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Renamed AudioStreamSpeed to AudioStreamFrequencyRatio
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7 changed files with 43 additions and 37 deletions
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@ -703,33 +703,40 @@ extern DECLSPEC int SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream,
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* \sa SDL_PutAudioStreamData
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* \sa SDL_GetAudioStreamData
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* \sa SDL_GetAudioStreamAvailable
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* \sa SDL_SetAudioStreamSpeed
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* \sa SDL_SetAudioStreamFrequencyRatio
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*/
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extern DECLSPEC int SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream,
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const SDL_AudioSpec *src_spec,
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const SDL_AudioSpec *dst_spec);
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/**
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* Get the playback speed of an audio stream.
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* Get the frequency ratio of an audio stream.
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*
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* \param stream the SDL_AudioStream to query.
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* \returns the playback speed of the stream, or 0.0 on error
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* \returns the frequency ratio of the stream, or 0.0 on error
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*
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* \threadsafety It is safe to call this function from any thread, as it holds
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* a stream-specific mutex while running.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_SetAudioStreamSpeed
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* \sa SDL_SetAudioStreamFrequencyRatio
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*/
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extern DECLSPEC float SDLCALL SDL_GetAudioStreamSpeed(SDL_AudioStream *stream);
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extern DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream);
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/**
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* Change the playback speed of an audio stream.
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* Change the frequency ratio of an audio stream.
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*
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* \param stream The stream the speed is being changed
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* \param speed The new speed. 1.0 is normal speed, 1.2 is 20% faster, etc.
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* Must be between 0.01 and 100.
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* The frequency ratio is used to adjust the rate at which input data is consumed.
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* Changing this effectively modifies the speed and pitch of the audio.
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* A value greater than 1.0 will play the audio faster, and at a higher pitch.
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* A value less than 1.0 will play the audio slower, and at a lower pitch.
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*
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* This is applied during SDL_GetAudioStreamData, and can be continuously changed
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* to create various effects.
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*
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* \param stream The stream the frequency ratio is being changed
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* \param ratio The frequency ratio. 1.0 is normal speed. Must be between 0.01 and 100.
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* \returns 0 on success, or -1 on error.
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*
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* \threadsafety It is safe to call this function from any thread, as it holds
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@ -737,11 +744,10 @@ extern DECLSPEC float SDLCALL SDL_GetAudioStreamSpeed(SDL_AudioStream *stream);
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetAudioStreamSpeed
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* \sa SDL_GetAudioStreamFrequencyRatio
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* \sa SDL_SetAudioStreamFormat
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*/
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extern DECLSPEC int SDLCALL SDL_SetAudioStreamSpeed(SDL_AudioStream *stream,
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float speed);
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extern DECLSPEC int SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio);
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/**
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* Add data to be converted/resampled to the stream.
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@ -1063,7 +1063,7 @@ static int GetAudioSpecFrameSize(const SDL_AudioSpec* spec)
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static Sint64 GetStreamResampleRate(SDL_AudioStream* stream, int src_freq)
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{
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src_freq = (int)((float)src_freq * stream->speed);
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src_freq = (int)((float)src_freq * stream->freq_ratio);
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return GetResampleRate(src_freq, stream->dst_spec.freq);
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}
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@ -1101,7 +1101,7 @@ SDL_AudioStream *SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_
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return NULL;
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}
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retval->speed = 1.0f;
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retval->freq_ratio = 1.0f;
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retval->queue = CreateAudioQueue(4096);
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retval->track_changed = SDL_TRUE;
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@ -1242,7 +1242,7 @@ int SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_s
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return 0;
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}
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float SDL_GetAudioStreamSpeed(SDL_AudioStream *stream)
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float SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream)
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{
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if (!stream) {
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SDL_InvalidParamError("stream");
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@ -1250,30 +1250,30 @@ float SDL_GetAudioStreamSpeed(SDL_AudioStream *stream)
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}
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SDL_LockMutex(stream->lock);
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float speed = stream->speed;
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float freq_ratio = stream->freq_ratio;
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SDL_UnlockMutex(stream->lock);
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return speed;
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return freq_ratio;
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}
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int SDL_SetAudioStreamSpeed(SDL_AudioStream *stream, float speed)
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int SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float freq_ratio)
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{
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if (!stream) {
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return SDL_InvalidParamError("stream");
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}
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// Picked mostly arbitrarily.
