module lib.sdl2.audio

Code Map

module lib.sdl2.audio;


//! \name Audio flags
enum SDL_AUDIO_MASK_BITSIZE;
enum SDL_AUDIO_MASK_DATATYPE;
enum SDL_AUDIO_MASK_ENDIAN;
enum SDL_AUDIO_MASK_SIGNED;
//! \name Audio format flags
enum AUDIO_U8;
enum AUDIO_S8;
enum AUDIO_U16LSB;
enum AUDIO_S16LSB;
enum AUDIO_U16MSB;
enum AUDIO_S16MSB;
enum AUDIO_U16;
enum AUDIO_S16;
//! \name int32 support
enum AUDIO_S32LSB;
enum AUDIO_S32MSB;
enum AUDIO_S32;
//! \name float32 support
enum AUDIO_F32LSB;
enum AUDIO_F32MSB;
enum AUDIO_F32;
enum AUDIO_U16SYS;
enum AUDIO_S16SYS;
enum AUDIO_S32SYS;
enum AUDIO_F32SYS;
//! \name Allow change flags
enum SDL_AUDIO_ALLOW_FREQUENCY_CHANGE;
enum SDL_AUDIO_ALLOW_FORMAT_CHANGE;
enum SDL_AUDIO_ALLOW_CHANNELS_CHANGE;
enum SDL_AUDIO_ALLOW_ANY_CHANGE;
enum SDL_AUDIO_STOPPED;
enum SDL_AUDIO_PLAYING;
enum SDL_AUDIO_PAUSED;
enum SDL_MIX_MAXVOLUME;

//! \brief Audio format flags.
alias SDL_AudioFormat = Uint16;
//! This function is called when the audio device needs more data.
alias SDL_AudioCallback = fn (void*, Uint8*, i32) (void);
alias SDL_AudioFilter = fn (void*, SDL_AudioFormat) (void);
//! SDL Audio Device IDs.
alias SDL_AudioDeviceID = Uint32;
//! \name Audio state
alias SDL_AudioStatus = i32;

//! The calculated values in this structure are calculated by
//! SDL_OpenAudio().
struct SDL_AudioSpec
{
public:
	//! DSP frequency -- samples per second *
	freq: i32;
	//! Audio data format *
	format: SDL_AudioFormat;
	//! Number of channels: 1 mono, 2 stereo *
	channels: Uint8;
	//! Audio buffer silence value (calculated) *
	silence: Uint8;
	//! Audio buffer size in samples (power of 2) *
	samples: Uint16;
	//! Necessary for some compile environments *
	padding: Uint16;
	//! Audio buffer size in bytes (calculated) *
	size: Uint32;
	callback: SDL_AudioCallback;
	userdata: void*;
}

//! A structure to hold a set of audio conversion filters and buffers.
struct SDL_AudioCVT
{
public:
	needed: i32;
	src_format: SDL_AudioFormat;
	dst_format: SDL_AudioFormat;
	rate_incr: f64;
	buf: Uint8*;
	len: i32;
	len_cvt: i32;
	len_mult: i32;
	len_ratio: f64;
	filters: SDL_AudioFilter[10];
	filter_index: i32;
}

