
2245 * Loads a WAV from a file path.
2246 *
2247 * This is a convenience function that is effectively the same as:
2248 *
2249 * ```c
2250 * SDL_LoadWAV_IO(SDL_IOFromFile(path, "rb"), true, spec, audio_buf, audio_len);
2251 * ```
2252 *
2253 * \param path the file path of the WAV file to open.
2254 * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE
2255 * data's format details on successful return.
2256 * \param audio_buf a pointer filled with the audio data, allocated by the
2257 * function.
2258 * \param audio_len a pointer filled with the length of the audio data buffer
2259 * in bytes.
2260 * \returns true on success. `audio_buf` will be filled with a pointer to an
2261 * allocated buffer containing the audio data, and `audio_len` is
2262 * filled with the length of that audio buffer in bytes.
2263 *
2264 * This function returns false if the .WAV file cannot be opened,
2265 * uses an unknown data format, or is corrupt; call SDL_GetError()
2266 * for more information.
2267 *
2268 * When the application is done with the data returned in
2269 * `audio_buf`, it should call SDL_free() to dispose of it.
2270 *
2271 * \threadsafety It is safe to call this function from any thread.
2272 *
2273 * \since This function is available since SDL 3.2.0.
2274 *
2275 * \sa SDL_free
2276 * \sa SDL_LoadWAV_IO
2277 */
2278extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
2279
2280/**
2281 * Mix audio data in a specified format.
2282 *
2283 * This takes an audio buffer `src` of `len` bytes of `format` data and mixes
2284 * it into `dst`, performing addition, volume adjustment, and overflow
2285 * clipping. The buffer pointed to by `dst` must also be `len` bytes of
2286 * `format` data.
2287 *
2288 * This is provided for convenience -- you can mix your own audio data.
2289 *
2290 * Do not use this function for mixing together more than two streams of
2291 * sample data. The output from repeated application of this function may be
2292 * distorted by clipping, because there is no accumulator with greater range
2293 * than the input (not to mention this being an inefficient way of doing it).
2294 *
2295 * It is a common misconception that this function is required to write audio
2296 * data to an output stream in an audio callback. While you can do that,
2297 * SDL_MixAudio() is really only needed when you're mixing a single audio
2298 * stream with a volume adjustment.
2299 *
2300 * \param dst the destination for the mixed audio.
2301 * \param src the source audio buffer to be mixed.
2302 * \param format the SDL_AudioFormat structure representing the desired audio
2303 * format.
2304 * \param len the length of the audio buffer in bytes.
2305 * \param volume ranges from 0.0 - 1.0, and should be set to 1.0 for full
2306 * audio volume.
2307 * \returns true on success or false on failure; call SDL_GetError() for more
2308 * information.
2309 *
2310 * \threadsafety It is safe to call this function from any thread.
2311 *
2312 * \since This function is available since SDL 3.2.0.
2313 */
2314extern SDL_DECLSPEC bool SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, float volume);
2315
2316/**
2317 * Convert some audio data of one format to another format.
2318 *
2319 * Please note that this function is for convenience, but should not be used
2320 * to resample audio in blocks, as it will introduce audio artifacts on the
2321 * boundaries. You should only use this function if you are converting audio
2322 * data in its entirety in one call. If you want to convert audio in smaller
2323 * chunks, use an SDL_AudioStream, which is designed for this situation.
2324 *
2325 * Internally, this function creates and destroys an SDL_AudioStream on each
2326 * use, so it's also less efficient than using one directly, if you need to
2327 * convert multiple times.
2328 *
2329 * \param src_spec the format details of the input audio.
2330 * \param src_data the audio data to be converted.
2331 * \param src_len the len of src_data.
2332 * \param dst_spec the format details of the output audio.
2333 * \param dst_data will be filled with a pointer to converted audio data,
2334 * which should be freed with SDL_free(). On error, it will be
2335 * NULL.
2336 * \param dst_len will be filled with the len of dst_data.
2337 * \returns true on success or false on failure; call SDL_GetError() for more
2338 * information.
2339 *
2340 * \threadsafety It is safe to call this function from any thread.
2341 *
2342 * \since This function is available since SDL 3.2.0.
2343 */
2344extern 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);
2345
2346/**
2347 * Get the human readable name of an audio format.
2348 *
2349 * \param format the audio format to query.
2350 * \returns the human readable name of the specified audio format or
2351 * "SDL_AUDIO_UNKNOWN" if the format isn't recognized.
2352 *
2353 * \threadsafety It is safe to call this function from any thread.
2354 *
2355 * \since This function is available since SDL 3.2.0.
2356 */
2357extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioFormatName(SDL_AudioFormat format);
2358
2359/**
2360 * Get the appropriate memset value for silencing an audio format.
2361 *
2362 * The value returned by this function can be used as the second argument to
2363 * memset (or SDL_memset) to set an audio buffer in a specific format to
2364 * silence.
2365 *
2366 * \param format the audio data format to query.
2367 * \returns a byte value that can be passed to memset.
2368 *
2369 * \threadsafety It is safe to call this function from any thread.
2370 *
2371 * \since This function is available since SDL 3.2.0.