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static const float min_speed = 0.01f;
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static const float max_speed = 100.0f;
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static const float min_freq_ratio = 0.01f;
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static const float max_freq_ratio = 100.0f;
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if (speed < min_speed) {
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return SDL_SetError("Speed is too low");
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} else if (speed > max_speed) {
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return SDL_SetError("Speed is too high");
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if (freq_ratio < min_freq_ratio) {
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return SDL_SetError("Frequency ratio is too low");
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} else if (freq_ratio > max_freq_ratio) {
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return SDL_SetError("Frequency ratio is too high");
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}
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SDL_LockMutex(stream->lock);
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stream->speed = speed;
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stream->freq_ratio = freq_ratio;
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SDL_UnlockMutex(stream->lock);
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return 0;
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@ -170,7 +170,7 @@ struct SDL_AudioStream
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SDL_AudioSpec src_spec;
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SDL_AudioSpec dst_spec;
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float speed;
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float freq_ratio;
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SDL_AudioQueue* queue;
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@ -902,8 +902,8 @@ SDL3_0.0.0 {
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SDL_WriteS64BE;
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SDL_GDKGetDefaultUser;
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SDL_SetWindowFocusable;
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SDL_GetAudioStreamSpeed;
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SDL_SetAudioStreamSpeed;
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SDL_GetAudioStreamFrequencyRatio;
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SDL_SetAudioStreamFrequencyRatio;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@ -927,5 +927,5 @@
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#define SDL_WriteS64BE SDL_WriteS64BE_REAL
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#define SDL_GDKGetDefaultUser SDL_GDKGetDefaultUser_REAL
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#define SDL_SetWindowFocusable SDL_SetWindowFocusable_REAL
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#define SDL_GetAudioStreamSpeed SDL_GetAudioStreamSpeed_REAL
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#define SDL_SetAudioStreamSpeed SDL_SetAudioStreamSpeed_REAL
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#define SDL_GetAudioStreamFrequencyRatio SDL_GetAudioStreamFrequencyRatio_REAL
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#define SDL_SetAudioStreamFrequencyRatio SDL_SetAudioStreamFrequencyRatio_REAL
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@ -973,5 +973,5 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS64BE,(SDL_RWops *a, Sint64 b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GDKGetDefaultUser,(XUserHandle *a),(a),return)
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#endif
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SDL_DYNAPI_PROC(int,SDL_SetWindowFocusable,(SDL_Window *a, SDL_bool b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_GetAudioStreamSpeed,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetAudioStreamSpeed,(SDL_AudioStream *a, float b),(a,b),return)
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SDL_DYNAPI_PROC(float,SDL_GetAudioStreamFrequencyRatio,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetAudioStreamFrequencyRatio,(SDL_AudioStream *a, float b),(a,b),return)
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@ -143,7 +143,7 @@ static void skip_audio(float amount)
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SDL_LockAudioStream(stream);
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speed = SDL_GetAudioStreamSpeed(stream);
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speed = SDL_GetAudioStreamFrequencyRatio(stream);
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SDL_GetAudioStreamFormat(stream, NULL, &dst_spec);
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/* Gimme that crunchy audio */
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@ -151,7 +151,7 @@ static void skip_audio(float amount)
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new_spec.channels = 1;
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new_spec.freq = 4000;
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SDL_SetAudioStreamSpeed(stream, 100.0f);
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SDL_SetAudioStreamFrequencyRatio(stream, 100.0f);
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SDL_SetAudioStreamFormat(stream, NULL, &new_spec);
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num_frames = (int)(new_spec.freq * ((speed * amount) / 100.0f));
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@ -163,7 +163,7 @@ static void skip_audio(float amount)
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}
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SDL_SetAudioStreamFormat(stream, NULL, &dst_spec);
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SDL_SetAudioStreamSpeed(stream, speed);
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SDL_SetAudioStreamFrequencyRatio(stream, speed);
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SDL_UnlockAudioStream(stream);
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@ -287,7 +287,7 @@ static void loop(void)
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if (sliders[0].changed) {
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sliders[0].changed = SDL_FALSE;
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SDL_SetAudioStreamSpeed(stream, sliders[0].value);
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SDL_SetAudioStreamFrequencyRatio(stream, sliders[0].value);
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}
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if (SDL_GetAudioStreamFormat(stream, &src_spec, &dst_spec) == 0) {
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