fn SDL_AUDIO_BITSIZE(x: i32) i32 { }
fn SDL_AUDIO_ISFLOAT(x: i32) bool { }
fn SDL_AUDIO_ISBIGENDIAN(x: i32) bool { }
fn SDL_AUDIO_ISSIGNED(x: i32) bool { }
fn SDL_AUDIO_ISINT(x: i32) bool { }
fn SDL_AUDIO_ISLITTLEENDIAN(x: i32) bool { }
fn SDL_AUDIO_ISUNSIGNED(x: i32) bool { }
//! \name Driver discovery functions
fn SDL_GetNumAudioDrivers() i32;
fn SDL_GetAudioDriver(index: i32) char*;
//! \name Initialization and cleanup
fn SDL_AudioInit(driver_name: const(const(char)*)) i32;
fn SDL_AudioQuit();
//! This function returns the name of the current audio driver, or NULL if
//! no driver has been initialized.
fn SDL_GetCurrentAudioDriver() char*;
//! This function opens the audio device with the desired parameters, and
//! returns 0 if successful, placing the actual hardware parameters in the
//! structure pointed to by \c obtained. If \c obtained is NULL, the audio
//! data passed to the callback function will be guaranteed to be in the
//! requested format, and will be automatically converted to the hardware
//! audio format if necessary. This function returns -1 if it failed to
//! open the audio device, or couldn't set up the audio thread.
fn SDL_OpenAudio(desired: SDL_AudioSpec*, obtained: SDL_AudioSpec*) i32;
//! Get the number of available devices exposed by the current driver. Only
//! valid after a successfully initializing the audio subsystem. Returns -1
//! if an explicit list of devices can't be determined; this is not an
//! error. For example, if SDL is set up to talk to a remote audio server,
//! it can't list every one available on the Internet, but it will still
//! allow a specific host to be specified to SDL_OpenAudioDevice().
fn SDL_GetNumAudioDevices(iscapture: i32) i32;
//! Get the human-readable name of a specific audio device. Must be a value
//! between 0 and (number of audio devices-1). Only valid after a
//! successfully initializing the audio subsystem. The values returned by
//! this function reflect the latest call to SDL_GetNumAudioDevices();
//! recall that function to redetect available hardware.
fn SDL_GetAudioDeviceName(index: i32, iscapture: i32) char*;
//! Open a specific audio device. Passing in a device name of NULL
//! requests the most reasonable default (and is equivalent to calling
//! SDL_OpenAudio()).
fn SDL_OpenAudioDevice(device: const(const(char)*), iscapture: i32, desired: const(const(SDL_AudioSpec)*), obtained: SDL_AudioSpec*, allowed_changes: i32) SDL_AudioDeviceID;
fn SDL_GetAudioStatus() SDL_AudioStatus;
fn SDL_GetAudioDeviceStatus(dev: SDL_AudioDeviceID) SDL_AudioStatus;
//! \name Pause audio functions
fn SDL_PauseAudio(pause_on: i32);
fn SDL_PauseAudioDevice(dev: SDL_AudioDeviceID, pause_on: i32);
//! This function loads a WAVE from the data source, automatically freeing
//! that source if \c freesrc is non-zero. For example, to load a WAVE
//! file, you could do: \code SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav",
//! "rb"), 1, ...); \endcode
fn SDL_LoadWAV_RW(src: SDL_RWops*, freesrc: i32, spec: SDL_AudioSpec*, audio_buf: Uint8**, audio_len: Uint32*) SDL_AudioSpec*;
//! This function frees data previously allocated with SDL_LoadWAV_RW()
fn SDL_FreeWAV(audio_buf: Uint8*);
//! This function takes a source format and rate and a destination format
//! and rate, and initializes the \c cvt structure with information needed
//! by SDL_ConvertAudio() to convert a buffer of audio data from one
//! format to the other.
fn SDL_BuildAudioCVT(cvt: SDL_AudioCVT*, src_format: SDL_AudioFormat, src_channels: Uint8, src_rate: i32, dst_format: SDL_AudioFormat, dst_channels: Uint8, dst_rate: i32) i32;
//! Once you have initialized the \c cvt structure using
//! SDL_BuildAudioCVT(), created an audio buffer \c cvt->buf, and filled it
//! with \c cvt->len bytes of audio data in the source format, this
//! function will convert it in-place to the desired format.
fn SDL_ConvertAudio(cvt: SDL_AudioCVT*) i32;
//! This takes two audio buffers of the playing audio format and mixes
//! them, performing addition, volume adjustment, and overflow clipping.
//! The volume ranges from 0 - 128, and should be set to
//! ::SDL_MIX_MAXVOLUME for full audio volume. Note this does not change
//! hardware volume. This is provided for convenience -- you can mix your
//! own audio data.
fn SDL_MixAudio(dst: Uint8*, src: const(const(Uint8)*), len: Uint32, volume: i32);
//! This works like SDL_MixAudio(), but you specify the audio format
//! instead of using the format of audio device 1. Thus it can be used when
//! no audio device is open at all.
fn SDL_MixAudioFormat(dst: Uint8*, src: const(const(Uint8)*), format: SDL_AudioFormat, len: Uint32, volume: i32);
//! \name Audio lock functions
fn SDL_LockAudio();
fn SDL_LockAudioDevice(dev: SDL_AudioDeviceID);
fn SDL_UnlockAudio();
fn SDL_UnlockAudioDevice(dev: SDL_AudioDeviceID);
//! This function shuts down audio processing and closes the audio device.
fn SDL_CloseAudio();
fn SDL_CloseAudioDevice(dev: SDL_AudioDeviceID);
//! \return 1 if audio device is still functioning, zero if not, -1 on
//! error.
fn SDL_AudioDeviceConnected(dev: SDL_AudioDeviceID) i32;
//! Queue more audio on non-callback devices.
fn SDL_QueueAudio(dev: SDL_AudioDeviceID, data: const(const(void)*), len: Uint32) i32;
//! Dequeue more audio on non-callback devices.
fn SDL_DequeueAudio(dev: SDL_AudioDeviceID, data: void*, len: Uint32) Uint32;
//! Get the number of bytes of still-queued audio.
fn SDL_GetQueuedAudioSize(dev: SDL_AudioDeviceID) Uint32;
//! Drop any queued audio data. For playback devices, this is any queued
//! data still waiting to be submitted to the hardware. For capture
//! devices, this is any data that was queued by the device that hasn't yet
//! been dequeued by the application.
fn SDL_ClearQueuedAudio(dev: SDL_AudioDeviceID);
alias SDL_AudioFormat

