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| author | Arslaan Pathan <[email protected]> | 2025-06-11 21:12:40 +1200 |
|---|---|---|
| committer | Arslaan Pathan <[email protected]> | 2025-06-11 21:12:40 +1200 |
| commit | 2a65e974adc6f41a1013487352166f12d508ad9e (patch) | |
| tree | 2e2250edc7688aad30de1a154672220d636c400c /WindowsShit/SDL2_mixer-2.6.1/x86_64-w64-mingw32/include/SDL2 | |
| parent | aec48a5bb74bea3cdd4af6e2056e1c5fd20cdb02 (diff) | |
| download | showdownofthesticks-2a65e974adc6f41a1013487352166f12d508ad9e.tar.xz showdownofthesticks-2a65e974adc6f41a1013487352166f12d508ad9e.zip | |
Windows cross compiler yelling at me again, this should fix it
Diffstat (limited to 'WindowsShit/SDL2_mixer-2.6.1/x86_64-w64-mingw32/include/SDL2')
| -rw-r--r-- | WindowsShit/SDL2_mixer-2.6.1/x86_64-w64-mingw32/include/SDL2/SDL_mixer.h | 2784 |
1 files changed, 0 insertions, 2784 deletions
diff --git a/WindowsShit/SDL2_mixer-2.6.1/x86_64-w64-mingw32/include/SDL2/SDL_mixer.h b/WindowsShit/SDL2_mixer-2.6.1/x86_64-w64-mingw32/include/SDL2/SDL_mixer.h deleted file mode 100644 index 5ed1445..0000000 --- a/WindowsShit/SDL2_mixer-2.6.1/x86_64-w64-mingw32/include/SDL2/SDL_mixer.h +++ /dev/null @@ -1,2784 +0,0 @@ -/* - SDL_mixer: An audio mixer library based on the SDL library - Copyright (C) 1997-2022 Sam Lantinga <[email protected]> - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/** - * \file SDL_mixer.h - * - * Header file for SDL_mixer library - * - * A simple library to play and mix sounds and musics - */ -#ifndef SDL_MIXER_H_ -#define SDL_MIXER_H_ - -#include "SDL_stdinc.h" -#include "SDL_rwops.h" -#include "SDL_audio.h" -#include "SDL_endian.h" -#include "SDL_version.h" -#include "begin_code.h" - -/* Set up for C function definitions, even when using C++ */ -#ifdef __cplusplus -extern "C" { -#endif - -/** - * Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL - */ -#define SDL_MIXER_MAJOR_VERSION 2 -#define SDL_MIXER_MINOR_VERSION 6 -#define SDL_MIXER_PATCHLEVEL 1 - -/** - * This macro can be used to fill a version structure with the compile-time - * version of the SDL_mixer library. - */ -#define SDL_MIXER_VERSION(X) \ -{ \ - (X)->major = SDL_MIXER_MAJOR_VERSION; \ - (X)->minor = SDL_MIXER_MINOR_VERSION; \ - (X)->patch = SDL_MIXER_PATCHLEVEL; \ -} - -/* Backwards compatibility */ -#define MIX_MAJOR_VERSION SDL_MIXER_MAJOR_VERSION -#define MIX_MINOR_VERSION SDL_MIXER_MINOR_VERSION -#define MIX_PATCHLEVEL SDL_MIXER_PATCHLEVEL -#define MIX_VERSION(X) SDL_MIXER_VERSION(X) - -#if SDL_MIXER_MAJOR_VERSION < 3 && SDL_MAJOR_VERSION < 3 -/** - * This is the version number macro for the current SDL_mixer version. - * - * In versions higher than 2.9.0, the minor version overflows into - * the thousands digit: for example, 2.23.0 is encoded as 4300. - * This macro will not be available in SDL 3.x or SDL_mixer 3.x. - * - * Deprecated, use SDL_MIXER_VERSION_ATLEAST or SDL_MIXER_VERSION instead. - */ -#define SDL_MIXER_COMPILEDVERSION \ - SDL_VERSIONNUM(SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL) -#endif /* SDL_MIXER_MAJOR_VERSION < 3 && SDL_MAJOR_VERSION < 3 */ - -/** - * This macro will evaluate to true if compiled with SDL_mixer at least X.Y.Z. - */ -#define SDL_MIXER_VERSION_ATLEAST(X, Y, Z) \ - ((SDL_MIXER_MAJOR_VERSION >= X) && \ - (SDL_MIXER_MAJOR_VERSION > X || SDL_MIXER_MINOR_VERSION >= Y) && \ - (SDL_MIXER_MAJOR_VERSION > X || SDL_MIXER_MINOR_VERSION > Y || SDL_MIXER_PATCHLEVEL >= Z)) - -/** - * Query the version of SDL_mixer that the program is linked against. - * - * This function gets the version of the dynamically linked SDL_mixer library. - * This is separate from the SDL_MIXER_VERSION() macro, which tells you what - * version of the SDL_mixer headers you compiled against. - * - * This returns static internal data; do not free or modify it! - * - * \returns a pointer to the version information. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void); - -/** - * Initialization flags - */ -typedef enum -{ - MIX_INIT_FLAC = 0x00000001, - MIX_INIT_MOD = 0x00000002, - MIX_INIT_MP3 = 0x00000008, - MIX_INIT_OGG = 0x00000010, - MIX_INIT_MID = 0x00000020, - MIX_INIT_OPUS = 0x00000040 -} MIX_InitFlags; - -/** - * Initialize SDL_mixer. - * - * This function loads dynamic libraries that SDL_mixer needs, and prepares - * them for use. This must be the first function you call in SDL_mixer, and if - * it fails you should not continue with the library. - * - * Flags should be one or more flags from MIX_InitFlags OR'd together. It - * returns the flags successfully initialized, or 0 on failure. - * - * Currently, these flags are: - * - * - `MIX_INIT_FLAC` - * - `MIX_INIT_MOD` - * - `MIX_INIT_MP3` - * - `MIX_INIT_OGG` - * - `MIX_INIT_MID` - * - `MIX_INIT_OPUS` - * - * More flags may be added in a future SDL_mixer release. - * - * This function may need to load external shared libraries to support various - * codecs, which means this function can fail to initialize that support on an - * otherwise-reasonable system if the library isn't available; this is not - * just a question of exceptional circumstances like running out of memory at - * startup! - * - * Note that you may call this function more than once to initialize with - * additional flags. The return value will reflect both new flags that - * successfully initialized, and also include flags that had previously been - * initialized as well. - * - * As this will return previously-initialized flags, it's legal to call this - * with zero (no flags set). This is a safe no-op that can be used to query - * the current initialization state without changing it at all. - * - * Since this returns previously-initialized flags as well as new ones, and - * you can call this with zero, you should not check for a zero return value - * to determine an error condition. Instead, you should check to make sure all - * the flags you require are set in the return value. If you have a game with - * data in a specific format, this might be a fatal error. If you're a generic - * media player, perhaps you are fine with only having WAV and MP3 support and - * can live without Opus playback, even if you request support for everything. - * - * Unlike other SDL satellite libraries, calls to Mix_Init do not stack; a - * single call to Mix_Quit() will deinitialize everything and does not have to - * be paired with a matching Mix_Init call. For that reason, it's considered - * best practices to have a single Mix_Init and Mix_Quit call in your program. - * While this isn't required, be aware of the risks of deviating from that - * behavior. - * - * After initializing SDL_mixer, the next step is to open an audio device to - * prepare to play sound (with Mix_OpenAudio() or Mix_OpenAudioDevice()), and - * load audio data to play with that device. - * - * \param flags initialization flags, OR'd together. - * \returns all currently initialized flags. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_Quit - */ -extern DECLSPEC int SDLCALL Mix_Init(int flags); - -/** - * Deinitialize SDL_mixer. - * - * This should be the last function you call in SDL_mixer, after freeing all - * other resources and closing all audio devices. This will unload any shared - * libraries it is using for various codecs. - * - * After this call, a call to Mix_Init(0) will return 0 (no codecs loaded). - * - * You can safely call Mix_Init() to reload various codec support after this - * call. - * - * Unlike other SDL satellite libraries, calls to Mix_Init do not stack; a - * single call to Mix_Quit() will deinitialize everything and does not have to - * be paired with a matching Mix_Init call. For that reason, it's considered - * best practices to have a single Mix_Init and Mix_Quit call in your program. - * While this isn't required, be aware of the risks of deviating from that - * behavior. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_Init - */ -extern DECLSPEC void SDLCALL Mix_Quit(void); - - -/** - * The default mixer has 8 simultaneous mixing channels - */ -#ifndef MIX_CHANNELS -#define MIX_CHANNELS 8 -#endif - -/* Good default values for a PC soundcard */ -#define MIX_DEFAULT_FREQUENCY 44100 -#if SDL_BYTEORDER == SDL_LIL_ENDIAN -#define MIX_DEFAULT_FORMAT AUDIO_S16LSB -#else -#define MIX_DEFAULT_FORMAT AUDIO_S16MSB -#endif -#define MIX_DEFAULT_CHANNELS 2 -#define MIX_MAX_VOLUME SDL_MIX_MAXVOLUME /* Volume of a chunk */ - -/** - * The internal format for an audio chunk - */ -typedef struct Mix_Chunk { - int allocated; - Uint8 *abuf; - Uint32 alen; - Uint8 volume; /* Per-sample volume, 0-128 */ -} Mix_Chunk; - -/** - * The different fading types supported - */ -typedef enum { - MIX_NO_FADING, - MIX_FADING_OUT, - MIX_FADING_IN -} Mix_Fading; - -/** - * These are types of music files (not libraries used to load them) - */ -typedef enum { - MUS_NONE, - MUS_CMD, - MUS_WAV, - MUS_MOD, - MUS_MID, - MUS_OGG, - MUS_MP3, - MUS_MP3_MAD_UNUSED, - MUS_FLAC, - MUS_MODPLUG_UNUSED, - MUS_OPUS -} Mix_MusicType; - -/** - * The internal format for a music chunk interpreted via codecs - */ -typedef struct _Mix_Music Mix_Music; - -/** - * Open the default audio device for playback. - * - * An audio device is what generates sound, so the app must open one to make - * noise. - * - * This function will check if SDL's audio system is initialized, and if not, - * it will initialize it by calling `SDL_Init(SDL_INIT_AUDIO)` on your behalf. - * You are free to (and encouraged to!) initialize it yourself before calling - * this function, as this gives your program more control over the process. - * - * This function might cover all of an application's needs, but for those that - * need more flexibility, the more powerful version of this function is - * Mix_OpenAudioDevice(). This function is equivalent to calling: - * - * ```c - * Mix_OpenAudioDevice(frequency, format, nchannels, chunksize, NULL, - * SDL_AUDIO_ALLOW_FREQUENCY_CHANGE | - * SDL_AUDIO_ALLOW_CHANNELS_CHANGE); - * ``` - * - * If you aren't particularly concerned with the specifics of the audio - * device, and your data isn't in a specific format, the values you use here - * can just be reasonable defaults. SDL_mixer will convert audio data you feed - * it to the correct format on demand. - * - * That being said, if you have control of your audio data and you know its - * format ahead of time, you can save CPU time by opening the audio device in - * that exact format so SDL_mixer does not have to spend time converting - * anything behind the scenes, and can just pass the data straight through to - * the hardware. On some platforms, where the hardware only supports specific - * settings, you might have to be careful to make everything match, but your - * own data is often easier to control, so aim to open the device for what you - * need. - * - * The other reason to care about specific formats: if you plan to touch the - * mix buffer directly (with Mix_SetPostMix, a registered effect, or - * Mix_HookMusic), you might have code that expects it to be in a specific - * format, and you should specify that here. - * - * The audio device frequency is specified in Hz; in modern times, 48000 is - * often a reasonable default. - * - * The audio device format is one of SDL's AUDIO_* constants. AUDIO_S16SYS - * (16-bit audio) is probably a safe default. More modern systems may prefer - * AUDIO_F32SYS (32-bit floating point audio). - * - * The audio device channels are generally 1 for mono output, or 2 for stereo, - * but the brave can try surround sound configs with 4 (quad), 6 (5.1), 7 - * (6.1) or 8 (7.1). - * - * The audio device's chunk size is the number of sample frames (one sample - * per frame for mono output, two samples per frame in a stereo setup, etc) - * that are fed to the device at once. The lower the number, the lower the - * latency, but you risk dropouts if it gets too low. 2048 is often a - * reasonable default, but your app might want to experiment with 1024 or - * 4096. - * - * You may only have one audio device open at a time; if you want to change a - * setting, you must close the device and reopen it, which is not something - * you can do seamlessly during playback. - * - * This function does not allow you to select a specific audio device on the - * system, it always chooses the best default it can on your behalf (which, in - * many cases, is exactly what you want anyhow). If you must choose a specific - * device, you can do so with Mix_OpenAudioDevice() instead. - * - * If this function reports success, you are ready to start making noise! Load - * some audio data and start playing! - * - * The app can use Mix_QuerySpec() to determine the final device settings. - * - * When done with an audio device, probably at the end of the program, the app - * should dispose of the device with Mix_CloseDevice(). - * - * \param frequency the frequency to playback audio at (in Hz). - * \param format audio format, one of SDL's AUDIO_* values. - * \param channels number of channels (1 is mono, 2 is stereo, etc). - * \param chunksize audio buffer size in sample FRAMES (total samples divided - * by channel count). - * \returns 0 if successful, -1 on error. