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+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
+
+ 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.
+*/
+#include "../SDL_internal.h"
+
+#ifndef SDL_sysaudio_h_
+#define SDL_sysaudio_h_
+
+#include "SDL_mutex.h"
+#include "SDL_thread.h"
+#include "../SDL_dataqueue.h"
+#include "./SDL_audio_c.h"
+
+/* !!! FIXME: These are wordy and unlocalized... */
+#define DEFAULT_OUTPUT_DEVNAME "System audio output device"
+#define DEFAULT_INPUT_DEVNAME "System audio capture device"
+
+/* The SDL audio driver */
+typedef struct SDL_AudioDevice SDL_AudioDevice;
+#define _THIS SDL_AudioDevice *_this
+
+/* Audio targets should call this as devices are added to the system (such as
+ a USB headset being plugged in), and should also be called for
+ for every device found during DetectDevices(). */
+extern void SDL_AddAudioDevice(const int iscapture, const char *name, void *handle);
+
+/* Audio targets should call this as devices are removed, so SDL can update
+ its list of available devices. */
+extern void SDL_RemoveAudioDevice(const int iscapture, void *handle);
+
+/* Audio targets should call this if an opened audio device is lost while
+ being used. This can happen due to i/o errors, or a device being unplugged,
+ etc. If the device is totally gone, please also call SDL_RemoveAudioDevice()
+ as appropriate so SDL's list of devices is accurate. */
+extern void SDL_OpenedAudioDeviceDisconnected(SDL_AudioDevice *device);
+
+/* This is the size of a packet when using SDL_QueueAudio(). We allocate
+ these as necessary and pool them, under the assumption that we'll
+ eventually end up with a handful that keep recycling, meeting whatever
+ the app needs. We keep packing data tightly as more arrives to avoid
+ wasting space, and if we get a giant block of data, we'll split them
+ into multiple packets behind the scenes. My expectation is that most
+ apps will have 2-3 of these in the pool. 8k should cover most needs, but
+ if this is crippling for some embedded system, we can #ifdef this.
+ The system preallocates enough packets for 2 callbacks' worth of data. */
+#define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
+
+typedef struct SDL_AudioDriverImpl
+{
+ void (*DetectDevices) (void);
+ int (*OpenDevice) (_THIS, void *handle, const char *devname, int iscapture);
+ void (*ThreadInit) (_THIS); /* Called by audio thread at start */
+ void (*ThreadDeinit) (_THIS); /* Called by audio thread at end */
+ void (*BeginLoopIteration)(_THIS); /* Called by audio thread at top of loop */
+ void (*WaitDevice) (_THIS);
+ void (*PlayDevice) (_THIS);
+ int (*GetPendingBytes) (_THIS);
+ Uint8 *(*GetDeviceBuf) (_THIS);
+ int (*CaptureFromDevice) (_THIS, void *buffer, int buflen);
+ void (*FlushCapture) (_THIS);
+ void (*PrepareToClose) (_THIS); /**< Called between run and draining wait for playback devices */
+ void (*CloseDevice) (_THIS);
+ void (*LockDevice) (_THIS);
+ void (*UnlockDevice) (_THIS);
+ void (*FreeDeviceHandle) (void *handle); /**< SDL is done with handle from SDL_AddAudioDevice() */
+ void (*Deinitialize) (void);
+
+ /* !!! FIXME: add pause(), so we can optimize instead of mixing silence. */
+
+ /* Some flags to push duplicate code into the core and reduce #ifdefs. */
+ /* !!! FIXME: these should be SDL_bool */
+ int ProvidesOwnCallbackThread;
+ int SkipMixerLock;