\brief Audio format flags.

These are what the 16 bits in SDL_AudioFormat currently mean... (Unspecified bits are always zero).

\verbatim ++-----------------------sample is signed if set || || ++-----------sample is bigendian if set || || || || ++---sample is float if set || || || || || || +---sample bit size---+ || || || | | 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 \endverbatim

There are macros in SDL 2.0 and later to query these bits.

enum SDL_AUDIO_MASK_BITSIZE

\name Audio flags

enum AUDIO_U8

\name Audio format flags

Defaults to LSB byte order.

enum AUDIO_S32LSB

\name int32 support

enum AUDIO_F32LSB

\name float32 support

enum SDL_AUDIO_ALLOW_FREQUENCY_CHANGE

\name Allow change flags

Which audio format changes are allowed when opening a device.

alias SDL_AudioCallback

This function is called when the audio device needs more data.

\param userdata An application-specific parameter saved in the SDL_AudioSpec structure \param stream A pointer to the audio data buffer. \param len The length of that buffer in bytes.

Once the callback returns, the buffer will no longer be valid. Stereo samples are stored in a LRLRLR ordering.

struct SDL_AudioSpec

The calculated values in this structure are calculated by SDL_OpenAudio().

freq: i32

DSP frequency -- samples per second *

format: SDL_AudioFormat

Audio data format *

channels: Uint8

Number of channels: 1 mono, 2 stereo *

silence: Uint8

Audio buffer silence value (calculated) *

samples: Uint16

Audio buffer size in samples (power of 2) *

padding: Uint16

Necessary for some compile environments *

size: Uint32

Audio buffer size in bytes (calculated) *

struct SDL_AudioCVT

A structure to hold a set of audio conversion filters and buffers.

fn SDL_GetNumAudioDrivers() i32

\name Driver discovery functions

These functions return the list of built in audio drivers, in the order that they are normally initialized by default.

fn SDL_AudioInit(driver_name: const(const(char)*)) i32

\name Initialization and cleanup

\internal These functions are used internally, and should not be used unless you have a specific need to specify the audio driver you want to use. You should normally use SDL_Init() or SDL_InitSubSystem().

fn SDL_GetCurrentAudioDriver() char*

This function returns the name of the current audio driver, or NULL if no driver has been initialized.

fn SDL_OpenAudio(desired: SDL_AudioSpec*, obtained: SDL_AudioSpec*) i32

This function opens the audio device with the desired parameters, and returns 0 if successful, placing the actual hardware parameters in the structure pointed to by \c obtained. If \c obtained is NULL, the audio data passed to the callback function will be guaranteed to be in the requested format, and will be automatically converted to the hardware audio format if necessary. This function returns -1 if it failed to open the audio device, or couldn't set up the audio thread.

