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#ifndef EXAMPLES_SDL_SOUND_H
#define EXAMPLES_SDL_SOUND_H
#include "AL/al.h"
#include <SDL_sound.h>
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* Opaque handles to files and streams. Apps don't need to concern themselves
* with the internals */
typedef Sound_Sample *FilePtr;
/* Opens a file with SDL_sound, and specifies the size of the sample buffer in
* milliseconds. */
FilePtr openAudioFile(const char *fname, size_t buftime_ms);
/* Closes/frees an opened file */
void closeAudioFile(FilePtr file);
/* Returns information about the given audio stream. Returns 0 on success. */
int getAudioInfo(FilePtr file, ALuint *rate, ALenum *channels, ALenum *type);
/* Returns a pointer to the next available chunk of decoded audio. The size (in
* bytes) of the returned data buffer is stored in 'length', and the returned
* pointer is only valid until the next call to getAudioData. */
uint8_t *getAudioData(FilePtr file, size_t *length);
/* Decodes all remaining data from the stream and returns a buffer containing
* the audio data, with the size stored in 'length'. The returned pointer must
* be freed with a call to free(). Note that since this decodes the whole
* stream, using it on lengthy streams (eg, music) will use a lot of memory.
* Such streams are better handled using getAudioData to keep smaller chunks in
* memory at any given time. */
void *decodeAudioStream(FilePtr, size_t *length);
#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* EXAMPLES_SDL_SOUND_H */
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