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Refactored SDL_audiocvt.c
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14 changed files with 1212 additions and 832 deletions
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src/audio/SDL_audioqueue.h
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src/audio/SDL_audioqueue.h
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifndef SDL_audioqueue_h_
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#define SDL_audioqueue_h_
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// Internal functions used by SDL_AudioStream for queueing audio.
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typedef struct SDL_AudioQueue SDL_AudioQueue;
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typedef struct SDL_AudioTrack SDL_AudioTrack;
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// Create a new audio queue
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SDL_AudioQueue *SDL_CreateAudioQueue(size_t chunk_size);
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// Destroy an audio queue
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void SDL_DestroyAudioQueue(SDL_AudioQueue *queue);
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// Completely clear the queue
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void SDL_ClearAudioQueue(SDL_AudioQueue *queue);
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// Mark the last track as flushed
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void SDL_FlushAudioQueue(SDL_AudioQueue *queue);
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// Pop the current head track
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// REQUIRES: The head track must exist, and must have been flushed
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void SDL_PopAudioQueueHead(SDL_AudioQueue *queue);
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// Get the chunk size, mostly for use with SDL_CreateChunkedAudioTrack
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// This can be called from any thread
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size_t SDL_GetAudioQueueChunkSize(SDL_AudioQueue *queue);
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// Write data to the end of queue
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// REQUIRES: If the spec has changed, the last track must have been flushed
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int SDL_WriteToAudioQueue(SDL_AudioQueue *queue, const SDL_AudioSpec *spec, const Uint8 *data, size_t len);
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// Create a track without needing to hold any locks
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SDL_AudioTrack *SDL_CreateChunkedAudioTrack(const SDL_AudioSpec *spec, const Uint8 *data, size_t len, size_t chunk_size);
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// Add a track to the end of the queue
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// REQUIRES: `track != NULL`
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void SDL_AddTrackToAudioQueue(SDL_AudioQueue *queue, SDL_AudioTrack *track);
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// Iterate over the tracks in the queue
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void *SDL_BeginAudioQueueIter(SDL_AudioQueue *queue);
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// Query and update the track iterator
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// REQUIRES: `*inout_iter != NULL` (a valid iterator)
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size_t SDL_NextAudioQueueIter(SDL_AudioQueue *queue, void **inout_iter, SDL_AudioSpec *out_spec, SDL_bool *out_flushed);
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// Read data from the start of the queue
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// REQUIRES: There must be enough data in the queue
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int SDL_ReadFromAudioQueue(SDL_AudioQueue *queue, Uint8 *data, size_t len);
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// Peek into the start of the queue
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// REQUIRES: There must be enough data in the queue, unless it has been flushed, in which case missing data is filled with silence.
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int SDL_PeekIntoAudioQueue(SDL_AudioQueue *queue, Uint8 *data, size_t len);
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#endif // SDL_audioqueue_h_
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