When filling in the desired audio spec structure,

  • \c desired->freq should be the desired audio frequency in samples-per- second.
  • \c desired->format should be the desired audio format.
  • \c desired->samples is the desired size of the audio buffer, in samples. This number should be a power of two, and may be adjusted by the audio driver to a value more suitable for the hardware. Good values seem to range between 512 and 8096 inclusive, depending on the application and CPU speed. Smaller values yield faster response time, but can lead to underflow if the application is doing heavy processing and cannot fill the audio buffer in time. A stereo sample consists of both right and left channels in LR ordering. Note that the number of samples is directly related to time by the following formula: \code ms = (samples*1000)/freq \endcode
  • \c desired->size is the size in bytes of the audio buffer, and is calculated by SDL_OpenAudio().
  • \c desired->silence is the value used to set the buffer to silence, and is calculated by SDL_OpenAudio().
  • \c desired->callback should be set to a function that will be called when the audio device is ready for more data. It is passed a pointer to the audio buffer, and the length in bytes of the audio buffer. This function usually runs in a separate thread, and so you should protect data structures that it accesses by calling SDL_LockAudio() and SDL_UnlockAudio() in your code.
  • \c desired->userdata is passed as the first parameter to your callback function.

The audio device starts out playing silence when it's opened, and should be enabled for playing by calling \c SDL_PauseAudio(0) when you are ready for your audio callback function to be called. Since the audio driver may modify the requested size of the audio buffer, you should allocate any local mixing buffers after you open the audio device.

alias SDL_AudioDeviceID

SDL Audio Device IDs.

A successful call to SDL_OpenAudio() is always device id 1, and legacy SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls always returns devices >= 2 on success. The legacy calls are good both for backwards compatibility and when you don't care about multiple, specific, or capture devices.

fn SDL_GetNumAudioDevices(iscapture: i32) i32

Get the number of available devices exposed by the current driver. Only valid after a successfully initializing the audio subsystem. Returns -1 if an explicit list of devices can't be determined; this is not an error. For example, if SDL is set up to talk to a remote audio server, it can't list every one available on the Internet, but it will still allow a specific host to be specified to SDL_OpenAudioDevice().

In many common cases, when this function returns a value <= 0, it can still successfully open the default device (NULL for first argument of SDL_OpenAudioDevice()).

fn SDL_GetAudioDeviceName(index: i32, iscapture: i32) char*

Get the human-readable name of a specific audio device. Must be a value between 0 and (number of audio devices-1). Only valid after a successfully initializing the audio subsystem. The values returned by this function reflect the latest call to SDL_GetNumAudioDevices(); recall that function to redetect available hardware.

The string returned by this function is UTF-8 encoded, read-only, and managed internally. You are not to free it. If you need to keep the string for any length of time, you should make your own copy of it, as it will be invalid next time any of several other SDL functions is called.

fn SDL_OpenAudioDevice(device: const(const(char)*), iscapture: i32, desired: const(const(SDL_AudioSpec)*), obtained: SDL_AudioSpec*, allowed_changes: i32) SDL_AudioDeviceID

Open a specific audio device. Passing in a device name of NULL requests the most reasonable default (and is equivalent to calling SDL_OpenAudio()).

The device name is a UTF-8 string reported by SDL_GetAudioDeviceName(), but some drivers allow arbitrary and driver-specific strings, such as a hostname/IP address for a remote audio server, or a filename in the diskaudio driver.

\return 0 on error, a valid device ID that is >= 2 on success.

SDL_OpenAudio(), unlike this function, always acts on device ID 1.

alias SDL_AudioStatus

\name Audio state

Get the current audio state.

fn SDL_PauseAudio(pause_on: i32)

\name Pause audio functions

These functions pause and unpause the audio callback processing. They should be called with a parameter of 0 after opening the audio device to start playing sound. This is so you can safely initialize data for your callback function after opening the audio device. Silence will be written to the audio device during the pause.

fn SDL_LoadWAV_RW(src: SDL_RWops*, freesrc: i32, spec: SDL_AudioSpec*, audio_buf: Uint8**, audio_len: Uint32*) SDL_AudioSpec*

This function loads a WAVE from the data source, automatically freeing that source if \c freesrc is non-zero. For example, to load a WAVE file, you could do: \code SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); \endcode

If this function succeeds, it returns the given SDL_AudioSpec, filled with the audio data format of the wave data, and sets \c *audio_buf to a malloc()'d buffer containing the audio data, and sets \c *audio_len to the length of that audio buffer, in bytes. You need to free the audio buffer with SDL_FreeWAV() when you are done with it.

