SDL
2.0
|
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_endian.h"
#include "SDL_mutex.h"
#include "SDL_thread.h"
#include "SDL_rwops.h"
#include "begin_code.h"
#include "close_code.h"
Go to the source code of this file.
Data Structures | |
struct | SDL_AudioSpec |
struct | SDL_AudioCVT |
A structure to hold a set of audio conversion filters and buffers. More... | |
Typedefs | |
typedef Uint16 | SDL_AudioFormat |
Audio format flags. More... | |
typedef void(* | SDL_AudioCallback) (void *userdata, Uint8 *stream, int len) |
typedef void(* | SDL_AudioFilter) (struct SDL_AudioCVT *cvt, SDL_AudioFormat format) |
typedef Uint32 | SDL_AudioDeviceID |
Functions | |
const char * | SDL_GetCurrentAudioDriver (void) |
int | SDL_OpenAudio (SDL_AudioSpec *desired, SDL_AudioSpec *obtained) |
int | SDL_GetNumAudioDevices (int iscapture) |
const char * | SDL_GetAudioDeviceName (int index, int iscapture) |
SDL_AudioDeviceID | SDL_OpenAudioDevice (const char *device, int iscapture, const SDL_AudioSpec *desired, SDL_AudioSpec *obtained, int allowed_changes) |
SDL_AudioSpec * | SDL_LoadWAV_RW (SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len) |
void | SDL_FreeWAV (Uint8 *audio_buf) |
int | SDL_BuildAudioCVT (SDL_AudioCVT *cvt, SDL_AudioFormat src_format, Uint8 src_channels, int src_rate, SDL_AudioFormat dst_format, Uint8 dst_channels, int dst_rate) |
int | SDL_ConvertAudio (SDL_AudioCVT *cvt) |
SDL_AudioStream * | SDL_NewAudioStream (const SDL_AudioFormat src_format, const Uint8 src_channels, const int src_rate, const SDL_AudioFormat dst_format, const Uint8 dst_channels, const int dst_rate) |
int | SDL_AudioStreamPut (SDL_AudioStream *stream, const void *buf, int len) |
int | SDL_AudioStreamGet (SDL_AudioStream *stream, void *buf, int len) |
int | SDL_AudioStreamAvailable (SDL_AudioStream *stream) |
int | SDL_AudioStreamFlush (SDL_AudioStream *stream) |
void | SDL_AudioStreamClear (SDL_AudioStream *stream) |
void | SDL_FreeAudioStream (SDL_AudioStream *stream) |
void | SDL_MixAudio (Uint8 *dst, const Uint8 *src, Uint32 len, int volume) |
void | SDL_MixAudioFormat (Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, int volume) |
int | SDL_QueueAudio (SDL_AudioDeviceID dev, const void *data, Uint32 len) |
Uint32 | SDL_DequeueAudio (SDL_AudioDeviceID dev, void *data, Uint32 len) |
Uint32 | SDL_GetQueuedAudioSize (SDL_AudioDeviceID dev) |
void | SDL_ClearQueuedAudio (SDL_AudioDeviceID dev) |
void | SDL_CloseAudio (void) |
void | SDL_CloseAudioDevice (SDL_AudioDeviceID dev) |
Driver discovery functions | |
These functions return the list of built in audio drivers, in the order that they are normally initialized by default. | |
int | SDL_GetNumAudioDrivers (void) |
const char * | SDL_GetAudioDriver (int index) |
Initialization and cleanup | |
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(). | |
int | SDL_AudioInit (const char *driver_name) |
void | SDL_AudioQuit (void) |
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. | |
void | SDL_PauseAudio (int pause_on) |
void | SDL_PauseAudioDevice (SDL_AudioDeviceID dev, int pause_on) |
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. | |
void | SDL_LockAudio (void) |
void | SDL_LockAudioDevice (SDL_AudioDeviceID dev) |
void | SDL_UnlockAudio (void) |
void | SDL_UnlockAudioDevice (SDL_AudioDeviceID dev) |
Audio state | |
enum | SDL_AudioStatus { SDL_AUDIO_STOPPED = 0, SDL_AUDIO_PLAYING, SDL_AUDIO_PAUSED } |
SDL_AudioStatus | SDL_GetAudioStatus (void) |
SDL_AudioStatus | SDL_GetAudioDeviceStatus (SDL_AudioDeviceID dev) |
Access to the raw audio mixing buffer for the SDL library.
Definition in file SDL_audio.h.
#define AUDIO_F32 AUDIO_F32LSB |
Definition at line 114 of file SDL_audio.h.
Referenced by SDL_LoadWAV_RW().
#define AUDIO_F32LSB 0x8120 |
32-bit floating point samples
Definition at line 112 of file SDL_audio.h.
Referenced by SDL_MixAudioFormat(), and SDL_SupportedAudioFormat().
#define AUDIO_F32MSB 0x9120 |
As above, but big-endian byte order
Definition at line 113 of file SDL_audio.h.
Referenced by SDL_MixAudioFormat(), and SDL_SupportedAudioFormat().
#define AUDIO_F32SYS AUDIO_F32LSB |
Definition at line 125 of file SDL_audio.h.
