Renamed AudioStreamSpeed to AudioStreamFrequencyRatio

This commit is contained in:
Brick 2023-09-03 19:37:57 +01:00 committed by Sam Lantinga
parent 47bcb078f5
commit 0e552761b7
7 changed files with 43 additions and 37 deletions

View file

@ -703,33 +703,40 @@ extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream,
* \sa SDL_PutAudioStreamData
* \sa SDL_GetAudioStreamData
* \sa SDL_GetAudioStreamAvailable
* \sa SDL_SetAudioStreamSpeed
* \sa SDL_SetAudioStreamFrequencyRatio
*/
extern DECLSPEC int SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream,
const SDL_AudioSpec *src_spec,
const SDL_AudioSpec *dst_spec);
/**
* Get the playback speed of an audio stream.
* Get the frequency ratio of an audio stream.
*
* \param stream the SDL_AudioStream to query.
* \returns the playback speed of the stream, or 0.0 on error
* \returns the frequency ratio of the stream, or 0.0 on error
*
* \threadsafety It is safe to call this function from any thread, as it holds
* a stream-specific mutex while running.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetAudioStreamSpeed
* \sa SDL_SetAudioStreamFrequencyRatio
*/
extern DECLSPEC float SDLCALL SDL_GetAudioStreamSpeed(SDL_AudioStream *stream);
extern DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream);
/**
* Change the playback speed of an audio stream.
* Change the frequency ratio of an audio stream.
*
* \param stream The stream the speed is being changed
* \param speed The new speed. 1.0 is normal speed, 1.2 is 20% faster, etc.
* Must be between 0.01 and 100.
* The frequency ratio is used to adjust the rate at which input data is consumed.
* Changing this effectively modifies the speed and pitch of the audio.
* A value greater than 1.0 will play the audio faster, and at a higher pitch.
* A value less than 1.0 will play the audio slower, and at a lower pitch.
*
* This is applied during SDL_GetAudioStreamData, and can be continuously changed
* to create various effects.
*
* \param stream The stream the frequency ratio is being changed
* \param ratio The frequency ratio. 1.0 is normal speed. Must be between 0.01 and 100.
* \returns 0 on success, or -1 on error.
*
* \threadsafety It is safe to call this function from any thread, as it holds
@ -737,11 +744,10 @@ extern DECLSPEC float SDLCALL SDL_GetAudioStreamSpeed(SDL_AudioStream *stream);
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetAudioStreamSpeed
* \sa SDL_GetAudioStreamFrequencyRatio
* \sa SDL_SetAudioStreamFormat
*/
extern DECLSPEC int SDLCALL SDL_SetAudioStreamSpeed(SDL_AudioStream *stream,
float speed);
extern DECLSPEC int SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio);
/**
* Add data to be converted/resampled to the stream.

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@ -1063,7 +1063,7 @@ static int GetAudioSpecFrameSize(const SDL_AudioSpec* spec)
static Sint64 GetStreamResampleRate(SDL_AudioStream* stream, int src_freq)
{
src_freq = (int)((float)src_freq * stream->speed);
src_freq = (int)((float)src_freq * stream->freq_ratio);
return GetResampleRate(src_freq, stream->dst_spec.freq);
}
@ -1101,7 +1101,7 @@ SDL_AudioStream *SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_
return NULL;
}
retval->speed = 1.0f;
retval->freq_ratio = 1.0f;
retval->queue = CreateAudioQueue(4096);
retval->track_changed = SDL_TRUE;
@ -1242,7 +1242,7 @@ int SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_s
return 0;
}
float SDL_GetAudioStreamSpeed(SDL_AudioStream *stream)
float SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream)
{
if (!stream) {
SDL_InvalidParamError("stream");
@ -1250,30 +1250,30 @@ float SDL_GetAudioStreamSpeed(SDL_AudioStream *stream)
}
SDL_LockMutex(stream->lock);
float speed = stream->speed;
float freq_ratio = stream->freq_ratio;
SDL_UnlockMutex(stream->lock);
return speed;
return freq_ratio;
}
int SDL_SetAudioStreamSpeed(SDL_AudioStream *stream, float speed)
int SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float freq_ratio)
{
if (!stream) {
return SDL_InvalidParamError("stream");
}
// Picked mostly arbitrarily.
static const float min_speed = 0.01f;
static const float max_speed = 100.0f;
static const float min_freq_ratio = 0.01f;
static const float max_freq_ratio = 100.0f;
if (speed < min_speed) {
return SDL_SetError("Speed is too low");
} else if (speed > max_speed) {
return SDL_SetError("Speed is too high");
if (freq_ratio < min_freq_ratio) {
return SDL_SetError("Frequency ratio is too low");
} else if (freq_ratio > max_freq_ratio) {
return SDL_SetError("Frequency ratio is too high");
}
SDL_LockMutex(stream->lock);
stream->speed = speed;
stream->freq_ratio = freq_ratio;
SDL_UnlockMutex(stream->lock);
return 0;

