diff options
| author | Aldrik Ramaekers <aldrik@amftech.nl> | 2023-10-27 21:01:21 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrik@amftech.nl> | 2023-10-27 21:01:21 +0200 |
| commit | 641f81317a5b5cea6b3c5a4c65b1ca4313b0d8c0 (patch) | |
| tree | 391bb0b6536ca2247a371f16a44249b8a5f963d6 /include/SDL2/SDL_mixer.h | |
| parent | 9d0bb9f229155546fde8b4f666d2682ad5ac606f (diff) | |
audio, add throwable
Diffstat (limited to 'include/SDL2/SDL_mixer.h')
| -rw-r--r-- | include/SDL2/SDL_mixer.h | 2784 |
1 files changed, 2784 insertions, 0 deletions
diff --git a/include/SDL2/SDL_mixer.h b/include/SDL2/SDL_mixer.h new file mode 100644 index 0000000..3582488 --- /dev/null +++ b/include/SDL2/SDL_mixer.h @@ -0,0 +1,2784 @@ +/* + SDL_mixer: An audio mixer library based on the SDL library + Copyright (C) 1997-2023 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. +*/ + +/** + * \file SDL_mixer.h + * + * Header file for SDL_mixer library + * + * A simple library to play and mix sounds and musics + */ +#ifndef SDL_MIXER_H_ +#define SDL_MIXER_H_ + +#include "SDL_stdinc.h" +#include "SDL_rwops.h" +#include "SDL_audio.h" +#include "SDL_endian.h" +#include "SDL_version.h" +#include "begin_code.h" + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL + */ +#define SDL_MIXER_MAJOR_VERSION 2 +#define SDL_MIXER_MINOR_VERSION 6 +#define SDL_MIXER_PATCHLEVEL 3 + +/** + * This macro can be used to fill a version structure with the compile-time + * version of the SDL_mixer library. + */ +#define SDL_MIXER_VERSION(X) \ +{ \ + (X)->major = SDL_MIXER_MAJOR_VERSION; \ + (X)->minor = SDL_MIXER_MINOR_VERSION; \ + (X)->patch = SDL_MIXER_PATCHLEVEL; \ +} + +/* Backwards compatibility */ +#define MIX_MAJOR_VERSION SDL_MIXER_MAJOR_VERSION +#define MIX_MINOR_VERSION SDL_MIXER_MINOR_VERSION +#define MIX_PATCHLEVEL SDL_MIXER_PATCHLEVEL +#define MIX_VERSION(X) SDL_MIXER_VERSION(X) + +#if SDL_MIXER_MAJOR_VERSION < 3 && SDL_MAJOR_VERSION < 3 +/** + * This is the version number macro for the current SDL_mixer version. + * + * In versions higher than 2.9.0, the minor version overflows into + * the thousands digit: for example, 2.23.0 is encoded as 4300. + * This macro will not be available in SDL 3.x or SDL_mixer 3.x. + * + * Deprecated, use SDL_MIXER_VERSION_ATLEAST or SDL_MIXER_VERSION instead. + */ +#define SDL_MIXER_COMPILEDVERSION \ + SDL_VERSIONNUM(SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL) +#endif /* SDL_MIXER_MAJOR_VERSION < 3 && SDL_MAJOR_VERSION < 3 */ + +/** + * This macro will evaluate to true if compiled with SDL_mixer at least X.Y.Z. + */ +#define SDL_MIXER_VERSION_ATLEAST(X, Y, Z) \ + ((SDL_MIXER_MAJOR_VERSION >= X) && \ + (SDL_MIXER_MAJOR_VERSION > X || SDL_MIXER_MINOR_VERSION >= Y) && \ + (SDL_MIXER_MAJOR_VERSION > X || SDL_MIXER_MINOR_VERSION > Y || SDL_MIXER_PATCHLEVEL >= Z)) + +/** + * Query the version of SDL_mixer that the program is linked against. + * + * This function gets the version of the dynamically linked SDL_mixer library. + * This is separate from the SDL_MIXER_VERSION() macro, which tells you what + * version of the SDL_mixer headers you compiled against. + * + * This returns static internal data; do not free or modify it! + * + * \returns a pointer to the version information. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void); + +/** + * Initialization flags + */ +typedef enum +{ + MIX_INIT_FLAC = 0x00000001, + MIX_INIT_MOD = 0x00000002, + MIX_INIT_MP3 = 0x00000008, + MIX_INIT_OGG = 0x00000010, + MIX_INIT_MID = 0x00000020, + MIX_INIT_OPUS = 0x00000040 +} MIX_InitFlags; + +/** + * Initialize SDL_mixer. + * + * This function loads dynamic libraries that SDL_mixer needs, and prepares + * them for use. This must be the first function you call in SDL_mixer, and if + * it fails you should not continue with the library. + * + * Flags should be one or more flags from MIX_InitFlags OR'd together. It + * returns the flags successfully initialized, or 0 on failure. + * + * Currently, these flags are: + * + * - `MIX_INIT_FLAC` + * - `MIX_INIT_MOD` + * - `MIX_INIT_MP3` + * - `MIX_INIT_OGG` + * - `MIX_INIT_MID` + * - `MIX_INIT_OPUS` + * + * More flags may be added in a future SDL_mixer release. + * + * This function may need to load external shared libraries to support various + * codecs, which means this function can fail to initialize that support on