Referenced by audio_initOpenCloseQuitAudio(), audio_pauseUnpauseAudio(), main(), SDL_Convert51To71(), SDL_Convert51ToQuad(), SDL_Convert51ToStereo(), SDL_Convert71To51(), SDL_Convert_F32_to_S32_Scalar(), SDL_Convert_S16_to_F32_Scalar(), SDL_Convert_S32_to_F32_Scalar(), SDL_Convert_S8_to_F32_Scalar(), SDL_Convert_U16_to_F32_Scalar(), SDL_Convert_U8_to_F32_Scalar(), SDL_ConvertMonoToStereo(), SDL_ConvertQuadTo51(), SDL_ConvertQuadToStereo(), SDL_ConvertStereoTo51(), SDL_ConvertStereoToMono(), SDL_ConvertStereoToQuad(), SDL_NewAudioStream(), and SDL_ResampleCVT().
#define AUDIO_S16 AUDIO_S16LSB |
Definition at line 96 of file SDL_audio.h.
Referenced by prepare_audiospec(), SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), SDL_LoadWAV_RW(), SDLTest_CommonArg(), and SDLTest_CommonCreateState().
#define AUDIO_S16LSB 0x8010 |
Signed 16-bit samples
Definition at line 92 of file SDL_audio.h.
Referenced by audio_buildAudioCVT(), audio_buildAudioCVTNegative(), SDL_MixAudioFormat(), SDL_SupportedAudioFormat(), and SDLTest_CommonArg().
#define AUDIO_S16MSB 0x9010 |
As above, but big-endian byte order
Definition at line 94 of file SDL_audio.h.
Referenced by SDL_MixAudioFormat(), SDL_SupportedAudioFormat(), and SDLTest_CommonArg().
#define AUDIO_S16SYS AUDIO_S16LSB |
Definition at line 123 of file SDL_audio.h.
Referenced by audio_initOpenCloseQuitAudio(), audio_lockUnlockOpenAudioDevice(), audio_openCloseAndGetAudioStatus(), audio_openCloseAudioDeviceConnected(), audio_pauseUnpauseAudio(), SDL_Convert_F32_to_S16_Scalar(), and SDL_Convert_F32_to_S32_Scalar().
#define AUDIO_S32 AUDIO_S32LSB |
Definition at line 105 of file SDL_audio.h.
Referenced by SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), and SDL_LoadWAV_RW().
#define AUDIO_S32LSB 0x8020 |
32-bit integer samples
Definition at line 103 of file SDL_audio.h.
Referenced by SDL_MixAudioFormat(), and SDL_SupportedAudioFormat().
#define AUDIO_S32MSB 0x9020 |
As above, but big-endian byte order
Definition at line 104 of file SDL_audio.h.
Referenced by SDL_MixAudioFormat(), and SDL_SupportedAudioFormat().
#define AUDIO_S32SYS AUDIO_S32LSB |
Definition at line 124 of file SDL_audio.h.
Referenced by SDL_Convert_F32_to_S32_Scalar().
#define AUDIO_S8 0x8008 |
Signed 8-bit samples
Definition at line 90 of file SDL_audio.h.
Referenced by audio_buildAudioCVT(), audio_buildAudioCVTNegative(), SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), SDL_Convert_F32_to_S32_Scalar(), SDL_Convert_F32_to_S8_Scalar(), SDL_MixAudioFormat(), SDL_SupportedAudioFormat(), and SDLTest_CommonArg().
#define AUDIO_U16 AUDIO_U16LSB |
Definition at line 95 of file SDL_audio.h.
Referenced by SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), and SDLTest_CommonArg().
#define AUDIO_U16LSB 0x0010 |
Unsigned 16-bit samples
Definition at line 91 of file SDL_audio.h.
Referenced by SDL_MixAudioFormat(), SDL_SupportedAudioFormat(), and SDLTest_CommonArg().
#define AUDIO_U16MSB 0x1010 |
As above, but big-endian byte order
Definition at line 93 of file SDL_audio.h.
Referenced by SDL_MixAudioFormat(), SDL_SupportedAudioFormat(), and SDLTest_CommonArg().
#define AUDIO_U16SYS AUDIO_U16LSB |
Definition at line 122 of file SDL_audio.h.
Referenced by SDL_Convert_F32_to_S32_Scalar(), and SDL_Convert_F32_to_U16_Scalar().
#define AUDIO_U8 0x0008 |
Unsigned 8-bit samples
Definition at line 89 of file SDL_audio.h.
Referenced by SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), SDL_CalculateAudioSpec(), SDL_Convert_F32_to_S32_Scalar(), SDL_Convert_F32_to_U8_Scalar(), SDL_LoadWAV_RW(), SDL_MixAudioFormat(), SDL_SupportedAudioFormat(), and SDLTest_CommonArg().
#define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE) |
Definition at line 143 of file SDL_audio.h.
Referenced by audio_lockUnlockOpenAudioDevice(), audio_openCloseAndGetAudioStatus(), audio_openCloseAudioDeviceConnected(), main(), and SDL_OpenAudio().
#define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004 |
Definition at line 142 of file SDL_audio.h.
Referenced by open_audio_device().