2372 */
2373extern SDL_DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format);
2374
2375
2376/* Ends C function definitions when using C++ */
2377#ifdef __cplusplus
2378}
2379#endif
2380#include <SDL3/SDL_close_code.h>
2381
2382#endif /* SDL_audio_h_ */
bool SDL_MixAudio(Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, float volume)
bool SDL_PutAudioStreamPlanarData(SDL_AudioStream *stream, const void *const *channel_buffers, int num_channels, int num_samples)
const char * SDL_GetAudioDeviceName(SDL_AudioDeviceID devid)
bool SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec)
SDL_AudioDeviceID * SDL_GetAudioRecordingDevices(int *count)
bool SDL_UnlockAudioStream(SDL_AudioStream *stream)
int * SDL_GetAudioStreamInputChannelMap(SDL_AudioStream *stream, int *count)
const char * SDL_GetAudioDriver(int index)
SDL_AudioStream * SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec)
void SDL_UnbindAudioStream(SDL_AudioStream *stream)
bool SDL_IsAudioDevicePhysical(SDL_AudioDeviceID devid)
void SDL_UnbindAudioStreams(SDL_AudioStream *const *streams, int num_streams)
float SDL_GetAudioDeviceGain(SDL_AudioDeviceID devid)
bool SDL_SetAudioStreamGain(SDL_AudioStream *stream, float gain)
struct SDL_AudioStream SDL_AudioStream
Definition SDL_audio.h:454
bool SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata)
bool SDL_IsAudioDevicePlayback(SDL_AudioDeviceID devid)
SDL_AudioDeviceID * SDL_GetAudioPlaybackDevices(int *count)
bool SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata)
void(* SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount)
Definition SDL_audio.h:1890
bool SDL_SetAudioStreamInputChannelMap(SDL_AudioStream *stream, const int *chmap, int count)
bool SDL_AudioDevicePaused(SDL_AudioDeviceID devid)
bool SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio)
int SDL_GetNumAudioDrivers(void)
bool SDL_LockAudioStream(SDL_AudioStream *stream)
float SDL_GetAudioStreamGain(SDL_AudioStream *stream)
Uint32 SDL_AudioDeviceID
Definition SDL_audio.h:374
int SDL_GetAudioStreamQueued(SDL_AudioStream *stream)
bool SDL_SetAudioDeviceGain(SDL_AudioDeviceID devid, float gain)
int SDL_GetSilenceValueForFormat(SDL_AudioFormat format)
const char * SDL_GetCurrentAudioDriver(void)
SDL_PropertiesID SDL_GetAudioStreamProperties(SDL_AudioStream *stream)
SDL_AudioStream * SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata)
bool SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream)
void(* SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen)
Definition SDL_audio.h:2107
bool SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames)
bool SDL_SetAudioStreamOutputChannelMap(SDL_AudioStream *stream, const int *chmap, int count)
bool SDL_PauseAudioStreamDevice(SDL_AudioStream *stream)
float SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream)
int SDL_GetAudioStreamAvailable(SDL_AudioStream *stream)
SDL_AudioFormat
Definition SDL_audio.h:222
@ SDL_AUDIO_S32LE
Definition SDL_audio.h:232
@ SDL_AUDIO_F32
Definition SDL_audio.h:245
@ SDL_AUDIO_S16LE
Definition SDL_audio.h:228
@ SDL_AUDIO_S16
Definition SDL_audio.h:243
@ SDL_AUDIO_U8
Definition SDL_audio.h:224
@ SDL_AUDIO_S8
Definition SDL_audio.h:226
@ SDL_AUDIO_S32
Definition SDL_audio.h:244
@ SDL_AUDIO_F32LE
Definition SDL_audio.h:236
@ SDL_AUDIO_S32BE
Definition SDL_audio.h:234
@ SDL_AUDIO_UNKNOWN
Definition SDL_audio.h:223
@ SDL_AUDIO_S16BE
Definition SDL_audio.h:230
@ SDL_AUDIO_F32BE
Definition SDL_audio.h:238
bool SDL_LoadWAV(const char *path, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len)
bool 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)
bool SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream *const *streams, int num_streams)
int * SDL_GetAudioStreamOutputChannelMap(SDL_AudioStream *stream, int *count)
bool SDL_ClearAudioStream(SDL_AudioStream *stream)
void SDL_DestroyAudioStream(SDL_AudioStream *stream)
void(* SDL_AudioStreamDataCompleteCallback)(void *userdata, const void *buf, int buflen)
Definition SDL_audio.h:1485
void SDL_CloseAudioDevice(SDL_AudioDeviceID devid)
int SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len)
bool SDL_AudioStreamDevicePaused(SDL_AudioStream *stream)
const char * SDL_GetAudioFormatName(SDL_AudioFormat format)
bool SDL_GetAudioStreamFormat(SDL_AudioStream *stream, SDL_AudioSpec *src_spec, SDL_AudioSpec *dst_spec)
SDL_AudioDeviceID SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec)
bool SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream)
bool SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata)
bool SDL_FlushAudioStream(SDL_AudioStream *stream)
int * SDL_GetAudioDeviceChannelMap(SDL_AudioDeviceID devid, int *count)
bool SDL_ResumeAudioDevice(SDL_AudioDeviceID devid)
bool SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len)
bool SDL_PutAudioStreamDataNoCopy(SDL_AudioStream *stream, const void *buf, int len, SDL_AudioStreamDataCompleteCallback callback, void *userdata)
SDL_AudioDeviceID SDL_GetAudioStreamDevice(SDL_AudioStream *stream)
bool SDL_PauseAudioDevice(SDL_AudioDeviceID devid)
bool SDL_LoadWAV_IO(SDL_IOStream *src, bool closeio, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len)
struct SDL_IOStream SDL_IOStream
Uint32 SDL_PropertiesID
uint8_t Uint8
Definition SDL_stdinc.h:446
uint32_t Uint32
Definition SDL_stdinc.h:482
SDL_AudioFormat format
Definition SDL_audio.h:407