an + * otherwise-reasonable system if the library isn't available; this is not + * just a question of exceptional circumstances like running out of memory at + * startup! + * + * Note that you may call this function more than once to initialize with + * additional flags. The return value will reflect both new flags that + * successfully initialized, and also include flags that had previously been + * initialized as well. + * + * As this will return previously-initialized flags, it's legal to call this + * with zero (no flags set). This is a safe no-op that can be used to query + * the current initialization state without changing it at all. + * + * Since this returns previously-initialized flags as well as new ones, and + * you can call this with zero, you should not check for a zero return value + * to determine an error condition. Instead, you should check to make sure all + * the flags you require are set in the return value. If you have a game with + * data in a specific format, this might be a fatal error. If you're a generic + * media player, perhaps you are fine with only having WAV and MP3 support and + * can live without Opus playback, even if you request support for everything. + * + * Unlike other SDL satellite libraries, calls to Mix_Init do not stack; a + * single call to Mix_Quit() will deinitialize everything and does not have to + * be paired with a matching Mix_Init call. For that reason, it's considered + * best practices to have a single Mix_Init and Mix_Quit call in your program. + * While this isn't required, be aware of the risks of deviating from that + * behavior. + * + * After initializing SDL_mixer, the next step is to open an audio device to + * prepare to play sound (with Mix_OpenAudio() or Mix_OpenAudioDevice()), and + * load audio data to play with that device. + * + * \param flags initialization flags, OR'd together. + * \returns all currently initialized flags. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_Quit + */ +extern DECLSPEC int SDLCALL Mix_Init(int flags); + +/** + * Deinitialize SDL_mixer. + * + * This should be the last function you call in SDL_mixer, after freeing all + * other resources and closing all audio devices. This will unload any shared + * libraries it is using for various codecs. + * + * After this call, a call to Mix_Init(0) will return 0 (no codecs loaded). + * + * You can safely call Mix_Init() to reload various codec support after this + * call. + * + * Unlike other SDL satellite libraries, calls to Mix_Init do not stack; a + * single call to Mix_Quit() will deinitialize everything and does not have to + * be paired with a matching Mix_Init call. For that reason, it's considered + * best practices to have a single Mix_Init and Mix_Quit call in your program. + * While this isn't required, be aware of the risks of deviating from that + * behavior. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_Init + */ +extern DECLSPEC void SDLCALL Mix_Quit(void); + + +/** + * The default mixer has 8 simultaneous mixing channels + */ +#ifndef MIX_CHANNELS +#define MIX_CHANNELS 8 +#endif + +/* Good default values for a PC soundcard */ +#define MIX_DEFAULT_FREQUENCY 44100 +#if SDL_BYTEORDER == SDL_LIL_ENDIAN +#define MIX_DEFAULT_FORMAT AUDIO_S16LSB +#else +#define MIX_DEFAULT_FORMAT AUDIO_S16MSB +#endif +#define MIX_DEFAULT_CHANNELS 2 +#define MIX_MAX_VOLUME SDL_MIX_MAXVOLUME /* Volume of a chunk */ + +/** + * The internal format for an audio chunk + */ +typedef struct Mix_Chunk { + int allocated; + Uint8 *abuf; + Uint32 alen; + Uint8 volume; /* Per-sample volume, 0-128 */ +} Mix_Chunk; + +/** + * The different fading types supported + */ +typedef enum { + MIX_NO_FADING, + MIX_FADING_OUT, + MIX_FADING_IN +} Mix_Fading; + +/** + * These are types of music files (not libraries used to load them) + */ +typedef enum { + MUS_NONE, + MUS_CMD, + MUS_WAV, + MUS_MOD, + MUS_MID, + MUS_OGG, + MUS_MP3, + MUS_MP3_MAD_UNUSED, + MUS_FLAC, + MUS_MODPLUG_UNUSED, + MUS_OPUS +} Mix_MusicType; + +/** + * The internal format for a music chunk interpreted via codecs + */ +typedef struct _Mix_Music Mix_Music; + +/** + * Open the default audio device for playback. + * + * An audio device is what generates sound, so the app must open one to make + * noise. + * + * This function will check if SDL's audio system is initialized, and if