#define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002 |
Definition at line 141 of file SDL_audio.h.
Referenced by open_audio_device().
#define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001 |
Definition at line 140 of file SDL_audio.h.
Referenced by open_audio_device().
#define SDL_AUDIO_BITSIZE | ( | x | ) | (x & SDL_AUDIO_MASK_BITSIZE) |
Definition at line 75 of file SDL_audio.h.
Referenced by main(), SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), SDL_CalculateAudioSpec(), SDL_Convert_Byteswap(), SDL_LoadWAV_RW(), and SDL_NewAudioStream().
#define SDL_AUDIO_ISBIGENDIAN | ( | x | ) | (x & SDL_AUDIO_MASK_ENDIAN) |
Definition at line 77 of file SDL_audio.h.
Referenced by SDL_BuildAudioTypeCVTFromFloat(), and SDL_BuildAudioTypeCVTToFloat().
#define SDL_AUDIO_ISFLOAT | ( | x | ) | (x & SDL_AUDIO_MASK_DATATYPE) |
Definition at line 76 of file SDL_audio.h.
Referenced by SDL_BuildAudioTypeCVTFromFloat(), and SDL_BuildAudioTypeCVTToFloat().
#define SDL_AUDIO_ISINT | ( | x | ) | (!SDL_AUDIO_ISFLOAT(x)) |
Definition at line 79 of file SDL_audio.h.
#define SDL_AUDIO_ISLITTLEENDIAN | ( | x | ) | (!SDL_AUDIO_ISBIGENDIAN(x)) |
Definition at line 80 of file SDL_audio.h.
#define SDL_AUDIO_ISSIGNED | ( | x | ) | (x & SDL_AUDIO_MASK_SIGNED) |
Definition at line 78 of file SDL_audio.h.
#define SDL_AUDIO_ISUNSIGNED | ( | x | ) | (!SDL_AUDIO_ISSIGNED(x)) |
Definition at line 81 of file SDL_audio.h.
#define SDL_AUDIO_MASK_BITSIZE (0xFF) |
Definition at line 71 of file SDL_audio.h.
#define SDL_AUDIO_MASK_DATATYPE (1<<8) |
Definition at line 72 of file SDL_audio.h.
#define SDL_AUDIO_MASK_ENDIAN (1<<12) |
Definition at line 73 of file SDL_audio.h.
Referenced by SDL_BuildAudioCVT(), SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), and SDL_Convert_Byteswap().
#define SDL_AUDIO_MASK_SIGNED (1<<15) |
Definition at line 74 of file SDL_audio.h.
#define SDL_AUDIOCVT_MAX_FILTERS 9 |
Upper limit of filters in SDL_AudioCVT.
The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, one of which is the terminating NULL pointer.
Definition at line 202 of file SDL_audio.h.
Referenced by SDL_AddAudioCVTFilter(), SDL_BuildAudioResampleCVT(), and SDL_ResampleCVT().
#define SDL_AUDIOCVT_PACKED |
Definition at line 222 of file SDL_audio.h.
#define SDL_LoadWAV | ( | file, | |
spec, | |||
audio_buf, | |||
audio_len | |||
) | SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) |
Loads a WAV from a file. Compatibility convenience function.
Definition at line 450 of file SDL_audio.h.
Referenced by main().
#define SDL_MIX_MAXVOLUME 128 |
Definition at line 615 of file SDL_audio.h.
Referenced by SDL_MixAudioFormat().
This function is called when the audio device needs more data.
userdata | An application-specific parameter saved in the SDL_AudioSpec structure |
stream | A pointer to the audio data buffer. |
len | The length of that buffer in bytes. |
Once the callback returns, the buffer will no longer be valid. Stereo samples are stored in a LRLRLR ordering.
You can choose to avoid callbacks and use SDL_QueueAudio() instead, if you like. Just open your audio device with a NULL callback.
Definition at line 162 of file SDL_audio.h.
SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char const char SDL_SCANF_FORMAT_STRING const char return SDL_ThreadFunction const char void return Uint32 return Uint32 SDL_AssertionHandler void SDL_SpinLock SDL_atomic_t int int return SDL_atomic_t return void void void return void return int return SDL_AudioSpec SDL_AudioSpec return int int return return int SDL_RWops int SDL_AudioSpec Uint8 Uint32 return SDL_AudioCVT SDL_AudioFormat Uint8 int SDL_AudioFormat Uint8 int return Uint8 const Uint8 Uint32 int const char return return return return return return return return Uint32 return Uint32 SDL_Event return SDL_Event int return SDL_EventFilter void SDL_EventFilter void SDL_EventFilter void int return const char const char return SDL_JoystickGUID return int return int return SDL_GameController return int return const char return SDL_GameController SDL_GameControllerAxis return const char return SDL_GameController SDL_GameControllerButton return SDL_GameController SDL_RWops return SDL_TouchID SDL_RWops return int return int return return SDL_Joystick return SDL_Haptic SDL_Haptic return SDL_Haptic return SDL_Haptic SDL_HapticEffect return SDL_Haptic int Uint32 return SDL_Haptic int SDL_Haptic int return SDL_Haptic return SDL_Haptic return SDL_Haptic return SDL_Haptic return const char const char return const char SDL_HintCallback void int return SDL_Joystick return SDL_Joystick return const char return SDL_Joystick return SDL_Joystick return SDL_Joystick return int return SDL_Joystick int return SDL_Joystick int return return return SDL_Scancode return SDL_Scancode return SDL_Keycode return return const char return void int SDL_LogPriority SDL_LogOutputFunction void Uint32 const char const char SDL_Window return int int return SDL_Window int int return SDL_Surface int int return SDL_Cursor return int return SDL_mutex return SDL_mutex return Uint32 return SDL_sem return SDL_sem Uint32 return SDL_sem return SDL_cond SDL_cond return SDL_cond SDL_mutex Uint32 return Uint32 int Uint32 Uint32 Uint32 Uint32 return Uint32 return int return SDL_Palette const SDL_Color int int return const SDL_PixelFormat Uint8 Uint8 Uint8 return Uint32 const SDL_PixelFormat Uint8 Uint8 Uint8 float Uint16 int int return const SDL_Rect const SDL_Rect SDL_Rect return const SDL_Point int const SDL_Rect SDL_Rect return return int int Uint32 SDL_Window SDL_Renderer return SDL_Surface return SDL_Renderer SDL_RendererInfo return SDL_Renderer Uint32 int int int return SDL_Texture Uint32 int int int return SDL_Texture Uint8 Uint8 Uint8 return SDL_Texture Uint8 return SDL_Texture SDL_BlendMode return SDL_Texture const SDL_Rect const Uint8 int const Uint8 int const Uint8 int return SDL_Texture SDL_Renderer SDL_Texture return SDL_Renderer int int return SDL_Renderer const SDL_Rect return SDL_Renderer const SDL_Rect return SDL_Renderer float float return SDL_Renderer Uint8 Uint8 Uint8 Uint8 return SDL_Renderer SDL_BlendMode return SDL_Renderer return SDL_Renderer const SDL_Point int return SDL_Renderer const SDL_Point int return SDL_Renderer const SDL_Rect int return SDL_Renderer const SDL_Rect int return SDL_Renderer SDL_Texture const SDL_Rect const SDL_Rect const double const SDL_Point const SDL_RendererFlip return SDL_Renderer SDL_Renderer SDL_Texture return void int return return SDL_RWops return SDL_RWops return SDL_RWops return SDL_RWops return SDL_RWops Uint16 return SDL_RWops Uint32 return SDL_RWops Uint64 return const char unsigned int unsigned int unsigned int unsigned int Uint32 return SDL_Window SDL_Surface SDL_WindowShapeMode return size_t return void size_t return const char return void size_t size_t int(*) a int return int return int size_t return size_t return const wchar_t return const wchar_t size_t return const char size_t return const char size_t return char return char return const char int return int char int return long char int return Sint64 char int return const char return const char char int return const char char int return const char char return const char const char size_t return const char const char size_t return double return double return double return double return double return double return double int return float return const char const char return SDL_iconv_t const char size_t char size_t return Uint32 int int int Uint32 Uint32 Uint32 Uint32 return SDL_Surface SDL_Surface return SDL_RWops int return SDL_Surface int return SDL_Surface Uint32 return SDL_Surface Uint8 Uint8 Uint8 return SDL_Surface Uint8 return SDL_Surface SDL_BlendMode return SDL_Surface SDL_Rect SDL_Surface Uint32 Uint32 return SDL_Surface const SDL_Rect Uint32 return SDL_Surface const SDL_Rect SDL_Surface SDL_Rect return SDL_Surface const SDL_Rect SDL_Surface const SDL_Rect return SDL_Surface SDL_Rect SDL_Surface SDL_Rect return SDL_Thread return SDL_Thread return SDL_Thread int return SDL_TLSID const void void(*) return return Uint32 SDL_TimerID return int return SDL_TouchID int return return return const char return return int return int return int SDL_DisplayMode return int const SDL_DisplayMode SDL_DisplayMode return SDL_Window const SDL_DisplayMode return SDL_Window return const void return Uint32 return SDL_Window const char SDL_Window SDL_Surface SDL_Window const char return SDL_Window int int SDL_Window int int SDL_Window int int SDL_Window int int SDL_Window SDL_Window SDL_Window SDL_Window Uint32 return SDL_Window return SDL_Window SDL_bool SDL_Window float return SDL_Window const Uint16 const Uint16 const Uint16 return SDL_Window const char return SDL_GLattr int return SDL_Window return return SDL_Window int int return SDL_GLContext SDL_RWops int return return void return int int return double return SDL_bool return int int return SDL_AudioDeviceID const void Uint32 return SDL_AudioDeviceID int float float float return SDL_JoystickID return int SDL_Rect return SDL_Window float return SDL_Window return SDL_Renderer SDL_bool return 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.
Definition at line 329 of file SDL_audio.h.
typedef void( * SDL_AudioFilter) (struct SDL_AudioCVT *cvt, SDL_AudioFormat format) |
Definition at line 192 of file SDL_audio.h.
typedef Uint16 SDL_AudioFormat |
Audio format flags.
These are what the 16 bits in SDL_AudioFormat currently mean... (Unspecified bits are always zero).
