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audio: First shot at the SDL3 audio subsystem redesign!
This is a work in progress! (and this commit will probably get force-pushed over at some point).
This commit is contained in:
parent
b221b59995
commit
905c4fff5b
19 changed files with 1974 additions and 2464 deletions
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@ -35,12 +35,9 @@ SDL3_0.0.0 {
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SDL_BroadcastCondition;
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SDL_CaptureMouse;
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SDL_CleanupTLS;
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SDL_ClearAudioStream;
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SDL_ClearComposition;
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SDL_ClearError;
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SDL_ClearHints;
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SDL_ClearQueuedAudio;
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SDL_CloseAudioDevice;
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SDL_CloseGamepad;
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SDL_CloseJoystick;
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SDL_CloseSensor;
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@ -50,7 +47,6 @@ SDL3_0.0.0 {
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SDL_ConvertPixels;
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SDL_ConvertSurface;
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SDL_ConvertSurfaceFormat;
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SDL_CreateAudioStream;
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SDL_CreateColorCursor;
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SDL_CreateCondition;
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SDL_CreateCursor;
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@ -82,8 +78,6 @@ SDL3_0.0.0 {
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SDL_DelHintCallback;
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SDL_Delay;
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SDL_DelayNS;
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SDL_DequeueAudio;
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SDL_DestroyAudioStream;
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SDL_DestroyCondition;
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SDL_DestroyCursor;
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SDL_DestroyMutex;
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@ -114,7 +108,6 @@ SDL3_0.0.0 {
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SDL_FillSurfaceRects;
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SDL_FilterEvents;
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SDL_FlashWindow;
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SDL_FlushAudioStream;
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SDL_FlushEvent;
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SDL_FlushEvents;
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SDL_GDKGetTaskQueue;
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@ -150,27 +143,18 @@ SDL3_0.0.0 {
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SDL_GetAndroidSDKVersion;
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SDL_GetAssertionHandler;
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SDL_GetAssertionReport;
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SDL_GetAudioDeviceName;
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SDL_GetAudioDeviceSpec;
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SDL_GetAudioDeviceStatus;
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SDL_GetAudioDriver;
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SDL_GetAudioStreamAvailable;
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SDL_GetAudioStreamData;
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SDL_GetAudioStreamFormat;
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SDL_GetBasePath;
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SDL_GetCPUCacheLineSize;
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SDL_GetCPUCount;
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SDL_GetClipboardData;
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SDL_GetClipboardText;
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SDL_GetClosestFullscreenDisplayMode;
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SDL_GetCurrentAudioDriver;
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SDL_GetCurrentDisplayMode;
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SDL_GetCurrentDisplayOrientation;
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SDL_GetCurrentRenderOutputSize;
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SDL_GetCurrentVideoDriver;
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SDL_GetCursor;
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SDL_GetDefaultAssertionHandler;
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SDL_GetDefaultAudioInfo;
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SDL_GetDefaultCursor;
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SDL_GetDesktopDisplayMode;
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SDL_GetDisplayBounds;
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@ -267,8 +251,6 @@ SDL3_0.0.0 {
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SDL_GetMouseState;
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SDL_GetNaturalDisplayOrientation;
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SDL_GetNumAllocations;
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SDL_GetNumAudioDevices;
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SDL_GetNumAudioDrivers;
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SDL_GetNumGamepadMappings;
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SDL_GetNumGamepadTouchpadFingers;
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SDL_GetNumGamepadTouchpads;
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@ -291,7 +273,6 @@ SDL3_0.0.0 {
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SDL_GetPreferredLocales;
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SDL_GetPrimaryDisplay;
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SDL_GetPrimarySelectionText;
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SDL_GetQueuedAudioSize;
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SDL_GetRGB;
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SDL_GetRGBA;
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SDL_GetRectAndLineIntersection;
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@ -461,8 +442,6 @@ SDL3_0.0.0 {
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SDL_LoadFile_RW;
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SDL_LoadFunction;
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SDL_LoadObject;
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SDL_LoadWAV_RW;
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SDL_LockAudioDevice;
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SDL_LockJoysticks;
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SDL_LockMutex;
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SDL_LockRWLockForReading;
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@ -494,7 +473,6 @@ SDL3_0.0.0 {
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SDL_Metal_DestroyView;
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SDL_Metal_GetLayer;
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SDL_MinimizeWindow;
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SDL_MixAudioFormat;
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SDL_MouseIsHaptic;
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SDL_NumHaptics;
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SDL_OnApplicationDidBecomeActive;
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@ -504,12 +482,10 @@ SDL3_0.0.0 {
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SDL_OnApplicationWillEnterForeground;
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SDL_OnApplicationWillResignActive;
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SDL_OnApplicationWillTerminate;
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SDL_OpenAudioDevice;
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SDL_OpenGamepad;
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SDL_OpenJoystick;
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SDL_OpenSensor;
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SDL_OpenURL;
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SDL_PauseAudioDevice;
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SDL_PeepEvents;
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SDL_PlayAudioDevice;
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SDL_PollEvent;
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@ -517,9 +493,7 @@ SDL3_0.0.0 {
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SDL_PremultiplyAlpha;
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SDL_PumpEvents;
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SDL_PushEvent;
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SDL_PutAudioStreamData;
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SDL_QueryTexture;
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SDL_QueueAudio;
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SDL_Quit;
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SDL_QuitSubSystem;
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SDL_RWFromConstMem;
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@ -672,7 +646,6 @@ SDL3_0.0.0 {
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SDL_TryLockRWLockForWriting;
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SDL_TryWaitSemaphore;
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SDL_UnloadObject;
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SDL_UnlockAudioDevice;
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SDL_UnlockJoysticks;
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SDL_UnlockMutex;
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SDL_UnlockRWLock;
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@ -879,6 +852,33 @@ SDL3_0.0.0 {
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SDL_strnlen;
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SDL_AddGamepadMappingsFromFile;
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SDL_ReloadGamepadMappings;
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SDL_GetNumAudioDrivers;
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SDL_GetAudioDriver;
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SDL_GetCurrentAudioDriver;
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SDL_GetAudioOutputDevices;
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SDL_GetAudioCaptureDevices;
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SDL_GetAudioDeviceName;
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SDL_GetAudioDeviceFormat;
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SDL_OpenAudioDevice;
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SDL_CloseAudioDevice;
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SDL_BindAudioStreams;
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SDL_BindAudioStream;
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SDL_UnbindAudioStreams;
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SDL_UnbindAudioStream;
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SDL_CreateAudioStream;
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SDL_GetAudioStreamFormat;
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SDL_SetAudioStreamFormat;
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SDL_PutAudioStreamData;
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SDL_GetAudioStreamData;
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SDL_GetAudioStreamAvailable;
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SDL_FlushAudioStream;
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SDL_ClearAudioStream;
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SDL_DestroyAudioStream;
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SDL_CreateAndBindAudioStream;
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SDL_LoadWAV_RW;
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SDL_MixAudioFormat;
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SDL_ConvertAudioSamples;
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SDL_GetSilenceValueForFormat;
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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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