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_OpenAudioDevice - * \sa Mix_CloseDevice - */ -extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize); - - -/** - * Open a specific audio device for playback. - * - * (A slightly simpler version of this function is available in - * Mix_OpenAudio(), which still might meet most applications' needs.) - * - * An audio device is what generates sound, so the app must open one to make - * noise. - * - * This function will check if SDL's audio system is initialized, and if not, - * it will initialize it by calling `SDL_Init(SDL_INIT_AUDIO)` on your behalf. - * You are free to (and encouraged to!) initialize it yourself before calling - * this function, as this gives your program more control over the process. - * - * If you aren't particularly concerned with the specifics of the audio - * device, and your data isn't in a specific format, the values you use here - * can just be reasonable defaults. SDL_mixer will convert audio data you feed - * it to the correct format on demand. - * - * That being said, if you have control of your audio data and you know its - * format ahead of time, you can save CPU time by opening the audio device in - * that exact format so SDL_mixer does not have to spend time converting - * anything behind the scenes, and can just pass the data straight through to - * the hardware. On some platforms, where the hardware only supports specific - * settings, you might have to be careful to make everything match, but your - * own data is often easier to control, so aim to open the device for what you - * need. - * - * The other reason to care about specific formats: if you plan to touch the - * mix buffer directly (with Mix_SetPostMix, a registered effect, or - * Mix_HookMusic), you might have code that expects it to be in a specific - * format, and you should specify that here. - * - * The audio device frequency is specified in Hz; in modern times, 48000 is - * often a reasonable default. - * - * The audio device format is one of SDL's AUDIO_* constants. AUDIO_S16SYS - * (16-bit audio) is probably a safe default. More modern systems may prefer - * AUDIO_F32SYS (32-bit floating point audio). - * - * The audio device channels are generally 1 for mono output, or 2 for stereo, - * but the brave can try surround sound configs with 4 (quad), 6 (5.1), 7 - * (6.1) or 8 (7.1). - * - * The audio device's chunk size is the number of sample frames (one sample - * per frame for mono output, two samples per frame in a stereo setup, etc) - * that are fed to the device at once. The lower the number, the lower the - * latency, but you risk dropouts if it gets too low. 2048 is often a - * reasonable default, but your app might want to experiment with 1024 or - * 4096. - * - * You may only have one audio device open at a time; if you want to change a - * setting, you must close the device and reopen it, which is not something - * you can do seamlessly during playback. - * - * This function allows you to select specific audio hardware on the system - * with the `device` parameter. If you specify NULL, SDL_mixer will choose the - * best default it can on your behalf (which, in many cases, is exactly what - * you want anyhow). SDL_mixer does not offer a mechanism to determine device - * names to open, but you can use SDL_GetNumAudioDevices() to get a count of - * available devices and then SDL_GetAudioDeviceName() in a loop to obtain a - * list. If you do this, be sure to call `SDL_Init(SDL_INIT_AUDIO)` first to - * initialize SDL's audio system! - * - * The `allowed_changes` parameter specifies what settings are flexible. These - * are the `SDL_AUDIO_ALLOW_*` flags from SDL. These tell SDL_mixer that the - * app doesn't mind if a specific setting changes. For example, the app might - * need stereo data in Sint16 format, but if the sample rate or chunk size - * changes, the app can handle that. In that case, the app would specify - * `SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE`. In this - * case, if the system's hardware requires something other than the requested - * format, SDL_mixer can select what the hardware demands instead of the app. - * If the `SDL_AUDIO_ALLOW_` flag is not specified, SDL_mixer must convert - * data behind the scenes between what the app demands and what the hardware - * requires. If your app needs precisely what is requested, specify zero for - * `allowed_changes`. - * - * If changes were allowed, the app can use Mix_QuerySpec() to determine the - * final device settings. - * - * If this function reports success, you are ready to start making noise! Load - * some audio data and start playing! - * - * When done with an audio device, probably at the end of the program, the app - * should dispose of the device with Mix_CloseDevice(). - * - * \param frequency the frequency to playback audio at (in Hz). - * \param format audio format, one of SDL's AUDIO_* values. - * \param channels number of channels (1 is mono, 2 is stereo, etc). - * \param chunksize audio buffer size in sample FRAMES (total samples divided - * by channel count). - * \param device the device name to open, or NULL to choose a reasonable - * default. - * \param allowed_changes Allow change flags (see SDL_AUDIO_ALLOW_* flags) - * \returns 0 if successful, -1 on error. - * - * \since This function is available since SDL_mixer 2.0.2. - * - * \sa Mix_OpenAudio - * \sa Mix_CloseDevice - * \sa Mix_QuerySpec - */ -extern DECLSPEC int SDLCALL Mix_OpenAudioDevice(int frequency, Uint16 format, int channels, int chunksize, const char* device, int allowed_changes); - -/** - * Find out what the actual audio device parameters are. - * - * If Mix_OpenAudioDevice() was called with `allowed_changes` set to anything - * but zero, or Mix_OpenAudio() was used, some audio device settings may be - * different from the application's request. This function will report what - * the device is actually running at. - * - * Note this is only important if the app intends to touch the audio buffers - * being sent to the hardware directly. If an app just wants to play audio - * files and let SDL_mixer handle the low-level details, this function can - * probably be ignored. - * - * If the audio device is not opened, this function will return 0. - * - * \param frequency On return, will be filled with the audio device's - * frequency in Hz. - * \param format On return, will be filled with the audio device's format. - * \param channels On return, will be filled with the audio device's channel - * count. - * \returns 1 if the audio device has been opened, 0 otherwise. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_OpenAudio - * \sa Mix_OpenAudioDevice - */ -extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency, Uint16 *format, int *channels); - -/** - * Dynamically change the number of channels managed by the mixer. - * - * SDL_mixer deals with "channels," which is not the same thing as the - * mono/stereo channels; they might be better described as "tracks," as each - * one corresponds to a separate source of audio data. Three different WAV - * files playing at the same time would be three separate SDL_mixer channels, - * for example. - * - * An app needs as many channels as it has audio data it wants to play - * simultaneously, mixing them into a single stream to send to the audio - * device. - * - * SDL_mixer allocates `MIX_CHANNELS` (currently 8) channels when you open an - * audio device, which may be more than an app needs, but if the app needs - * more or wants less, this function can change it. - * - * If decreasing the number of channels, any upper channels currently playing - * are stopped. This will deregister all effects on those channels and call - * any callback specified by Mix_ChannelFinished() for each removed channel. - * - * If `numchans` is less than zero, this will return the current number of - * channels without changing anything. - * - * \param numchans the new number of channels, or < 0 to query current channel - * count. - * \returns the new number of allocated channels. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans); - -/** - * Load a supported audio format into a chunk. - * - * SDL_mixer has two separate data structures for audio data. One it calls a - * "chunk," which is meant to be a file completely decoded into memory up - * front, and the other it calls "music" which is a file intended to be - * decoded on demand. Originally, simple formats like uncompressed WAV files - * were meant to be chunks and compressed things, like MP3s, were meant to be - * music, and you would stream one thing for a game's music and make repeating - * sound effects with the chunks. - * - * In modern times, this isn't split by format anymore, and most are - * interchangeable, so the question is what the app thinks is worth - * predecoding or not. Chunks might take more memory, but once they are loaded - * won't need to decode again, whereas music always needs to be decoded on the - * fly. Also, crucially, there are as many channels for chunks as the app can - * allocate, but SDL_mixer only offers a single "music" channel. - * - * If `freesrc` is non-zero, the RWops will be closed before returning, - * whether this function succeeds or not. SDL_mixer reads everything it needs - * from the RWops during this call in any case. - * - * There is a separate function (a macro, before SDL_mixer 2.6.0) to read - * files from disk without having to deal with SDL_RWops: - * `Mix_LoadWAV("filename.wav")` will call this function and manage those - * details for you. - * - * When done with a chunk, the app should dispose of it with a call to - * Mix_FreeChunk(). - * - * \param src an SDL_RWops that data will be read from. - * \param freesrc non-zero to close/free the SDL_RWops before returning, zero - * to leave it open. - * \returns a new chunk, or NULL on error. - * - * \since This function is available since SDL_mixer 2.6.0 (and as a macro - * since 2.0.0). - * - * \sa Mix_LoadWAV - * \sa Mix_FreeChunk - */ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc); - -/** - * Load a supported audio format into a chunk. - * - * SDL_mixer has two separate data structures for audio data. One it calls a - * "chunk," which is meant to be a file completely decoded into memory up - * front, and the other it calls "music" which is a file intended to be - * decoded on demand. Originally, simple formats like uncompressed WAV files - * were meant to be chunks and compressed things, like MP3s, were meant to be - * music, and you would stream one thing for a game's music and make repeating - * sound effects with the chunks. - * - * In modern times, this isn't split by format anymore, and most are - * interchangeable, so the question is what the app thinks is worth - * predecoding or not. Chunks might take more memory, but once they are loaded - * won't need to decode again, whereas music always needs to be decoded on the - * fly. Also, crucially, there are as many channels for chunks as the app can - * allocate, but SDL_mixer only offers a single "music" channel. - * - * If you would rather use the abstract SDL_RWops interface to load data from - * somewhere other than the filesystem, you can use Mix_LoadWAV_RW() instead. - * - * When done with a chunk, the app should dispose of it with a call to - * Mix_FreeChunk(). - * - * Note that before SDL_mixer 2.6.0, this function was a macro that called - * Mix_LoadWAV_RW(), creating a RWops and setting `freesrc` to 1. This macro - * has since been promoted to a proper API function. Older binaries linked - * against a newer SDL_mixer will still call Mix_LoadWAV_RW directly, as they - * are using the macro, which was available since the dawn of time. - * - * \param file the filesystem path to load data from. - * \returns a new chunk, or NULL on error. - * - * \since This function is available since SDL_mixer 2.6.0 (and as a macro - * since 2.0.0). - * - * \sa Mix_LoadWAV_RW - * \sa Mix_FreeChunk - */ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV(const char *file); - - -/** - * Load a supported audio format into a music object. - * - * SDL_mixer has two separate data structures for audio data. One it calls a - * "chunk," which is meant to be a file completely decoded into memory up - * front, and the other it calls "music" which is a file intended to be - * decoded on demand. Originally, simple formats like uncompressed WAV files - * were meant to be chunks and compressed things, like MP3s, were meant to be - * music, and you would stream one thing for a game's music and make repeating - * sound effects with the chunks. - * - * In modern times, this isn't split by format anymore, and most are - * interchangeable, so the question is what the app thinks is worth - * predecoding or not. Chunks might take more memory, but once they are loaded - * won't need to decode again, whereas music always needs to be decoded on the - * fly. Also, crucially, there are as many channels for chunks as the app can - * allocate, but SDL_mixer only offers a single "music" channel. - * - * When done with this music, the app should dispose of it with a call to - * Mix_FreeMusic(). - * - * \param file a file path from where to load music data. - * \returns a new music object, or NULL on error. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_FreeMusic - */ -extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file); - -/** - * Load a supported audio format into a music object. - * - * SDL_mixer has two separate data structures for audio data. One it calls a - * "chunk," which is meant to be a file completely decoded into memory up - * front, and the other it calls "music" which is a file intended to be - * decoded on demand. Originally, simple formats like uncompressed WAV files - * were meant to be chunks and compressed things, like MP3s, were meant to be - * music, and you would stream one thing for a game's music and make repeating - * sound effects with the chunks. - * - * In modern times, this isn't split by format anymore, and most are - * interchangeable, so the question is what the app thinks is worth - * predecoding or not. Chunks might take more memory, but once they are loaded - * won't need to decode again, whereas music always needs to be decoded on the - * fly. Also, crucially, there are as many channels for chunks as the app can - * allocate, but SDL_mixer only offers a single "music" channel. - * - * If `freesrc` is non-zero, the RWops will be closed before returning, - * whether this function succeeds or not. SDL_mixer reads everything it needs - * from the RWops during this call in any case. - * - * As a convenience, there is a function to read files from disk without - * having to deal with SDL_RWops: `Mix_LoadMUS("filename.mp3")` will manage - * those details for you. - * - * This function attempts to guess the file format from incoming data. If the - * caller knows the format, or wants to force it, it should use - * Mix_LoadMUSType_RW() instead. - * - * When done with this music, the app should dispose of it with a call to - * Mix_FreeMusic(). - * - * \param src an SDL_RWops that data will be read from. - * \param freesrc non-zero to close/free the SDL_RWops before returning, zero - * to leave it open. - * \returns a new music object, or NULL on error. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_FreeMusic - */ -extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *src, int freesrc); - -/** - * Load an audio format into a music object, assuming a specific format. - * - * SDL_mixer has two separate data structures for audio data. One it calls a - * "chunk," which is meant to be a file completely decoded into memory up - * front, and the other it calls "music" which is a file intended to be - * decoded on demand. Originally, simple formats like uncompressed WAV files - * were meant to be chunks and compressed things, like MP3s, were meant to be - * music, and you would stream one thing for a game's music and make repeating - * sound effects with the chunks. - * - * In modern times, this isn't split by format anymore, and most are - * interchangeable, so the question is what the app thinks is worth - * predecoding or not. Chunks might take more memory, but once they are loaded - * won't need to decode again, whereas music always needs to be decoded on the - * fly. Also, crucially, there are as many channels for chunks as the app can - * allocate, but SDL_mixer only offers a single "music" channel. - * - * This function loads music data, and lets the application specify the type - * of music being loaded, which might be useful if SDL_mixer cannot figure it - * out from the data stream itself. - * - * Currently, the following types are supported: - * - * - `MUS_NONE` (SDL_mixer should guess, based on the data) - * - `MUS_WAV` (Microsoft WAV files) - * - `MUS_MOD` (Various tracker formats) - * - `MUS_MID` (MIDI files) - * - `MUS_OGG` (Ogg Vorbis files) - * - `MUS_MP3` (MP3 files) - * - `MUS_FLAC` (FLAC files) - * - `MUS_OPUS` (Opus files) - * - * If `freesrc` is non-zero, the RWops will be closed before returning, - * whether this function succeeds or not. SDL_mixer reads everything it needs - * from the RWops during this call in any case. - * - * As a convenience, there is a function to read files from disk without - * having to deal with SDL_RWops: `Mix_LoadMUS("filename.mp3")` will manage - * those details for you (but not let you specify the music type explicitly).. - * - * When done with this music, the app should dispose of it with a call to - * Mix_FreeMusic(). - * - * \param src an SDL_RWops that data will be read from. - * \param type the type of audio data provided by `src`. - * \param freesrc non-zero to close/free the SDL_RWops before returning, zero - * to leave it open. - * \returns a new music object, or NULL on error. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_FreeMusic - */ -extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *src, Mix_MusicType type, int freesrc); - -/** - * Load a WAV file from memory as quickly as possible. - * - * Unlike Mix_LoadWAV_RW, this function has several requirements, and unless - * you control all your audio data and know what you're doing, you should - * consider this function unsafe and not use it. - * - * - The provided audio data MUST be in Microsoft WAV format. - * - The provided audio data shouldn't use any strange WAV extensions. - * - The audio data MUST be in the exact same format as the audio device. This - * function will not attempt to convert it, or even verify it's in the right - * format. - * - The audio data must be valid; this function does not know the size of the - * memory buffer, so if the WAV data is corrupted, it can read past the end - * of the buffer, causing a crash. - * - The audio data must live at least as long as the returned Mix_Chunk, - * because SDL_mixer will use that data directly and not make a copy of it. - * - * This function will do NO error checking! Be extremely careful here! - * - * (Seriously, use Mix_LoadWAV_RW instead.) - * - * If this function is successful, the provided memory buffer must remain - * available until Mix_FreeChunk() is called on the returned chunk. - * - * \param mem memory buffer containing of a WAV file. - * \returns a new chunk, or NULL on error. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_LoadWAV_RW - * \sa Mix_FreeChunk - */ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem); - -/** - * Load a raw audio data from memory as quickly as possible. - * - * The audio data MUST be in the exact same format as the audio device. This - * function will not attempt to convert it, or even verify it's in the right - * format. - * - * If this function is successful, the provided memory buffer must remain - * available until Mix_FreeChunk() is called on the returned chunk. - * - * \param mem memory buffer containing raw PCM data. - * \param len length of buffer pointed to by `mem`, in bytes. - * \returns a new chunk, or NULL on error. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_FreeChunk - */ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len); - -/** - * Free an audio chunk. - * - * An app should call this function when it is done with a Mix_Chunk and wants - * to dispose of its resources. - * - * SDL_mixer will stop any channels this chunk is currently playing on. This - * will deregister all effects on those channels and call any callback - * specified by Mix_ChannelFinished() for each removed channel. - * - * \param chunk the chunk to free. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_LoadWAV - * \sa Mix_LoadWAV_RW - * \sa Mix_QuickLoad_WAV - * \sa Mix_QuickLoad_RAW - */ -extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk); - -/** - * Free a music object. - * - * If this music is currently playing, it will be stopped. - * - * If this music is in the process of fading out (via Mix_FadeOutMusic()), - * this function will *block* until the fade completes. If you need to avoid - * this, be sure to call Mix_HaltMusic() before freeing the music. - * - * \param music the music object to free. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_LoadMUS - * \sa Mix_LoadMUS_RW - * \sa Mix_LoadMUSType_RW - */ -extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music); - -/** - * Get a list of chunk decoders that this build of SDL_mixer provides. - * - * This list can change between builds AND runs of the program, if external - * libraries that add functionality become available. You must successfully - * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, - * as decoders are activated at device open time. - * - * Appearing in this list doesn't promise your specific audio file will - * decode...but it's handy to know if you have, say, a functioning Ogg Vorbis - * install. - * - * These return values are static, read-only data; do not modify or free it. - * The pointers remain valid until you call Mix_CloseAudio(). - * - * \returns number of chunk decoders available. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_GetChunkDecoder - * \sa Mix_HasChunkDecoder - */ -extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void); - -/** - * Get a chunk decoder's name. - * - * The requested decoder's index must be between zero and - * Mix_GetNumChunkDecoders()-1. It's safe to call this with an invalid index; - * this function will return NULL in that case. - * - * This list can change between builds AND runs of the program, if external - * libraries that add functionality become available. You must successfully - * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, - * as decoders are activated at device open time. - * - * \param index index of the chunk decoder. - * \returns the chunk decoder's name. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_GetNumChunkDecoders - */ -extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index); - -/** - * Check if a chunk decoder is available by name. - * - * This result can change between builds AND runs of the program, if external - * libraries that add functionality become available. You must successfully - * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, - * as decoders are activated at device open time. - * - * Decoder names are arbitrary but also obvious, so you have to know what - * you're looking for ahead of time, but usually it's the file extension in - * capital letters (some example names are "AIFF", "VOC", "WAV"). - * - * \param name the decoder name to query. - * \returns SDL_TRUE if a decoder by that name is available, SDL_FALSE - * otherwise. - * - * \since This function is available since SDL_mixer 2.0.2. - * - * \sa Mix_GetNumChunkDecoders - * \sa Mix_GetChunkDecoder - */ -extern DECLSPEC SDL_bool SDLCALL Mix_HasChunkDecoder(const char *name); - -/** - * Get a list of music decoders that this build of SDL_mixer provides. - * - * This list can change between builds AND runs of the program, if external - * libraries that add functionality become available. You must successfully - * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, - * as decoders are activated at device open time. - * - * Appearing in this list doesn't promise your specific audio file will - * decode...but it's handy to know if you have, say, a functioning Ogg Vorbis - * install. - * - * These return values are static, read-only data; do not modify or free it. - * The pointers remain valid until you call Mix_CloseAudio(). - * - * \returns number of chunk decoders available. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_GetMusicDecoder - * \sa Mix_HasMusicDecoder - */ -extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void); - -/** - * Get a music decoder's name. - * - * The requested decoder's index must be between zero and - * Mix_GetNumMusicDecoders()-1. It's safe to call this with an invalid index; - * this function will return NULL in that case. - * - * This list can change between builds AND runs of the program, if external - * libraries that add functionality become available. You must successfully - * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, - * as decoders are activated at device open time. - * - * \param index index of the music decoder. - * \returns the music decoder's name. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_GetNumMusicDecoders - */ -extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index); - -/** - * Check if a music decoder is available by name. - * - * This result can change between builds AND runs of the program, if external - * libraries that add functionality become available. You must successfully - * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, - * as decoders are activated at device open time. - * - * Decoder names are arbitrary but also obvious, so you have to know what - * you're looking for ahead of time, but usually it's the file extension in - * capital letters (some example names are "MOD", "MP3", "FLAC"). - * - * \param name the decoder name to query. - * \returns SDL_TRUE if a decoder by that name is available, SDL_FALSE - * otherwise. - * - * \since This function is available since SDL_mixer 2.6.0 - * - * \sa Mix_GetNumMusicDecoders - * \sa Mix_GetMusicDecoder - */ -extern DECLSPEC SDL_bool SDLCALL Mix_HasMusicDecoder(const char *name); - -/** - * Find out the format of a mixer music. - * - * If `music` is NULL, this will query the currently playing music (and return - * MUS_NONE if nothing is currently playing). - * - * \param music the music object to query, or NULL for the currently-playing - * music. - * \returns the Mix_MusicType for the music object. - * - * \since This function is available since SDL_mixer 2.0.0 - */ -extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music); - -/** - * Get the title for a music object, or its filename. - * - * This returns format-specific metadata. Not all file formats supply this! - * - * If `music` is NULL, this will query the currently-playing music. - * - * If music's title tag is missing or empty, the filename will be returned. If - * you'd rather have the actual metadata or nothing, use - * Mix_GetMusicTitleTag() instead. - * - * Please note that if the music was loaded from an SDL_RWops instead of a - * filename, the filename returned will be an empty string (""). - * - * This function never returns NULL! If no data is available, it will return - * an empty string (""). - * - * \param music the music object to query, or NULL for the currently-playing - * music. - * \returns the music's title if available, or the filename if not, or "". - * - * \since This function is available since SDL_mixer 2.6.0. - * - * \sa Mix_GetMusicTitleTag - * \sa Mix_GetMusicArtistTag - * \sa Mix_GetMusicAlbumTag - * \sa Mix_GetMusicCopyrightTag - */ -extern DECLSPEC const char *SDLCALL Mix_GetMusicTitle(const Mix_Music *music); - -/** - * Get the title for a music object. - * - * This returns format-specific metadata. Not all file formats supply this! - * - * If `music` is NULL, this will query the currently-playing music. - * - * Unlike this function, Mix_GetMusicTitle() produce a string with the music's - * filename if a title isn't available, which might be preferable for some - * applications. - * - * This function never returns NULL! If no data is available, it will return - * an empty string (""). - * - * \param music the music object to query, or NULL for the currently-playing - * music. - * \returns the music's title if available, or "". - * - * \since This function is available since SDL_mixer 2.6.0. - * - * \sa Mix_GetMusicTitle - * \sa Mix_GetMusicArtistTag - * \sa Mix_GetMusicAlbumTag - * \sa Mix_GetMusicCopyrightTag - */ -extern DECLSPEC const char *SDLCALL Mix_GetMusicTitleTag(const Mix_Music *music); - -/** - * Get the artist name for a music object. - * - * This returns format-specific metadata. Not all file formats supply this! - * - * If `music` is NULL, this will query the currently-playing music. - * - * This function never returns NULL! If no data is available, it will return - * an empty string (""). - * - * \param music the music object to query, or NULL for the currently-playing - * music. - * \returns the music's artist name if available, or "". - * - * \since This function is available since SDL_mixer 2.6.0. - * - * \sa Mix_GetMusicTitleTag - * \sa Mix_GetMusicAlbumTag - * \sa Mix_GetMusicCopyrightTag - */ -extern DECLSPEC const char *SDLCALL Mix_GetMusicArtistTag(const Mix_Music *music); - -/** - * Get the album name for a music object. - * - * This returns format-specific metadata. Not all file formats supply this! - * - * If `music` is NULL, this will query the currently-playing music. - * - * This function never returns NULL! If no data is available, it will return - * an empty string (""). - * - * \param music the music object to query, or NULL for the currently-playing - * music. - * \returns the music's album name if available, or "". - * - * \since This function is available since SDL_mixer 2.6.0. - * - * \sa Mix_GetMusicTitleTag - * \sa Mix_GetMusicArtistTag - * \sa Mix_GetMusicCopyrightTag - */ -extern DECLSPEC const char *SDLCALL Mix_GetMusicAlbumTag(const Mix_Music *music); - -/** - * Get the copyright text for a music object. - * - * This returns format-specific metadata. Not all file formats supply this! - * - * If `music` is NULL, this will query the currently-playing music. - * - * This function never returns NULL! If no data is available, it will return - * an empty string (""). - * - * \param music the music object to query, or NULL for the currently-playing - * music. - * \returns the music's copyright text if available, or "". - * - * \since This function is available since SDL_mixer 2.6.0. - * - * \sa Mix_GetMusicTitleTag - * \sa Mix_GetMusicArtistTag - * \sa Mix_GetMusicAlbumTag - */ -extern DECLSPEC const char *SDLCALL Mix_GetMusicCopyrightTag(const Mix_Music *music); - -/** - * Set a function that is called after all mixing is performed. - * - * This can be used to provide real-time visual display of the audio stream or - * add a custom mixer filter for the stream data. - * - * The callback will fire every time SDL_mixer is ready to supply more data to - * the audio device, after it has finished all its mixing work. This runs - * inside an SDL audio callback, so it's important that the callback return - * quickly, or there could be problems in the audio playback. - * - * The data provided to the callback is in the format that the audio device - * was opened in, and it represents the exact waveform SDL_mixer has mixed - * from all playing chunks and music for playback. You are allowed to modify - * the data, but it cannot be resized (so you can't add a reverb effect that - * goes past the end of the buffer without saving some state between runs to - * add it into the next callback, or resample the buffer to a smaller size to - * speed it up, etc). - * - * The `arg` pointer supplied here is passed to the callback as-is, for - * whatever the callback might want to do with it (keep track of some ongoing - * state, settings, etc). - * - * Passing a NULL callback disables the post-mix callback until such a time as - * a new one callback is set. - * - * There is only one callback available. If you need to mix multiple inputs, - * be prepared to handle them from a single function. - * - * \param mix_func the callback function to become the new post-mix callback. - * \param arg a pointer that is passed, untouched, to the callback. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_HookMusic - */ -extern DECLSPEC void SDLCALL Mix_SetPostMix(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg); - -/** - * Add your own music player or additional mixer function. - * - * This works something like Mix_SetPostMix(), but it has some crucial - * differences. Note that an app can use this _and_ Mix_SetPostMix() at the - * same time. This allows an app to replace the built-in music playback, - * either with it's own music decoder or with some sort of - * procedurally-generated audio output. - * - * The supplied callback will fire every time SDL_mixer is preparing to supply - * more data to the audio device. This runs inside an SDL audio callback, so - * it's important that the callback return quickly, or there could be problems - * in the audio playback. - * - * Running this callback is the first thing SDL_mixer will do when starting to - * mix more audio. The buffer will contain silence upon entry, so the callback - * does not need to mix into existing data or initialize the buffer. - * - * Note that while a callback is set through this function, SDL_mixer will not - * mix any playing music; this callback is used instead. To disable this - * callback (and thus reenable built-in music playback) call this function - * with a NULL callback. - * - * The data written to by the callback is in the format that the audio device - * was opened in, and upon return from the callback, SDL_mixer will mix any - * playing chunks (but not music!) into the buffer. The callback cannot resize - * the buffer (so you must be prepared to provide exactly the amount of data - * demanded or leave it as silence). - * - * The `arg` pointer supplied here is passed to the callback as-is, for - * whatever the callback might want to do with it (keep track of some ongoing - * state, settings, etc). - * - * As there is only one music "channel" mixed, there is only one callback - * available. If you need to mix multiple inputs, be prepared to handle them - * from a single function. - * - * \param mix_func the callback function to become the new post-mix callback. - * \param arg a pointer that is passed, untouched, to the callback. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_SetPostMix - */ -extern DECLSPEC void SDLCALL Mix_HookMusic(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg); - -/** - * Set a callback that runs when a music object has stopped playing. - * - * This callback will fire when the currently-playing music has completed, or - * when it has been explicitly stopped from a call to Mix_HaltMusic. As such, - * this callback might fire from an arbitrary background thread at almost any - * time; try to limit what you do here. - * - * It is legal to start a new music object playing in this callback (or - * restart the one that just stopped). If the music finished normally, this - * can be used to loop the music without a gap in the audio playback. - * - * Do not call SDL_LockAudio() from this callback; you will either be inside - * the audio callback, or SDL_mixer will explicitly lock the audio before - * calling your callback. - * - * A NULL pointer will disable the callback. - * - * \param music_finished the callback function to become the new notification - * mechanism. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (SDLCALL *music_finished)(void)); - -/** - * Get a pointer to the user data for the current music hook. - * - * This returns the `arg` pointer last passed to Mix_HookMusic(), or NULL if - * that function has never been called. - * - * \returns pointer to the user data previously passed to Mix_HookMusic. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void); - -/** - * Set a callback that runs when a channel has finished playing. - * - * The callback may be called from the mixer's audio callback or it could be - * called as a result of Mix_HaltChannel(), etc. - * - * The callback has a single parameter, `channel`, which says what mixer - * channel has just stopped. - * - * Do not call SDL_LockAudio() from this callback; you will either be inside - * the audio callback, or SDL_mixer will explicitly lock the audio before - * calling your callback. - * - * A NULL pointer will disable the callback. - * - * \param channel_finished the callback function to become the new - * notification mechanism. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (SDLCALL *channel_finished)(int channel)); - - -#define MIX_CHANNEL_POST (-2) - -/** - * This is the format of a special effect callback: - * - * myeffect(int chan, void *stream, int len, void *udata); - * - * (chan) is the channel number that your effect is affecting. (stream) is - * the buffer of data to work upon. (len) is the size of (stream), and - * (udata) is a user-defined bit of data, which you pass as the last arg of - * Mix_RegisterEffect(), and is passed back unmolested to your callback. - * Your effect changes the contents of (stream) based on whatever parameters - * are significant, or just leaves it be, if you prefer. You can do whatever - * you like to the buffer, though, and it will continue in its changed state - * down the mixing pipeline, through any other effect functions, then finally - * to be mixed with the rest of the channels and music for the final output - * stream. - * - * DO NOT EVER call SDL_LockAudio() from your callback function! - */ -typedef void (SDLCALL *Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata); - -/** - * This is a callback that signifies that a channel has finished all its - * loops and has completed playback. This gets called if the buffer - * plays out normally, or if you call Mix_HaltChannel(), implicitly stop - * a channel via Mix_AllocateChannels(), or unregister a callback while - * it's still playing. - * - * DO NOT EVER call SDL_LockAudio() from your callback function! - */ -typedef void (SDLCALL *Mix_EffectDone_t)(int chan, void *udata); - - -/** - * Register a special effect function. - * - * At mixing time, the channel data is copied into a buffer and passed through - * each registered effect function. After it passes through all the functions, - * it is mixed into the final output stream. The copy to buffer is performed - * once, then each effect function performs on the output of the previous - * effect. Understand that this extra copy to a buffer is not performed if - * there are no effects registered for a given chunk, which saves CPU cycles, - * and any given effect will be extra cycles, too, so it is crucial that your - * code run fast. Also note that the data that your function is given is in - * the format of the sound device, and not the format you gave to - * Mix_OpenAudio(), although they may in reality be the same. This is an - * unfortunate but necessary speed concern. Use Mix_QuerySpec() to determine - * if you can handle the data before you register your effect, and take - * appropriate actions. - * - * You may also specify a callback (Mix_EffectDone_t) that is called when the - * channel finishes playing. This gives you a more fine-grained control than - * Mix_ChannelFinished(), in case you need to free effect-specific resources, - * etc. If you don't need this, you can specify NULL. - * - * You may set the callbacks before or after calling Mix_PlayChannel(). - * - * Things like Mix_SetPanning() are just internal special effect functions, so - * if you are using that, you've already incurred the overhead of a copy to a - * separate buffer, and that these effects will be in the queue with any - * functions you've registered. The list of registered effects for a channel - * is reset when a chunk finishes playing, so you need to explicitly set them - * with each call to Mix_PlayChannel*(). - * - * You may also register a special effect function that is to be run after - * final mixing occurs. The rules for these callbacks are identical to those - * in Mix_RegisterEffect, but they are run after all the channels and the - * music have been mixed into a single