++-----------------------sample is signed if set || || ++-----------sample is bigendian if set || || || || ++---sample is float if set || || || || || || +---sample bit size---+ || || || | | 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
There are macros in SDL 2.0 and later to query these bits.
Definition at line 64 of file SDL_audio.h.
enum SDL_AudioStatus |
Enumerator | |
---|---|
SDL_AUDIO_STOPPED | |
SDL_AUDIO_PLAYING | |
SDL_AUDIO_PAUSED |
Definition at line 394 of file SDL_audio.h.
int SDL_AudioInit | ( | const char * | driver_name | ) |
Definition at line 885 of file SDL_audio.c.
References AudioBootStrap::demand_only, SDL_AudioDriver::desc, AudioBootStrap::desc, SDL_AudioDriverImpl::DetectDevices, SDL_AudioDriver::detectionLock, finish_audio_entry_points_init(), i, SDL_AudioDriver::impl, AudioBootStrap::init, SDL_AudioDriver::name, AudioBootStrap::name, NULL, SDL_AudioQuit(), SDL_CreateMutex, SDL_getenv, SDL_INIT_AUDIO, SDL_SetError, SDL_strlen, SDL_strncasecmp, SDL_WasInit, and SDL_zero.
Definition at line 1527 of file SDL_audio.c.
References close_audio_device(), SDL_AudioDriverImpl::Deinitialize, SDL_AudioDriver::detectionLock, free_device_list(), i, SDL_AudioDriver::impl, SDL_AudioDriver::inputDeviceCount, SDL_AudioDriver::inputDevices, SDL_AudioDriver::name, SDL_AudioDriver::outputDeviceCount, SDL_AudioDriver::outputDevices, SDL_arraysize, SDL_DestroyMutex, SDL_FreeResampleFilter(), and SDL_zero.
Referenced by SDL_AudioInit().
int SDL_AudioStreamAvailable | ( | SDL_AudioStream * | stream | ) |
Get the number of converted/resampled bytes available. The stream may be buffering data behind the scenes until it has enough to resample correctly, so this number might be lower than what you expect, or even be zero. Add more data or flush the stream if you need the data now.
Definition at line 1636 of file SDL_audiocvt.c.
References SDL_CountDataQueue().
void SDL_AudioStreamClear | ( | SDL_AudioStream * | stream | ) |
Clear any pending data in the stream without converting it
Definition at line 1642 of file SDL_audiocvt.c.
References SDL_ClearDataQueue(), SDL_InvalidParamError, and SDL_TRUE.
int SDL_AudioStreamFlush | ( | SDL_AudioStream * | stream | ) |
Tell the stream that you're done sending data, and anything being buffered should be converted/resampled and made available immediately.
It is legal to add more data to a stream after flushing, but there will be audio gaps in the output. Generally this is intended to signal the end of input, so the complete output becomes available.
Definition at line 1561 of file SDL_audiocvt.c.
References DEBUG_AUDIOSTREAM, SDL_AudioStream::first_run, SDL_assert, SDL_AudioStreamPutInternal(), SDL_ceil, SDL_InvalidParamError, SDL_memset, and SDL_TRUE.
int SDL_AudioStreamGet | ( | SDL_AudioStream * | stream, |
void * | buf, | ||
int | len | ||
) |
Get converted/resampled data from the stream
stream | The stream the audio is being requested from |
buf | A buffer to fill with audio data |
len | The maximum number of bytes to fill |
Definition at line 1615 of file SDL_audiocvt.c.
References SDL_InvalidParamError, SDL_ReadFromDataQueue(), and SDL_SetError.
int SDL_AudioStreamPut | ( | SDL_AudioStream * | stream, |
const void * | buf, | ||
int | len | ||
) |
Add data to be converted/resampled to the stream
stream | The stream the audio data is being added to |
buf | A pointer to the audio data to add |
len | The number of bytes to write to the stream |
Definition at line 1497 of file SDL_audiocvt.c.
References NULL, SDL_assert, SDL_AudioStreamPutInternal(), SDL_InvalidParamError, SDL_memcpy, SDL_SetError, and SDL_WriteToDataQueue().
int SDL_BuildAudioCVT | ( | SDL_AudioCVT * | cvt, |
SDL_AudioFormat | src_format, | ||
Uint8 | src_channels, | ||
int | src_rate, | ||
SDL_AudioFormat | dst_format, | ||
Uint8 | dst_channels, | ||
int | dst_rate | ||
) |
This function takes a source format and rate and a destination format and rate, and initializes the cvt
structure with information needed by SDL_ConvertAudio() to convert a buffer of audio data from one format to the other. An unsupported format causes an error and -1 will be returned.
Definition at line 872 of file SDL_audiocvt.c.