+ int HasCaptureSupport;
+ int OnlyHasDefaultOutputDevice;
+ int OnlyHasDefaultCaptureDevice;
+ int AllowsArbitraryDeviceNames;
+} SDL_AudioDriverImpl;
+
+
+typedef struct SDL_AudioDeviceItem
+{
+ void *handle;
+ char *name;
+ char *original_name;
+ int dupenum;
+ struct SDL_AudioDeviceItem *next;
+} SDL_AudioDeviceItem;
+
+
+typedef struct SDL_AudioDriver
+{
+ /* * * */
+ /* The name of this audio driver */
+ const char *name;
+
+ /* * * */
+ /* The description of this audio driver */
+ const char *desc;
+
+ SDL_AudioDriverImpl impl;
+
+ /* A mutex for device detection */
+ SDL_mutex *detectionLock;
+ SDL_bool captureDevicesRemoved;
+ SDL_bool outputDevicesRemoved;
+ int outputDeviceCount;
+ int inputDeviceCount;
+ SDL_AudioDeviceItem *outputDevices;
+ SDL_AudioDeviceItem *inputDevices;
+} SDL_AudioDriver;
+
+
+/* Define the SDL audio driver structure */
+struct SDL_AudioDevice
+{
+ /* * * */
+ /* Data common to all devices */
+ SDL_AudioDeviceID id;
+
+ /* The device's current audio specification */
+ SDL_AudioSpec spec;
+
+ /* The callback's expected audio specification (converted vs device's spec). */
+ SDL_AudioSpec callbackspec;
+
+ /* Stream that converts and resamples. NULL if not needed. */
+ SDL_AudioStream *stream;
+
+ /* Current state flags */
+ SDL_atomic_t shutdown; /* true if we are signaling the play thread to end. */
+ SDL_atomic_t enabled; /* true if device is functioning and connected. */
+ SDL_atomic_t paused;
+ SDL_bool iscapture;
+
+ /* Scratch buffer used in the bridge between SDL and the user callback. */
+ Uint8 *work_buffer;
+
+ /* Size, in bytes, of work_buffer. */
+ Uint32 work_buffer_len;
+
+ /* A mutex for locking the mixing buffers */
+ SDL_mutex *mixer_lock;
+
+ /* A thread to feed the audio device */
+ SDL_Thread *thread;
+ SDL_threadID threadid;
+
+ /* Queued buffers (if app not using callback). */
+ SDL_DataQueue *buffer_queue;
+
+ /* * * */
+ /* Data private to this driver */
+ struct SDL_PrivateAudioData *hidden;
+
+ void *handle;
+};
+#undef _THIS
+
+typedef struct AudioBootStrap
+{
+ const char *name;
+ const char *desc;
+ int (*init) (SDL_AudioDriverImpl * impl);
+ int demand_only; /* 1==request explicitly, or it won't be available. */
+} AudioBootStrap;
+
+/* Not all of these are available in a given build. Use #ifdefs, etc. */
+extern AudioBootStrap PULSEAUDIO_bootstrap;
+extern AudioBootStrap ALSA_bootstrap;
+extern AudioBootStrap JACK_bootstrap;
+extern AudioBootStrap SNDIO_bootstrap;
+extern AudioBootStrap NETBSDAUDIO_bootstrap;
+extern AudioBootStrap DSP_bootstrap;
+extern AudioBootStrap QSAAUDIO_bootstrap;
+extern AudioBootStrap SUNAUDIO_bootstrap;
+extern AudioBootStrap ARTS_bootstrap;
+extern AudioBootStrap ESD_bootstrap;
+extern AudioBootStrap NACLAUDIO_bootstrap;
+extern AudioBootStrap NAS_bootstrap;
+extern AudioBootStrap WASAPI_bootstrap;
+extern AudioBootStrap DSOUND_bootstrap;
+extern AudioBootStrap WINMM_bootstrap;
+extern AudioBootStrap PAUDIO_bootstrap;
+extern AudioBootStrap HAIKUAUDIO_bootstrap;
+extern AudioBootStrap COREAUDIO_bootstrap;
+extern AudioBootStrap DISKAUDIO_bootstrap;
+extern AudioBootStrap DUMMYAUDIO_bootstrap;
+extern AudioBootStrap FUSIONSOUND_bootstrap;
+extern AudioBootStrap ANDROIDAUDIO_bootstrap;
+extern AudioBootStrap PSPAUDIO_bootstrap;
+extern AudioBootStrap EMSCRIPTENAUDIO_bootstrap;
+
+#endif /* SDL_sysaudio_h_ */
+
+/* vi: set ts=4 sw=4 expandtab: */