stream, whereas channel-specific - * effects run on a given channel before any other mixing occurs. These global - * effect callbacks are call "posteffects". Posteffects only have their - * Mix_EffectDone_t function called when they are unregistered (since the main - * output stream is never "done" in the same sense as a channel). You must - * unregister them manually when you've had enough. Your callback will be told - * that the channel being mixed is `MIX_CHANNEL_POST` if the processing is - * considered a posteffect. - * - * After all these effects have finished processing, the callback registered - * through Mix_SetPostMix() runs, and then the stream goes to the audio - * device. - * - * DO NOT EVER call SDL_LockAudio() from your callback function! You are - * already running in the audio thread and the lock is already held! - * - * Note that unlike most SDL and SDL_mixer functions, this function returns - * zero if there's an error, not on success. We apologize for the API design - * inconsistency here. - * - * \param chan the channel to register an effect to, or MIX_CHANNEL_POST. - * \param f effect the callback to run when more of this channel is to be - * mixed. - * \param d effect done callback - * \param arg argument - * \returns zero if error (no such channel), nonzero if added. Error messages - * can be retrieved from Mix_GetError(). - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, Mix_EffectDone_t d, void *arg); - - -/** - * Explicitly unregister a special effect function. - * - * You may not need to call this at all, unless you need to stop an effect - * from processing in the middle of a chunk's playback. - * - * Posteffects are never implicitly unregistered as they are for channels (as - * the output stream does not have an end), but they may be explicitly - * unregistered through this function by specifying MIX_CHANNEL_POST for a - * channel. - * - * Note that unlike most SDL and SDL_mixer functions, this function returns - * zero if there's an error, not on success. We apologize for the API design - * inconsistency here. - * - * \param chan the channel to unregister an effect on, or MIX_CHANNEL_POST. - * \param f effect the callback stop calling in future mixing iterations. - * \returns zero if error (no such channel or effect), nonzero if removed. - * Error messages can be retrieved from Mix_GetError(). - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f); - -/** - * Explicitly unregister all special effect functions. - * - * You may not need to call this at all, unless you need to stop all effects - * from processing in the middle of a chunk's playback. - * - * Note that this will also shut off some internal effect processing, since - * Mix_SetPanning() and others may use this API under the hood. This is called - * internally when a channel completes playback. Posteffects are never - * implicitly unregistered as they are for channels, but they may be - * explicitly unregistered through this function by specifying - * MIX_CHANNEL_POST for a channel. - * - * Note that unlike most SDL and SDL_mixer functions, this function returns - * zero if there's an error, not on success. We apologize for the API design - * inconsistency here. - * - * \param chan the channel to unregister all effects on, or MIX_CHANNEL_POST. - * \returns zero if error (no such channel), nonzero if all effects removed. - * Error messages can be retrieved from Mix_GetError(). - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel); - - -#define MIX_EFFECTSMAXSPEED "MIX_EFFECTSMAXSPEED" - -/* - * These are the internally-defined mixing effects. They use the same API that - * effects defined in the application use, but are provided here as a - * convenience. Some effects can reduce their quality or use more memory in - * the name of speed; to enable this, make sure the environment variable - * MIX_EFFECTSMAXSPEED (see above) is defined before you call - * Mix_OpenAudio(). - */ - - -/** - * Set the panning of a channel. - * - * The left and right channels are specified as integers between 0 and 255, - * quietest to loudest, respectively. - * - * Technically, this is just individual volume control for a sample with two - * (stereo) channels, so it can be used for more than just panning. If you - * want real panning, call it like this: - * - * ```c - * Mix_SetPanning(channel, left, 255 - left); - * ``` - * - * Setting `channel` to MIX_CHANNEL_POST registers this as a posteffect, and - * the panning will be done to the final mixed stream before passing it on to - * the audio device. - * - * This uses the Mix_RegisterEffect() API internally, and returns without - * registering the effect function if the audio device is not configured for - * stereo output. Setting both `left` and `right` to 255 causes this effect to - * be unregistered, since that is the data's normal state. - * - * Note that an audio device in mono mode is a no-op, but this call will - * return successful in that case. Error messages can be retrieved from - * Mix_GetError(). - * - * Note that unlike most SDL and SDL_mixer functions, this function returns - * zero if there's an error, not on success. We apologize for the API design - * inconsistency here. - * - * \param channel The mixer channel to pan or MIX_CHANNEL_POST. - * \param left Volume of stereo left channel, 0 is silence, 255 is full - * volume. - * \param right Volume of stereo right channel, 0 is silence, 255 is full - * volume. - * \returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if panning effect enabled. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_SetPosition - * \sa Mix_SetDistance - */ -extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right); - - -/** - * Set the position of a channel. - * - * `angle` is an integer from 0 to 360, that specifies the location of the - * sound in relation to the listener. `angle` will be reduced as neccesary - * (540 becomes 180 degrees, -100 becomes 260). Angle 0 is due north, and - * rotates clockwise as the value increases. For efficiency, the precision of - * this effect may be limited (angles 1 through 7 might all produce the same - * effect, 8 through 15 are equal, etc). `distance` is an integer between 0 - * and 255 that specifies the space between the sound and the listener. The - * larger the number, the further away the sound is. Using 255 does not - * guarantee that the channel will be removed from the mixing process or be - * completely silent. For efficiency, the precision of this effect may be - * limited (distance 0 through 5 might all produce the same effect, 6 through - * 10 are equal, etc). Setting `angle` and `distance` to 0 unregisters this - * effect, since the data would be unchanged. - * - * If you need more precise positional audio, consider using OpenAL for - * spatialized effects instead of SDL_mixer. This is only meant to be a basic - * effect for simple "3D" games. - * - * If the audio device is configured for mono output, then you won't get any - * effectiveness from the angle; however, distance attenuation on the channel - * will still occur. While this effect will function with stereo voices, it - * makes more sense to use voices with only one channel of sound, so when they - * are mixed through this effect, the positioning will sound correct. You can - * convert them to mono through SDL before giving them to the mixer in the - * first place if you like. - * - * Setting the channel to MIX_CHANNEL_POST registers this as a posteffect, and - * the positioning will be done to the final mixed stream before passing it on - * to the audio device. - * - * This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning(). - * - * Note that unlike most SDL and SDL_mixer functions, this function returns - * zero if there's an error, not on success. We apologize for the API design - * inconsistency here. - * - * \param channel The mixer channel to position, or MIX_CHANNEL_POST. - * \param angle angle, in degrees. North is 0, and goes clockwise. - * \param distance distance; 0 is the listener, 255 is maxiumum distance away. - * \returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if position effect is enabled. Error messages can be - * retrieved from Mix_GetError(). - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance); - - -/** - * Set the "distance" of a channel. - * - * `distance` is an integer from 0 to 255 that specifies the location of the - * sound in relation to the listener. Distance 0 is overlapping the listener, - * and 255 is as far away as possible. A distance of 255 does not guarantee - * silence; in such a case, you might want to try changing the chunk's volume, - * or just cull the sample from the mixing process with Mix_HaltChannel(). For - * efficiency, the precision of this effect may be limited (distances 1 - * through 7 might all produce the same effect, 8 through 15 are equal, etc). - * (distance) is an integer between 0 and 255 that specifies the space between - * the sound and the listener. The larger the number, the further away the - * sound is. Setting the distance to 0 unregisters this effect, since the data - * would be unchanged. If you need more precise positional audio, consider - * using OpenAL for spatialized effects instead of SDL_mixer. This is only - * meant to be a basic effect for simple "3D" games. - * - * Setting the channel to MIX_CHANNEL_POST registers this as a posteffect, and - * the distance attenuation will be done to the final mixed stream before - * passing it on to the audio device. - * - * This uses the Mix_RegisterEffect() API internally. - * - * Note that unlike most SDL and SDL_mixer functions, this function returns - * zero if there's an error, not on success. We apologize for the API design - * inconsistency here. - * - * \param channel The mixer channel to attenuate, or MIX_CHANNEL_POST. - * \param distance distance; 0 is the listener, 255 is maxiumum distance away. - * \returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if position effect is enabled. Error messages can be - * retrieved from Mix_GetError(). - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance); - - -/** - * Cause a channel to reverse its stereo. - * - * This is handy if the user has his speakers hooked up backwards, or you - * would like to have a trippy sound effect. - * - * Calling this function with `flip` set to non-zero reverses the chunks's - * usual channels. If `flip` is zero, the effect is unregistered. - * - * This uses the Mix_RegisterEffect() API internally, and thus is probably - * more CPU intensive than having the user just plug in his speakers - * correctly. Mix_SetReverseStereo() returns without registering the effect - * function if the audio device is not configured for stereo output. - * - * If you specify MIX_CHANNEL_POST for `channel`, then this effect is used on - * the final mixed stream before sending it on to the audio device (a - * posteffect). - * - * Note that unlike most SDL and SDL_mixer functions, this function returns - * zero if there's an error, not on success. We apologize for the API design - * inconsistency here. - * - * \param channel The mixer channel to reverse, or MIX_CHANNEL_POST. - * \param flip non-zero to reverse stereo, zero to disable this effect. - * \returns zero if error (no such channel or Mix_RegisterEffect() fails), - * nonzero if reversing effect is enabled. Note that an audio device - * in mono mode is a no-op, but this call will return successful in - * that case. Error messages can be retrieved from Mix_GetError(). - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip); - -/* end of effects API. */ - - - -/** - * Reserve the first channels for the application. - * - * While SDL_mixer will use up to the number of channels allocated by - * Mix_AllocateChannels(), this sets channels aside that will not be available - * when calling Mix_PlayChannel with a channel of -1 (play on the first unused - * channel). In this case, SDL_mixer will treat reserved channels as "used" - * whether anything is playing on them at the moment or not. - * - * This is useful if you've budgeted some channels for dedicated audio and the - * rest are just used as they are available. - * - * Calling this function will set channels 0 to `n - 1` to be reserved. This - * will not change channel allocations. The number of reserved channels will - * be clamped to the current number allocated. - * - * By default, no channels are reserved. - * - * \param num number of channels to reserve, starting at index zero. - * \returns the number of reserved channels. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num); - - -/* Channel grouping functions */ - -/** - * Assign a tag to a channel. - * - * A tag is an arbitary number that can be assigned to several mixer channels, - * to form groups of channels. - * - * If 'tag' is -1, the tag is removed (actually -1 is the tag used to - * represent the group of all the channels). - * - * This function replaces the requested channel's current tag; you may only - * have one tag per channel. - * - * You may not specify MAX_CHANNEL_POST for a channel. - * - * \param which the channel to set the tag on. - * \param tag an arbitrary value to assign a channel. - * \returns non-zero on success, zero on error (no such channel). - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag); - -/** - * Assign several consecutive channels to the same tag. - * - * A tag is an arbitary number that can be assigned to several mixer channels, - * to form groups of channels. - * - * If 'tag' is -1, the tag is removed (actually -1 is the tag used to - * represent the group of all the channels). - * - * This function replaces the requested channels' current tags; you may only - * have one tag per channel. - * - * You may not specify MAX_CHANNEL_POST for a channel. - * - * Note that this returns success and failure in the _opposite_ way from - * Mix_GroupChannel(). We regret the API design mistake. - * - * \param from the first channel to set the tag on. - * \param to the last channel to set the tag on, inclusive. - * \param tag an arbitrary value to assign a channel. - * \returns 0 if successful, negative on error - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag); - -/** - * Finds the first available channel in a group of channels. - * - * A tag is an arbitary number that can be assigned to several mixer channels, - * to form groups of channels. - * - * This function searches all channels with a specified tag, and returns the - * channel number of the first one it finds that is currently unused. - * - * If no channels with the specified tag are unused, this function returns -1. - * - * \param tag an arbitrary value, assigned to channels, to search for. - * \returns first available channel, or -1 if none are available. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag); - -/** - * Returns the number of channels in a group. - * - * If tag is -1, this will return the total number of channels allocated, - * regardless of what their tag might be. - * - * \param tag an arbitrary value, assigned to channels, to search for. - * \returns the number of channels assigned the specified tag. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_GroupCount(int tag); - -/** - * Find the "oldest" sample playing in a group of channels. - * - * Specifically, this function returns the channel number that is assigned the - * specified tag, is currently playing, and has the lowest start time, based - * on the value of SDL_GetTicks() when the channel started playing. - * - * If no channel with this tag is currently playing, this function returns -1. - * - * \param tag an arbitrary value, assigned to channels, to search through. - * \returns the "oldest" sample playing in a group of channels - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_GroupNewer - */ -extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag); - -/** - * Find the "most recent" sample playing in a group of channels. - * - * Specifically, this function returns the channel number that is assigned the - * specified tag, is currently playing, and has the highest start time, based - * on the value of SDL_GetTicks() when the channel started playing. - * - * If no channel with this tag is currently playing, this function returns -1. - * - * \param tag an arbitrary value, assigned to channels, to search through. - * \returns the "most recent" sample playing in a group of channels - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_GroupOldest - */ -extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag); - -/** - * Play an audio chunk on a specific channel. - * - * If the specified channel is -1, play on the first free channel (and return - * -1 without playing anything new if no free channel was available). - * - * If a specific channel was requested, and there is a chunk already playing - * there, that chunk will be halted and the new chunk will take its place. - * - * If `loops` is greater than zero, loop the sound that many times. If `loops` - * is -1, loop "infinitely" (~65000 times). - * - * Note that before SDL_mixer 2.6.0, this function was a macro that called - * Mix_PlayChannelTimed() with a fourth parameter ("ticks") of -1. This - * function still does the same thing, but promotes it to a proper API - * function. Older binaries linked against a newer SDL_mixer will still call - * Mix_PlayChannelTimed directly, as they are using the macro, which was - * available since the dawn of time. - * - * \param channel the channel on which to play the new chunk. - * \param chunk the new chunk to play. - * \param loop the number of times the chunk should loop, -1 to loop (not - * actually) infinitely. - * \returns which channel was used to play the sound, or -1 if sound could not - * be played. - * - * \since This function is available since SDL_mixer 2.6.0 (and as a macro - * since 2.0.0). - */ -extern DECLSPEC int SDLCALL Mix_PlayChannel(int channel, Mix_Chunk *chunk, int loops); - -/** - * Play an audio chunk on a specific channel for a maximum time. - * - * If the specified channel is -1, play on the first free channel (and return - * -1 without playing anything new if no free channel was available). - * - * If a specific channel was requested, and there is a chunk already playing - * there, that chunk will be halted and the new chunk will take its place. - * - * If `loops` is greater than zero, loop the sound that many times. If `loops` - * is -1, loop "infinitely" (~65000 times). - * - * `ticks` specifies the maximum number of milliseconds to play this chunk - * before halting it. If you want the chunk to play until all data has been - * mixed, specify -1. - * - * Note that this function does not block for the number of ticks requested; - * it just schedules the chunk to play and notes the maximum for the mixer to - * manage later, and returns immediately. - * - * \param channel the channel on which to play the new chunk. - * \param chunk the new chunk to play. - * \param loop the number of times the chunk should loop, -1 to loop (not - * actually) infinitely. - * \param ticks the maximum number of milliseconds of this chunk to mix for - * playback. - * \returns which channel was used to play the sound, or -1 if sound could not - * be played. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks); - -/** - * Play a new music object. - * - * This will schedule the music object to begin mixing for playback. - * - * There is only ever one music object playing at a time; if this is called - * when another music object is playing, the currently-playing music is halted - * and the new music will replace it. - * - * Please note that if the currently-playing music is in the process of fading - * out (via Mix_FadeOutMusic()), this function will *block* until the fade - * completes. If you need to avoid this, be sure to call Mix_HaltMusic() - * before starting new music. - * - * \param music the new music object to schedule for mixing. - * \param loops the number of loops to play the music for (0 means "play once - * and stop"). - * \returns zero on success, -1 on error. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops); - -/** - * Play a new music object, fading in the audio. - * - * This will start the new music playing, much like Mix_PlayMusic() will, but - * will start the music playing at silence and fade in to its normal volume - * over the specified number of milliseconds. - * - * If there is already music playing, that music will be halted and the new - * music object will take its place. - * - * If `loops` is greater than zero, loop the music that many times. If `loops` - * is -1, loop "infinitely" (~65000 times). - * - * Fading music will change it's volume progressively, as if Mix_VolumeMusic() - * was called on it (which is to say: you probably shouldn't call - * Mix_VolumeMusic() on fading music). - * - * \param music the new music object to play. - * \param loop the number of times the chunk should loop, -1 to loop (not - * actually) infinitely. - * \param ms the number of milliseconds to spend fading in. - * \returns zero on success, -1 on error. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms); - -/** - * Play a new music object, fading in the audio, from a starting position. - * - * This will start the new music playing, much like Mix_PlayMusic() will, but - * will start the music playing at silence and fade in to its normal volume - * over the specified number of milliseconds. - * - * If there is already music playing, that music will be halted and the new - * music object will take its place. - * - * If `loops` is greater than zero, loop the music that many times. If `loops` - * is -1, loop "infinitely" (~65000 times). - * - * Fading music will change it's volume progressively, as if Mix_VolumeMusic() - * was called on it (which is to say: you probably shouldn't call - * Mix_VolumeMusic() on fading music). - * - * This function allows the caller to start the music playback past the - * beginning of its audio data. You may specify a start position, in seconds, - * and the playback and fade-in will start there instead of with the first - * samples of the music. - * - * An app can specify a `position` of 0.0 to start at the beginning of the - * music (or just call Mix_FadeInMusic() instead). - * - * To convert from milliseconds, divide by 1000.0. - * - * \param music the new music object to play. - * \param loop the number of times the chunk should loop, -1 to loop (not - * actually) infinitely. - * \param ms the number of milliseconds to spend fading in. - * \param position the start position within the music, in seconds, where - * playback should start. - * \returns zero on success, -1 on error. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position); - -/** - * Play an audio chunk on a specific channel, fading in the audio. - * - * This will start the new sound playing, much like Mix_PlayChannel() will, - * but will start the sound playing at silence and fade in to its normal - * volume over the specified number of milliseconds. - * - * If the specified channel is -1, play on the first free channel (and return - * -1 without playing anything new if no free channel was available). - * - * If a specific channel was requested, and there is a chunk already playing - * there, that chunk will be halted and the new chunk will take its place. - * - * If `loops` is greater than zero, loop the sound that many times. If `loops` - * is -1, loop "infinitely" (~65000 times). - * - * A fading channel will change it's volume progressively, as if Mix_Volume() - * was called on it (which is to say: you probably shouldn't call Mix_Volume() - * on a fading channel). - * - * Note that before SDL_mixer 2.6.0, this function was a macro that called - * Mix_FadeInChannelTimed() with a fourth parameter ("ticks") of -1. This - * function still does the same thing, but promotes it to a proper API - * function. Older binaries linked against a newer SDL_mixer will still call - * Mix_FadeInChannelTimed directly, as they are using the macro, which was - * available since the dawn of time. - * - * \param channel the channel on which to play the new chunk, or -1 to find - * any available. - * \param chunk the new chunk to play. - * \param loop the number of times the chunk should loop, -1 to loop (not - * actually) infinitely. - * \param ms the number of milliseconds to spend fading in. - * \returns which channel was used to play the sound, or -1 if sound could not - * be played. - * - * \since This function is available since SDL_mixer 2.6.0 (and as a macro - * since 2.0.0). - */ -extern DECLSPEC int SDLCALL Mix_FadeInChannel(int channel, Mix_Chunk *chunk, int loops, int ms); - -/** - * Play an audio chunk on a specific channel, fading in the audio, for a - * maximum time. - * - * This will start the new sound playing, much like Mix_PlayChannel() will, - * but will start the sound playing at silence and fade in to its normal - * volume over the specified number of milliseconds. - * - * If the specified channel is -1, play on the first free channel (and return - * -1 without playing anything new if no free channel was available). - * - * If a specific channel was requested, and there is a chunk already playing - * there, that chunk will be halted and the new chunk will take its place. - * - * If `loops` is greater than zero, loop the sound that many times. If `loops` - * is -1, loop "infinitely" (~65000 times). - * - * `ticks` specifies the maximum number of milliseconds to play this chunk - * before halting it. If you want the chunk to play until all data has been - * mixed, specify -1. - * - * Note that this function does not block for the number of ticks requested; - * it just schedules the chunk to play and notes the maximum for the mixer to - * manage later, and returns immediately. - * - * A fading channel will change it's volume progressively, as if Mix_Volume() - * was called on it (which is to say: you probably shouldn't call Mix_Volume() - * on a fading channel). - * - * \param channel the channel on which to play the new chunk, or -1 to find - * any available. - * \param chunk the new chunk to play. - * \param loop the number of times the chunk should loop, -1 to loop (not - * actually) infinitely. - * \param ms the number of milliseconds to spend fading in. - * \param ticks the maximum number of milliseconds of this chunk to mix for - * playback. - * \returns which channel was used to play the sound, or -1 if sound could not - * be played. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks); - -/** - * Set the volume for a specific channel. - * - * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume). - * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are - * clamped to MIX_MAX_VOLUME. - * - * Specifying a negative volume will not change the current volume; as such, - * this can be used to query the current volume without making changes, as - * this function returns the previous (in this case, still-current) value. - * - * If the specified channel is -1, this function sets the volume for all - * channels, and returns _the average_ of all channels' volumes prior to this - * call. - * - * The default volume for a channel is MIX_MAX_VOLUME (no attenuation). - * - * \param channel the channel on set/query the volume on, or -1 for all - * channels. - * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query. - * \returns the previous volume. If the specified volume is -1, this returns - * the current volume. If `channel` is -1, this returns the average - * of all channels. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume); - -/** - * Set the volume for a specific chunk. - * - * In addition to channels having a volume setting, individual chunks also - * maintain a seperate volume. Both values are considered when mixing, so both - * affect the final attenuation of the sound. This lets an app adjust the - * volume for all instances of a sound in addition to specific instances of - * that sound. - * - * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume). - * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are - * clamped to MIX_MAX_VOLUME. - * - * Specifying a negative volume will not change the current volume; as such, - * this can be used to query the current volume without making changes, as - * this function returns the previous (in this case, still-current) value. - * - * The default volume for a chunk is MIX_MAX_VOLUME (no attenuation). - * - * \param channel the channel on set/query the volume on, or -1 for all - * channels. - * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query. - * \returns the previous volume. If the specified volume is -1, this returns - * the current volume. If `chunk` is NULL, this returns -1. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume); - -/** - * Set the volume for the music channel. - * - * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume). - * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are - * clamped to MIX_MAX_VOLUME. - * - * Specifying a negative volume will not change the current volume; as such, - * this can be used to query the current volume without making changes, as - * this function returns the previous (in this case, still-current) value. - * - * The default volume for music is MIX_MAX_VOLUME (no attenuation). - * - * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query. - * \returns the previous volume. If the specified volume is -1, this returns - * the current volume. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume); - -/** - * Query the current volume value for a music object. - * - * \param music the music object to query. - * \returns the music's current volume, between 0 and MIX_MAX_VOLUME (128). - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC int SDLCALL Mix_GetMusicVolume(Mix_Music *music); - -/** - * Set the master volume for all channels. - * - * SDL_mixer keeps a per-channel volume, a per-chunk volume, and a master - * volume, and considers all three when mixing audio. This function sets the - * master volume, which is applied to all playing channels when mixing. - * - * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume). - * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are - * clamped to MIX_MAX_VOLUME. - * - * Specifying a negative volume will not change the current volume; as such, - * this can be used to query the current volume without making changes, as - * this function returns the previous (in this case, still-current) value. - * - * Note that the master volume does not affect any playing music; it is only - * applied when mixing chunks. Use Mix_MusicVolume() for that.\ - * - * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query. - * \returns the previous volume. If the specified volume is -1, this returns - * the current volume. - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC int SDLCALL Mix_MasterVolume(int volume); - -/** - * Halt playing of a particular channel. - * - * This will stop further playback on that channel until a new chunk is - * started there. - * - * Specifying a channel of -1 will halt _all_ channels, except for any playing - * music. - * - * Any halted channels will have any currently-registered effects - * deregistered, and will call any callback specified by Mix_ChannelFinished() - * before this function returns. - * - * You may not specify MAX_CHANNEL_POST for a channel. - * - * \param channel channel to halt, or -1 to halt all channels. - * \returns 0 on success, or -1 on error. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel); - -/** - * Halt playing of a group of channels by arbitrary tag. - * - * This will stop further playback on all channels with a specific tag, until - * a new chunk is started there. - * - * A tag is an arbitary number that can be assigned to several mixer channels, - * to form groups of channels. - * - * The default tag for a channel is -1. - * - * Any halted channels will have any currently-registered effects - * deregistered, and will call any callback specified by Mix_ChannelFinished() - * before this function returns. - * - * \param tag an arbitrary value, assigned to channels, to search for. - * \returns zero, whether any channels were halted or not. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag); - -/** - * Halt playing of the music stream. - * - * This will stop further playback of music until a new music object is - * started there. - * - * Any halted music will call any callback specified by - * Mix_HookMusicFinished() before this function returns. - * - * \returns zero, regardless of whether any music was halted. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_HaltMusic(void); - -/** - * Change the expiration delay for a particular channel. - * - * The channel will halt after the 'ticks' milliseconds have elapsed, or - * remove the expiration if 'ticks' is -1. - * - * This overrides the value passed to the fourth parameter of - * Mix_PlayChannelTimed(). - * - * Specifying a channel of -1 will set an expiration for _all_ channels. - * - * Any halted channels will have any currently-registered effects - * deregistered, and will call any callback specified by Mix_ChannelFinished() - * once the halt occurs. - * - * Note that this function does not block for the number of ticks requested; - * it just schedules the chunk to expire and notes the time for the mixer to - * manage later, and returns immediately. - * - * \param channel the channel to change the expiration time on. - * \param ticks number of milliseconds from now to let channel play before - * halting, -1 to not halt. - * \returns the number of channels that changed expirations. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks); - -/** - * Halt a channel after fading it out for a specified time. - * - * This will begin a channel fading from its current volume to silence over - * `ms` milliseconds. After that time, the channel is halted. - * - * Any halted channels will have any currently-registered effects - * deregistered, and will call any callback specified by Mix_ChannelFinished() - * once the halt occurs. - * - * A fading channel will change it's volume progressively, as if Mix_Volume() - * was called on it (which is to say: you probably shouldn't call Mix_Volume() - * on a fading channel). - * - * Note that this function does not block for the number of milliseconds - * requested; it just schedules the chunk to fade and notes the time for the - * mixer to manage later, and returns immediately. - * - * \param which the channel to fade out. - * \param ms number of milliseconds to fade before halting the channel. - * \returns 0 on success, or -1 on error. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms); - -/** - * Halt a playing group of channels by arbitrary tag, after fading them out - * for a specified time. - * - * This will begin fading a group of channels with a specific tag from their - * current volumes to silence over `ms` milliseconds. After that time, those - * channels are halted. - * - * A tag is an arbitary number that can be assigned to several mixer channels, - * to form groups of channels. - * - * The default tag for a channel is -1. - * - * Any halted channels will have any currently-registered effects - * deregistered, and will call any callback specified by Mix_ChannelFinished() - * once the halt occurs. - * - * A fading channel will change it's volume progressively, as if Mix_Volume() - * was called on it (which is to say: you probably shouldn't call Mix_Volume() - * on a fading channel). - * - * Note that this function does not block for the number of milliseconds - * requested; it just schedules the group to fade and notes the time for the - * mixer to manage later, and returns immediately. - * - * \param tag an arbitrary value, assigned to channels, to search for. - * \param ms number of milliseconds to fade before halting the group. - * \returns the number of channels that were scheduled for fading. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms); - -/** - * Halt the music stream after fading it out for a specified time. - * - * This will begin the music fading from its current volume to silence over - * `ms` milliseconds. After that time, the music is halted. - * - * Any halted music will call any callback specified by - * Mix_HookMusicFinished() once the halt occurs. - * - * Fading music will change it's volume progressively, as if Mix_VolumeMusic() - * was called on it (which is to say: you probably shouldn't call - * Mix_VolumeMusic() on a fading channel). - * - * Note that this function does not block for the number of milliseconds - * requested; it just schedules the music to fade and notes the time for the - * mixer to manage later, and returns immediately. - * - * \param which the channel to fade out. - * \param ms number of milliseconds to fade before halting the channel. - * \returns non-zero if music was scheduled to fade, zero otherwise. If no - * music is currently playing, this returns zero. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms); - -/** - * Query the fading status of the music stream. - * - * This reports one of three values: - * - * - `MIX_NO_FADING` - * - `MIX_FADING_OUT` - * - `MIX_FADING_IN` - * - * If music is not currently playing, this returns `MIX_NO_FADING`. - * - * \returns the current fading status of the music stream. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void); - -/** - * Query the fading status of a channel. - * - * This reports one of three values: - * - * - `MIX_NO_FADING` - * - `MIX_FADING_OUT` - * - `MIX_FADING_IN` - * - * If nothing is currently playing on the channel, or an invalid channel is - * specified, this returns `MIX_NO_FADING`. - * - * You may not specify MAX_CHANNEL_POST for a channel. - * - * You may not specify -1 for all channels; only individual channels may be - * queried. - * - * \param which the channel to query. - * \returns the current fading status of the channel. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which); - -/** - * Pause a particular channel. - * - * Pausing a channel will prevent further playback of the assigned chunk but - * will maintain the chunk's current mixing position. When resumed, this - * channel will continue to mix the chunk where it left off. - * - * A paused channel can be resumed by calling Mix_Resume(). - * - * A paused channel with an expiration will not expire while paused (the - * expiration countdown will be adjusted once resumed). - * - * It is legal to halt a paused channel. Playing a new chunk on a paused - * channel will replace the current chunk and unpause the channel. - * - * Specifying a channel of -1 will pause _all_ channels. Any music is - * unaffected. - * - * You may not specify MAX_CHANNEL_POST for a channel. - * - * \param channel the channel to pause, or -1 to pause all channels. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC void SDLCALL Mix_Pause(int channel); - -/** - * Resume a particular channel. - * - * It is legal to resume an unpaused or invalid channel; it causes no effect - * and reports no error. - * - * If the paused channel has an expiration, its expiration countdown resumes - * now, as well. - * - * Specifying a channel of -1 will resume _all_ paused channels. Any music is - * unaffected. - * - * \param channel the channel to resume, or -1 to resume all paused channels. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC void SDLCALL Mix_Resume(int channel); - -/** - * Query whether a particular channel is paused. - * - * If an invalid channel is specified, this function returns zero. - * - * \param channel the channel to query, or -1 to query all channels. - * \return 1 if channel paused, 0 otherwise. If `channel` is -1, returns the - * number of paused channels. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_Paused(int channel); - -/** - * Pause the music stream. - * - * Pausing the music stream will prevent further playback of the assigned - * music object, but will maintain the object's current mixing position. When - * resumed, this channel will continue to mix the music where it left off. - * - * Paused music can be resumed by calling Mix_ResumeMusic(). - * - * It is legal to halt paused music. Playing a new music object when music is - * paused will replace the current music and unpause the music stream. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC void SDLCALL Mix_PauseMusic(void); - -/** - * Resume the music stream. - * - * It is legal to resume an unpaused music stream; it causes no effect and - * reports no error. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC void SDLCALL Mix_ResumeMusic(void); - -/** - * Rewind the music stream. - * - * This causes the currently-playing music to start mixing from the beginning - * of the music, as if it were just started. - * - * It's a legal no-op to rewind the music stream when not playing. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC void SDLCALL Mix_RewindMusic(void); - -/** - * Query whether the music stream is paused. - * - * \return 1 if music is paused, 0 otherwise. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_PauseMusic - * \sa Mix_ResumeMusic - */ -extern DECLSPEC int SDLCALL Mix_PausedMusic(void); - -/** - * Jump to a given order in mod music. - * - * This only applies to MOD music formats. - * - * \param order order - * \returns 0 if successful, or -1 if failed or isn't implemented. - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC int SDLCALL Mix_ModMusicJumpToOrder(int order); - -/** - * Set the current position in the music stream, in seconds. - * - * To convert from milliseconds, divide by 1000.0. - * - * This function is only implemented for MOD music formats (set pattern order - * number) and for WAV, OGG, FLAC, MP3, and MODPLUG music at the moment. - * - * \param position the new position, in seconds (as a double). - * \returns 0 if successful, or -1 if it failed or not implemented. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position); - -/** - * Get the time current position of music stream, in seconds. - * - * To convert to milliseconds, multiply by 1000.0. - * - * \param music the music object to query. - * \returns -1.0 if this feature is not supported for some codec. - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC double SDLCALL Mix_GetMusicPosition(Mix_Music *music); - -/** - * Get a music object's duration, in seconds. - * - * To convert to milliseconds, multiply by 1000.0. - * - * If NULL is passed, returns duration of current playing music. - * - * \param music the music object to query. - * \returns music duration in seconds, or -1.0 on error. - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC double SDLCALL Mix_MusicDuration(Mix_Music *music); - -/** - * Get the loop start time position of music stream, in seconds. - * - * To convert to milliseconds, multiply by 1000.0. - * - * If NULL is passed, returns duration of current playing music. - * - * \param music the music object to query. - * \returns -1.0 if this feature is not used for this music or not supported - * for some codec - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC double SDLCALL Mix_GetMusicLoopStartTime(Mix_Music *music); - -/** - * Get the loop end time position of music stream, in seconds. - * - * To convert to milliseconds, multiply by 1000.0. - * - * If NULL is passed, returns duration of current playing music. - * - * \param music the music object to query. - * \returns -1.0 if this feature is not used for this music or not supported - * for some codec - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC double SDLCALL Mix_GetMusicLoopEndTime(Mix_Music *music); - -/** - * Get the loop time length of music stream, in seconds. - * - * To convert to milliseconds, multiply by 1000.0. - * - * If NULL is passed, returns duration of current playing music. - * - * \param music the music object to query. - * \returns -1.0 if this feature is not used for this music or not supported - * for some codec - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC double SDLCALL Mix_GetMusicLoopLengthTime(Mix_Music *music); - -/** - * Check the playing status of a specific channel. - * - * If the channel is currently playing, this function returns 1. Otherwise it - * returns 0. - * - * If the specified channel is -1, all channels are checked, and this function - * returns the number of channels currently playing. - * - * You may not specify MAX_CHANNEL_POST for a channel. - * - * Paused channels are treated as playing, even though they are not currently - * making forward progress in mixing. - * - * \param channel channel - * \returns non-zero if channel is playing, zero otherwise. If `channel` is - * -1, return the total number of channel playings. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_Playing(int channel); - -/** - * Check the playing status of the music stream. - * - * If music is currently playing, this function returns 1. Otherwise it - * returns 0. - * - * Paused music is treated as playing, even though it is not currently making - * forward progress in mixing. - * - * \returns non-zero if music is playing, zero otherwise. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_PlayingMusic(void); - -/** - * Run an external command as the music stream. - * - * This halts any currently-playing music, and next time the music stream is - * played, SDL_mixer will spawn a process using the command line specified in - * `command`. This command is not subject to shell expansion, and beyond some - * basic splitting up of arguments, is passed to execvp() on most platforms, - * not system(). - * - * The command is responsible for generating sound; it is NOT mixed by - * SDL_mixer! SDL_mixer will kill the child process if asked to halt the - * music, but otherwise does not have any control over what the process does. - * - * You are strongly encouraged not to use this function without an extremely - * good reason. - * - * \param command command - * \returns 0 if successful, -1 on error - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command); - -/** - * This function does nothing, do not use. - * - * This was probably meant to expose a feature, but no codecs support it, so - * it only remains for binary compatibility. - * - * Calling this function is a legal no-op that returns -1. - * - * \param value this parameter is ignored. - * \returns -1. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value); - -/** - * This function does nothing, do not use. - * - * This was probably meant to expose a feature, but no codecs support it, so - * it only remains for binary compatibility. - * - * Calling this function is a legal no-op that returns -1. - * - * \returns -1. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void); - -/** - * Set SoundFonts paths to use by supported MIDI backends. - * - * You may specify multiple paths in a single string by separating them with - * semicolons; they will be searched in the order listed. - * - * This function replaces any previously-specified paths. - * - * Passing a NULL path will remove any previously-specified paths. - * - * Note that unlike most SDL and SDL_mixer functions, this function returns - * zero if there's an error, not on success. We apologize for the API design - * inconsistency here. - * - * \param paths Paths on the filesystem where SoundFonts are available, - * separated by semicolons. - * \returns 1 if successful, 0 on error (out of memory). - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths); - -/** - * Get SoundFonts paths to use by supported MIDI backends. - * - * There are several factors that determine what will be reported by this - * function: - * - * - If the boolean _SDL hint_ `"SDL_FORCE_SOUNDFONTS"` is set, AND the - * `"SDL_SOUNDFONTS"` _environment variable_ is also set, this function will - * return that environment variable regardless of whether - * Mix_SetSoundFounts() was ever called. - * - Otherwise, if Mix_SetSoundFonts() was successfully called with a non-NULL - * path, this function will return the string passed to that function. - * - Otherwise, if the `"SDL_SOUNDFONTS"` variable is set, this function will - * return that environment variable. - * - Otherwise, this function will search some common locations on the - * filesystem, and if it finds a SoundFont there, it will return that. - * - Failing everything else, this function returns NULL. - * - * This returns a pointer to internal (possibly read-only) memory, and it - * should not be modified or free'd by the caller. - * - * \returns semicolon-separated list of sound font paths. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void); - -/** - * Iterate SoundFonts paths to use by supported MIDI backends. - * - * This function will take the string reported by Mix_GetSoundFonts(), split - * it up into separate paths, as delimited by semicolons in the string, and - * call a callback function for each separate path. - * - * If there are no paths available, this returns 0 without calling the - * callback at all. - * - * If the callback returns non-zero, this function stops iterating and returns - * non-zero. If the callback returns 0, this function will continue iterating, - * calling the callback again for further paths. If the callback never returns - * 1, this function returns 0, so this can be used to decide if an available - * soundfont is acceptable for use. - * - * \param function the callback function to call once per path. - * \param data a pointer to pass to the callback for its own personal use. - * \returns non-zero if callback ever returned non-zero, 0 on error or the - * callback never returned non-zero. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_GetSoundFonts - */ -extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (SDLCALL *function)(const char*, void*), void *data); - -/** - * Set full path of the Timidity config file. - * - * For example, "/etc/timidity.cfg" - * - * This is obviously only useful if SDL_mixer is using Timidity internally to - * play MIDI files. - * - * \param path path to a Timidity config file. - * \returns 1 if successful, 0 on error - * - * \since This function is available since SDL_mixer 2.6.0. - */ -extern DECLSPEC int SDLCALL Mix_SetTimidityCfg(const char *path); - -/** - * Get full path of a previously-specified Timidity config file. - * - * For example, "/etc/timidity.cfg" - * - * If a path has never been specified, this returns NULL. - * - * This returns a pointer to internal memory, and it should not be modified or - * free'd by the caller. - * - * \returns the previously-specified path, or NULL if not set. - * - * \since This function is available since SDL_mixer 2.6.0. - * - * \sa Mix_SetTimidityCfg - */ -extern DECLSPEC const char* SDLCALL Mix_GetTimidityCfg(void); - -/** - * Get the Mix_Chunk currently associated with a mixer channel. - * - * You may not specify MAX_CHANNEL_POST or -1 for a channel. - * - * \param channel the channel to query. - * \returns the associated chunk, if any, or NULL if it's an invalid channel. - * - * \since This function is available since SDL_mixer 2.0.0. - */ -extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel); - -/** - * Close the mixer, halting all playing audio. - * - * Any halted channels will have any currently-registered effects - * deregistered, and will call any callback specified by Mix_ChannelFinished() - * before this function returns. - * - * Any halted music will call any callback specified by - * Mix_HookMusicFinished() before this function returns. - * - * Do not start any new audio playing during callbacks in this function. - * - * This will close the audio device. Attempting to play new audio after this - * function returns will fail, until another successful call to - * Mix_OpenAudio() or Mix_OpenAudioDevice(). - * - * Note that (unlike Mix_OpenAudio optionally calling SDL_Init(SDL_INIT_AUDIO) - * on the app's behalf), this will _not_ deinitialize the SDL audio subsystem - * in any case. At some point after calling this function and Mix_Quit(), some - * part of the application should be responsible for calling SDL_Quit() to - * deinitialize all of SDL, including its audio subsystem. - * - * This function should be the last thing you call in SDL_mixer before - * Mix_Quit(). However, the following notes apply if you don't follow this - * advice: - * - * Note that this will not free any loaded chunks or music; you should dispose - * of those resources separately. It is probably poor form to dispose of them - * _after_ this function, but it is safe to call Mix_FreeChunk() and - * Mix_FreeMusic() after closing the device. - * - * Note that any chunks or music you don't free may or may not work if you - * call Mix_OpenAudio again, as the audio device may be in a new format and - * the existing chunks will not be converted to match. - * - * \since This function is available since SDL_mixer 2.0.0. - * - * \sa Mix_Quit - */ -extern DECLSPEC void SDLCALL Mix_CloseAudio(void); - -/* We'll use SDL for reporting errors */ - -/** - * Report SDL_mixer errors - * - * \sa Mix_GetError - */ -#define Mix_SetError SDL_SetError - -/** - * Get last SDL_mixer error - * - * \sa Mix_SetError - */ -#define Mix_GetError SDL_GetError - -/** - * Clear last SDL_mixer error - * - * \sa Mix_SetError - */ -#define Mix_ClearError SDL_ClearError - -/** - * Set OutOfMemory error - */ -#define Mix_OutOfMemory SDL_OutOfMemory - -/* Ends C function definitions when using C++ */ -#ifdef __cplusplus -} -#endif -#include "close_code.h" - -#endif /* SDL_MIXER_H_ */ - -/* vi: set ts=4 sw=4 expandtab: */ |