References SDL_AudioCVT::dst_format, SDL_AudioCVT::filter_index, SDL_AudioCVT::filters, SDL_AudioCVT::len_mult, SDL_AudioCVT::len_ratio, SDL_AudioCVT::needed, NULL, SDL_AudioCVT::rate_incr, SDL_AddAudioCVTFilter(), SDL_AUDIO_MASK_ENDIAN, SDL_BuildAudioResampleCVT(), SDL_BuildAudioTypeCVTFromFloat(), SDL_BuildAudioTypeCVTToFloat(), SDL_ChooseAudioConverters(), SDL_Convert51To71(), SDL_Convert51ToQuad(), SDL_Convert51ToStereo(), SDL_Convert71To51(), SDL_Convert_Byteswap(), SDL_ConvertMonoToStereo(), SDL_ConvertQuadTo51(), SDL_ConvertQuadToStereo(), SDL_ConvertStereoTo51(), SDL_ConvertStereoToMono(), SDL_ConvertStereoToQuad(), SDL_HasSSE3, SDL_InvalidParamError, SDL_SetError, SDL_SupportedAudioFormat(), SDL_SupportedChannelCount(), SDL_zero, SDL_zerop, and SDL_AudioCVT::src_format.
Referenced by SDL_NewAudioStream().
void SDL_ClearQueuedAudio | ( | SDL_AudioDeviceID | dev | ) |
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.
dev | The device ID of which to clear the audio queue. |
Definition at line 623 of file SDL_audio.c.
References SDL_AudioDevice::buffer_queue, device, get_audio_device(), SDL_AudioDriver::impl, SDL_AudioDriverImpl::LockDevice, SDL_AUDIOBUFFERQUEUE_PACKETLEN, SDL_ClearDataQueue(), SDLCALL, and SDL_AudioDriverImpl::UnlockDevice.
This function shuts down audio processing and closes the audio device.
Definition at line 1521 of file SDL_audio.c.
References SDL_CloseAudioDevice().
void SDL_CloseAudioDevice | ( | SDL_AudioDeviceID | dev | ) |
Definition at line 1515 of file SDL_audio.c.
References close_audio_device(), and get_audio_device().
Referenced by SDL_CloseAudio().
int SDL_ConvertAudio | ( | SDL_AudioCVT * | cvt | ) |
Once you have initialized the cvt
structure using SDL_BuildAudioCVT(), created an audio buffer cvt->buf
, and filled it with 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 cvt->buf
should be allocated after the cvt
structure is initialized by SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult
bytes long.
cvt->buf
is NULL. Definition at line 540 of file SDL_audiocvt.c.
References SDL_AudioCVT::buf, SDL_AudioCVT::filter_index, SDL_AudioCVT::filters, SDL_AudioCVT::len, SDL_AudioCVT::len_cvt, NULL, SDL_SetError, SDLCALL, and SDL_AudioCVT::src_format.
Referenced by SDL_AudioStreamPutInternal().
Uint32 SDL_DequeueAudio | ( | SDL_AudioDeviceID | dev, |
void * | data, | ||
Uint32 | len | ||
) |
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.
dev | The device ID from which we will dequeue audio. |
data | A pointer into where audio data should be copied. |
len | The number of bytes (not samples!) to which (data) points. |
Definition at line 580 of file SDL_audio.c.
References SDL_AudioDevice::buffer_queue, SDL_AudioSpec::callback, SDL_AudioDevice::callbackspec, device, get_audio_device(), SDL_AudioDriver::impl, SDL_AudioDevice::iscapture, SDL_AudioDriverImpl::LockDevice, SDL_BufferQueueFillCallback(), SDL_ReadFromDataQueue(), and SDL_AudioDriverImpl::UnlockDevice.
void SDL_FreeAudioStream | ( | SDL_AudioStream * | stream | ) |
Free an audio stream
Definition at line 1658 of file SDL_audiocvt.c.
References SDL_free, and SDL_FreeDataQueue().
Referenced by SDL_NewAudioStream().
This function frees data previously allocated with SDL_LoadWAV_RW()
Definition at line 672 of file SDL_wave.c.
References SDL_free.
const char* SDL_GetAudioDeviceName | ( | int | index, |
int | iscapture | ||
) |
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.
Definition at line 1011 of file SDL_audio.c.
References SDL_AudioDriver::detectionLock, SDL_AudioDriverImpl::HasCaptureSupport, i, SDL_AudioDriver::impl, SDL_AudioDriver::inputDeviceCount, SDL_AudioDriver::inputDevices, SDL_AudioDeviceItem::next, NULL, SDL_AudioDriver::outputDeviceCount, SDL_AudioDriver::outputDevices, retval, SDL_assert, SDL_INIT_AUDIO, SDL_LockMutex, SDL_SetError, SDL_UnlockMutex, and SDL_WasInit.
SDL_AudioStatus SDL_GetAudioDeviceStatus | ( | SDL_AudioDeviceID | dev | ) |
Definition at line 1443 of file SDL_audio.c.
References device, SDL_AudioDevice::enabled, get_audio_device(), SDL_AudioDevice::paused, SDL_AtomicGet, SDL_AUDIO_PAUSED, SDL_AUDIO_PLAYING, and SDL_AUDIO_STOPPED.
Referenced by SDL_GetAudioStatus().
const char* SDL_GetAudioDriver | ( | int | index | ) |
Definition at line 876 of file SDL_audio.c.
References AudioBootStrap::name, NULL, and SDL_GetNumAudioDrivers().