View file

@ -170,7 +170,7 @@ struct SDL_AudioStream
SDL_AudioSpec src_spec;
SDL_AudioSpec dst_spec;
float speed;
float freq_ratio;
SDL_AudioQueue* queue;

View file

@ -902,8 +902,8 @@ SDL3_0.0.0 {
SDL_WriteS64BE;
SDL_GDKGetDefaultUser;
SDL_SetWindowFocusable;
SDL_GetAudioStreamSpeed;
SDL_SetAudioStreamSpeed;
SDL_GetAudioStreamFrequencyRatio;
SDL_SetAudioStreamFrequencyRatio;
# extra symbols go here (don't modify this line)
local: *;
};

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@ -927,5 +927,5 @@
#define SDL_WriteS64BE SDL_WriteS64BE_REAL
#define SDL_GDKGetDefaultUser SDL_GDKGetDefaultUser_REAL
#define SDL_SetWindowFocusable SDL_SetWindowFocusable_REAL
#define SDL_GetAudioStreamSpeed SDL_GetAudioStreamSpeed_REAL
#define SDL_SetAudioStreamSpeed SDL_SetAudioStreamSpeed_REAL
#define SDL_GetAudioStreamFrequencyRatio SDL_GetAudioStreamFrequencyRatio_REAL
#define SDL_SetAudioStreamFrequencyRatio SDL_SetAudioStreamFrequencyRatio_REAL

View file

@ -973,5 +973,5 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS64BE,(SDL_RWops *a, Sint64 b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_GDKGetDefaultUser,(XUserHandle *a),(a),return)
#endif
SDL_DYNAPI_PROC(int,SDL_SetWindowFocusable,(SDL_Window *a, SDL_bool b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamSpeed,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamSpeed,(SDL_AudioStream *a, float b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)

View file

@ -143,7 +143,7 @@ static void skip_audio(float amount)
SDL_LockAudioStream(stream);
speed = SDL_GetAudioStreamSpeed(stream);
speed = SDL_GetAudioStreamFrequencyRatio(stream);
SDL_GetAudioStreamFormat(stream, NULL, &dst_spec);
/* Gimme that crunchy audio */
@ -151,7 +151,7 @@ static void skip_audio(float amount)
new_spec.channels = 1;
new_spec.freq = 4000;
SDL_SetAudioStreamSpeed(stream, 100.0f);
SDL_SetAudioStreamFrequencyRatio(stream, 100.0f);
SDL_SetAudioStreamFormat(stream, NULL, &new_spec);
num_frames = (int)(new_spec.freq * ((speed * amount) / 100.0f));
@ -163,7 +163,7 @@ static void skip_audio(float amount)
}
SDL_SetAudioStreamFormat(stream, NULL, &dst_spec);
SDL_SetAudioStreamSpeed(stream, speed);
SDL_SetAudioStreamFrequencyRatio(stream, speed);
SDL_UnlockAudioStream(stream);
@ -287,7 +287,7 @@ static void loop(void)
if (sliders[0].changed) {
sliders[0].changed = SDL_FALSE;
SDL_SetAudioStreamSpeed(stream, sliders[0].value);
SDL_SetAudioStreamFrequencyRatio(stream, sliders[0].value);
}
if (SDL_GetAudioStreamFormat(stream, &src_spec, &dst_spec) == 0) {