This function returns NULL and sets the SDL error message if the wave file cannot be opened, uses an unknown data format, or is corrupt. Currently raw and MS-ADPCM WAVE files are supported.

fn SDL_FreeWAV(audio_buf: Uint8*)

This function frees data previously allocated with SDL_LoadWAV_RW()

fn SDL_BuildAudioCVT(cvt: SDL_AudioCVT*, src_format: SDL_AudioFormat, src_channels: Uint8, src_rate: i32, dst_format: SDL_AudioFormat, dst_channels: Uint8, dst_rate: i32) i32

This function takes a source format and rate and a destination format and rate, and initializes the \c cvt structure with information needed by SDL_ConvertAudio() to convert a buffer of audio data from one format to the other.

\return -1 if the format conversion is not supported, 0 if there's no conversion needed, or 1 if the audio filter is set up.

fn SDL_ConvertAudio(cvt: SDL_AudioCVT*) i32

Once you have initialized the \c cvt structure using SDL_BuildAudioCVT(), created an audio buffer \c cvt->buf, and filled it with \c cvt->len bytes of audio data in the source format, this function will convert it in-place to the desired format.

The data conversion may expand the size of the audio data, so the buffer \c cvt->buf should be allocated after the \c cvt structure is initialized by SDL_BuildAudioCVT(), and should be \c cvt->len*cvt->len_mult bytes long.

fn SDL_MixAudio(dst: Uint8*, src: const(const(Uint8)*), len: Uint32, volume: i32)

This takes two audio buffers of the playing audio format and mixes them, performing addition, volume adjustment, and overflow clipping. The volume ranges from 0 - 128, and should be set to ::SDL_MIX_MAXVOLUME for full audio volume. Note this does not change hardware volume. This is provided for convenience -- you can mix your own audio data.

fn SDL_MixAudioFormat(dst: Uint8*, src: const(const(Uint8)*), format: SDL_AudioFormat, len: Uint32, volume: i32)

This works like SDL_MixAudio(), but you specify the audio format instead of using the format of audio device 1. Thus it can be used when no audio device is open at all.

fn SDL_LockAudio()

\name Audio lock functions

The lock manipulated by these functions protects the callback function. During a SDL_LockAudio()/SDL_UnlockAudio() pair, you can be guaranteed that the callback function is not running. Do not call these from the callback function or you will cause deadlock.

fn SDL_CloseAudio()

This function shuts down audio processing and closes the audio device.

fn SDL_AudioDeviceConnected(dev: SDL_AudioDeviceID) i32

\return 1 if audio device is still functioning, zero if not, -1 on error.

fn SDL_QueueAudio(dev: SDL_AudioDeviceID, data: const(const(void)*), len: Uint32) i32

Queue more audio on non-callback devices.

(If you are looking to retrieve queued audio from a non-callback capture device, you want SDL_DequeueAudio() instead. This will return -1 to signify an error if you use it with capture devices.)

SDL offers two ways to feed audio to the device: you can either supply a callback that SDL triggers with some frequency to obtain more audio (pull method), or you can supply no callback, and then SDL will expect you to supply data at regular intervals (push method) with this function.

There are no limits on the amount of data you can queue, short of exhaustion of address space. Queued data will drain to the device as necessary without further intervention from you. If the device needs audio but there is not enough queued, it will play silence to make up the difference. This means you will have skips in your audio playback if you aren't routinely queueing sufficient data.

This function copies the supplied data, so you are safe to free it when the function returns. This function is thread-safe, but queueing to the same device from two threads at once does not promise which buffer will be queued first.

You may not queue audio on a device that is using an application-supplied callback; doing so returns an error. You have to use the audio callback or queue audio with this function, but not both.

You should not call SDL_LockAudio() on the device before queueing; SDL handles locking internally for this function.