SDL_AudioStatus SDL_GetAudioStatus | ( | void | ) |
Definition at line 1459 of file SDL_audio.c.
References SDL_GetAudioDeviceStatus().
const char* SDL_GetCurrentAudioDriver | ( | void | ) |
This function returns the name of the current audio driver, or NULL if no driver has been initialized.
Definition at line 950 of file SDL_audio.c.
References SDL_AudioDriver::name.
int SDL_GetNumAudioDevices | ( | int | iscapture | ) |
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()).
Definition at line 985 of file SDL_audio.c.
References SDL_AudioDriver::captureDevicesRemoved, clean_out_device_list(), SDL_AudioDriver::detectionLock, SDL_AudioDriver::inputDeviceCount, SDL_AudioDriver::inputDevices, SDL_AudioDriver::outputDeviceCount, SDL_AudioDriver::outputDevices, SDL_AudioDriver::outputDevicesRemoved, retval, SDL_FALSE, SDL_INIT_AUDIO, SDL_LockMutex, SDL_UnlockMutex, and SDL_WasInit.
int SDL_GetNumAudioDrivers | ( | void | ) |
Definition at line 870 of file SDL_audio.c.
References SDL_arraysize.
Referenced by SDL_GetAudioDriver().
Uint32 SDL_GetQueuedAudioSize | ( | SDL_AudioDeviceID | dev | ) |
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.
dev | The device ID of which we will query queued audio size. |
Definition at line 599 of file SDL_audio.c.
References SDL_AudioDevice::buffer_queue, SDL_AudioSpec::callback, SDL_AudioDevice::callbackspec, device, get_audio_device(), SDL_AudioDriverImpl::GetPendingBytes, SDL_AudioDriver::impl, SDL_AudioDriverImpl::LockDevice, retval, SDL_BufferQueueDrainCallback(), SDL_BufferQueueFillCallback(), SDL_CountDataQueue(), and SDL_AudioDriverImpl::UnlockDevice.
SDL_AudioSpec* SDL_LoadWAV_RW | ( | SDL_RWops * | src, |
int | freesrc, | ||
SDL_AudioSpec * | spec, | ||
Uint8 ** | audio_buf, | ||
Uint32 * | audio_len | ||
) |
This function loads a WAVE from the data source, automatically freeing that source if freesrc
is non-zero. For example, to load a WAVE file, you could do:
If this function succeeds, it returns the given SDL_AudioSpec, filled with the audio data format of the wave data, and sets *audio_buf
to a malloc()'d buffer containing the audio data, and sets *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.
Definition at line 448 of file SDL_wave.c.
References AUDIO_F32, AUDIO_S16, AUDIO_S32, AUDIO_U8, BEXT, WaveFMT::bitspersample, WaveFMT::channels, SDL_AudioSpec::channels, ConvertSint24ToSint32(), DATA, Chunk::data, done, WaveFMT::encoding, EXTENSIBLE_CODE, extensible_ieee_guid, extensible_pcm_guid, FACT, FMT, SDL_AudioSpec::format, SDL_AudioSpec::freq, WaveFMT::frequency, IEEE_FLOAT_CODE, IMA_ADPCM_CODE, IMA_ADPCM_decode(), InitIMA_ADPCM(), InitMS_ADPCM(), JUNK, Chunk::length, LIST, Chunk::magic, MP3_CODE, MS_ADPCM_CODE, MS_ADPCM_decode(), NULL, PCM_CODE, ReadChunk(), RIFF, RW_SEEK_CUR, SDL_AudioSpec::samples, SDL_AUDIO_BITSIZE, SDL_free, SDL_memcmp, SDL_ReadLE32, SDL_RWclose, SDL_RWseek, SDL_SetError, SDL_SwapLE16, SDL_SwapLE32, SDL_zero, SDL_zerop, WaveExtensibleFMT::size, WaveExtensibleFMT::subformat, and WAVE.
void SDL_LockAudioDevice | ( | SDL_AudioDeviceID | dev | ) |
Definition at line 1483 of file SDL_audio.c.
References device, get_audio_device(), SDL_AudioDriver::impl, and SDL_AudioDriverImpl::LockDevice.
Referenced by SDL_LockAudio().
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.
Definition at line 1626 of file SDL_audio.c.
References SDL_AudioDevice::callbackspec, device, SDL_AudioSpec::format, get_audio_device(), NULL, and SDL_MixAudioFormat.
void SDL_MixAudioFormat | ( | Uint8 * | dst, |
const Uint8 * | src, | ||
SDL_AudioFormat | format, | ||
Uint32 | len, | ||
int | volume | ||
) |
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.
Definition at line 90 of file SDL_mixer.c.
References ADJUST_VOLUME, ADJUST_VOLUME_U8, AUDIO_F32LSB, AUDIO_F32MSB, AUDIO_S16LSB, AUDIO_S16MSB, AUDIO_S32LSB, AUDIO_S32MSB, AUDIO_S8, AUDIO_U16LSB, AUDIO_U16MSB, AUDIO_U8, F, mix8, SDL_MIX_MAXVOLUME, SDL_SetError, SDL_SwapBE32, SDL_SwapFloatBE, SDL_SwapFloatLE, and SDL_SwapLE32.
SDL_AudioStream* SDL_NewAudioStream | ( | const SDL_AudioFormat | src_format, |
const Uint8 | src_channels, | ||
const int | src_rate, | ||
const SDL_AudioFormat | dst_format, | ||
const Uint8 | dst_channels, | ||
const int | dst_rate | ||
) |
Create a new audio stream
src_format | The format of the source audio |
src_channels | The number of channels of the source audio |
src_rate | The sampling rate of the source audio |
dst_format | The format of the desired audio output |
dst_channels | The number of channels of the desired audio output |
dst_rate | The sampling rate of the desired audio output |
Definition at line 1259 of file SDL_audiocvt.c.
References AUDIO_F32SYS, SDL_AudioStream::dst_channels, SDL_AudioStream::dst_format, SDL_AudioStream::dst_rate, NULL, SDL_AudioStream::packetlen, SDL_AudioStream::pre_resample_channels, ResamplerPadding(), retval, SDL_AUDIO_BITSIZE, SDL_BuildAudioCVT(), SDL_calloc, SDL_CleanupAudioStreamResampler(), SDL_FALSE, SDL_free, SDL_FreeAudioStream(), SDL_malloc, SDL_min, SDL_NewDataQueue(), SDL_OutOfMemory, SDL_PrepareResampleFilter(), SDL_ResampleAudioStream(), SDL_ResetAudioStreamResampler(), SDL_TRUE, SDL_AudioStream::src_channels, SDL_AudioStream::src_format, and SDL_AudioStream::src_rate.
int SDL_OpenAudio | ( | SDL_AudioSpec * | desired, |
SDL_AudioSpec * | obtained | ||
) |
This function opens the audio device with the desired parameters, and returns 0 if successful, placing the actual hardware parameters in the structure pointed to by obtained
. If obtained
is NULL, the audio data passed to the callback function will be guaranteed to be in the requested format, and will be automatically converted to the 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,
desired->freq
should be the desired audio frequency in samples-per- second.desired->format
should be the desired audio format.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:desired->size
is the size in bytes of the audio buffer, and is calculated by SDL_OpenAudio().desired->silence
is the value used to set the buffer to silence, and is calculated by SDL_OpenAudio().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. Alternately, you may pass a NULL pointer here, and call SDL_QueueAudio() with some frequency, to queue more audio samples to be played (or for capture devices, call SDL_DequeueAudio() with some frequency, to obtain audio samples).desired->userdata
is passed as the first parameter to your callback function. If you passed a NULL callback, this value is ignored.The audio device starts out playing silence when it's opened, and should be enabled for playing by calling 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.
Definition at line 1398 of file SDL_audio.c.
References NULL, open_audio_device(), SDL_assert, SDL_AUDIO_ALLOW_ANY_CHANGE, SDL_INIT_AUDIO, SDL_InitSubSystem, SDL_SetError, SDL_WasInit, SDL_zero, SDL_AudioSpec::silence, and SDL_AudioSpec::size.
SDL_AudioDeviceID SDL_OpenAudioDevice | ( | const char * | device, |
int | iscapture, | ||
const SDL_AudioSpec * | desired, | ||
SDL_AudioSpec * | obtained, | ||
int | allowed_changes | ||
) |
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.
SDL_OpenAudio(), unlike this function, always acts on device ID 1.
Definition at line 1434 of file SDL_audio.c.
References open_audio_device().
void SDL_PauseAudio | ( | int | pause_on | ) |
Definition at line 1476 of file SDL_audio.c.
References SDL_PauseAudioDevice().
void SDL_PauseAudioDevice | ( | SDL_AudioDeviceID | dev, |
int | pause_on | ||
) |
Definition at line 1465 of file SDL_audio.c.
References device, get_audio_device(), SDL_AudioDriver::impl, SDL_AudioDriverImpl::LockDevice, SDL_AudioDevice::paused, SDL_AtomicSet, and SDL_AudioDriverImpl::UnlockDevice.
Referenced by SDL_PauseAudio().
int SDL_QueueAudio | ( | SDL_AudioDeviceID | dev, |
const void * | data, | ||
Uint32 | len | ||
) |
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.
dev | The device ID to which we will queue audio. |
data | The data to queue to the device for later playback. |
len | The number of bytes (not samples!) to which (data) points. |
Definition at line 557 of file SDL_audio.c.
References SDL_AudioDevice::buffer_queue, SDL_AudioSpec::callback, SDL_AudioDevice::callbackspec, device, get_audio_device(), SDL_AudioDriver::impl, SDL_AudioDevice::iscapture, SDL_AudioDriverImpl::LockDevice, SDL_BufferQueueDrainCallback(), SDL_SetError, SDL_WriteToDataQueue(), and SDL_AudioDriverImpl::UnlockDevice.
Definition at line 1509 of file SDL_audio.c.
References SDL_UnlockAudioDevice().
void SDL_UnlockAudioDevice | ( | SDL_AudioDeviceID | dev | ) |
Definition at line 1499 of file SDL_audio.c.
References device, get_audio_device(), SDL_AudioDriver::impl, and SDL_AudioDriverImpl::UnlockDevice.
Referenced by SDL_UnlockAudio().