\param dev The device ID to which we will queue audio. \param data The data to queue to the device for later playback. \param len The number of bytes (not samples!) to which (data) points. \return zero on success, -1 on error.

\sa SDL_GetQueuedAudioSize \sa SDL_ClearQueuedAudio

fn SDL_DequeueAudio(dev: SDL_AudioDeviceID, data: void*, len: Uint32) Uint32

Dequeue more audio on non-callback devices.

(If you are looking to queue audio for output on a non-callback playback device, you want SDL_QueueAudio() instead. This will always return 0 if you use it with playback devices.)

SDL offers two ways to retrieve audio from a capture device: you can either supply a callback that SDL triggers with some frequency as the device records more audio data, (push method), or you can supply no callback, and then SDL will expect you to retrieve data at regular intervals (pull method) with this function.

There are no limits on the amount of data you can queue, short of exhaustion of address space. Data from the device will keep queuing as necessary without further intervention from you. This means you will eventually run out of memory if you aren't routinely dequeueing data.

Capture devices will not queue data when paused; if you are expecting to not need captured audio for some length of time, use SDL_PauseAudioDevice() to stop the capture device from queueing more data. This can be useful during, say, level loading times. When unpaused, capture devices will start queueing data from that point, having flushed any capturable data available while paused.

This function is thread-safe, but dequeueing from the same device from two threads at once does not promise which thread will dequeued data first.

You may not dequeue audio from a device that is using an application-supplied callback; doing so returns an error. You have to use the audio callback, or dequeue audio with this function, but not both.

You should not call SDL_LockAudio() on the device before queueing; SDL handles locking internally for this function.

\param dev The device ID from which we will dequeue audio. \param data A pointer into where audio data should be copied. \param len The number of bytes (not samples!) to which (data) points. \return number of bytes dequeued, which could be less than requested.

\sa SDL_GetQueuedAudioSize \sa SDL_ClearQueuedAudio

fn SDL_GetQueuedAudioSize(dev: SDL_AudioDeviceID) Uint32

Get the number of bytes of still-queued audio.

For playback device:

This is the number of bytes that have been queued for playback with SDL_QueueAudio(), but have not yet been sent to the hardware. This number may shrink at any time, so this only informs of pending data.

Once we've sent it to the hardware, this function can not decide the exact byte boundary of what has been played. It's possible that we just gave the hardware several kilobytes right before you called this function, but it hasn't played any of it yet, or maybe half of it, etc.

For capture devices:

This is the number of bytes that have been captured by the device and are waiting for you to dequeue. This number may grow at any time, so this only informs of the lower-bound of available data.

You may not queue audio on a device that is using an application-supplied callback; calling this function on such a device always returns 0. You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use the audio callback, but not both.

You should not call SDL_LockAudio() on the device before querying; SDL handles locking internally for this function.

\param dev The device ID of which we will query queued audio size. \return Number of bytes (not samples!) of queued audio.

\sa SDL_QueueAudio \sa SDL_ClearQueuedAudio

fn SDL_ClearQueuedAudio(dev: SDL_AudioDeviceID)

Drop any queued audio data. For playback devices, this is any queued data still waiting to be submitted to the hardware. For capture devices, this is any data that was queued by the device that hasn't yet been dequeued by the application.

Immediately after this call, SDL_GetQueuedAudioSize() will return 0. For playback devices, the hardware will start playing silence if more audio isn't queued. Unpaused capture devices will start filling the queue again as soon as they have more data available (which, depending on the state of the hardware and the thread, could be before this function call returns!).

This will not prevent playback of queued audio that's already been sent to the hardware, as we can not undo that, so expect there to be some fraction of a second of audio that might still be heard. This can be useful if you want to, say, drop any pending music during a level change in your game.

You may not queue audio on a device that is using an application-supplied callback; calling this function on such a device is always a no-op. You have to queue audio with SDL_QueueAudio()/SDL_DequeueAudio(), or use the audio callback, but not both.

You should not call SDL_LockAudio() on the device before clearing the queue; SDL handles locking internally for this function.

This function always succeeds and thus returns void.

\param dev The device ID of which to clear the audio queue.

\sa SDL_QueueAudio \sa SDL_GetQueuedAudioSize