not, + * it will initialize it by calling `SDL_Init(SDL_INIT_AUDIO)` on your behalf. + * You are free to (and encouraged to!) initialize it yourself before calling + * this function, as this gives your program more control over the process. + * + * This function might cover all of an application's needs, but for those that + * need more flexibility, the more powerful version of this function is + * Mix_OpenAudioDevice(). This function is equivalent to calling: + * + * ```c + * Mix_OpenAudioDevice(frequency, format, nchannels, chunksize, NULL, + * SDL_AUDIO_ALLOW_FREQUENCY_CHANGE | + * SDL_AUDIO_ALLOW_CHANNELS_CHANGE); + * ``` + * + * If you aren't particularly concerned with the specifics of the audio + * device, and your data isn't in a specific format, the values you use here + * can just be reasonable defaults. SDL_mixer will convert audio data you feed + * it to the correct format on demand. + * + * That being said, if you have control of your audio data and you know its + * format ahead of time, you can save CPU time by opening the audio device in + * that exact format so SDL_mixer does not have to spend time converting + * anything behind the scenes, and can just pass the data straight through to + * the hardware. On some platforms, where the hardware only supports specific + * settings, you might have to be careful to make everything match, but your + * own data is often easier to control, so aim to open the device for what you + * need. + * + * The other reason to care about specific formats: if you plan to touch the + * mix buffer directly (with Mix_SetPostMix, a registered effect, or + * Mix_HookMusic), you might have code that expects it to be in a specific + * format, and you should specify that here. + * + * The audio device frequency is specified in Hz; in modern times, 48000 is + * often a reasonable default. + * + * The audio device format is one of SDL's AUDIO_* constants. AUDIO_S16SYS + * (16-bit audio) is probably a safe default. More modern systems may prefer + * AUDIO_F32SYS (32-bit floating point audio). + * + * The audio device channels are generally 1 for mono output, or 2 for stereo, + * but the brave can try surround sound configs with 4 (quad), 6 (5.1), 7 + * (6.1) or 8 (7.1). + * + * The audio device's chunk size is the number of sample frames (one sample + * per frame for mono output, two samples per frame in a stereo setup, etc) + * that are fed to the device at once. The lower the number, the lower the + * latency, but you risk dropouts if it gets too low. 2048 is often a + * reasonable default, but your app might want to experiment with 1024 or + * 4096. + * + * You may only have one audio device open at a time; if you want to change a + * setting, you must close the device and reopen it, which is not something + * you can do seamlessly during playback. + * + * This function does not allow you to select a specific audio device on the + * system, it always chooses the best default it can on your behalf (which, in + * many cases, is exactly what you want anyhow). If you must choose a specific + * device, you can do so with Mix_OpenAudioDevice() instead. + * + * If this function reports success, you are ready to start making noise! Load + * some audio data and start playing! + * + * The app can use Mix_QuerySpec() to determine the final device settings. + * + * When done with an audio device, probably at the end of the program, the app + * should dispose of the device with Mix_CloseDevice(). + * + * \param frequency the frequency to playback audio at (in Hz). + * \param format audio format, one of SDL's AUDIO_* values. + * \param channels number of channels (1 is mono, 2 is stereo, etc). + * \param chunksize audio buffer size in sample FRAMES (total samples divided + * by channel count). + * \returns 0 if successful, -1 on error. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_OpenAudioDevice + * \sa Mix_CloseDevice + */ +extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize); + + +/** + * Open a specific audio device for playback. + * + * (A slightly simpler version of this function is available in + * Mix_OpenAudio(), which still might meet most applications' needs.) + * + * An audio device is what generates sound, so the app must open one to make + * noise. + * + * This function will check if SDL's audio system is initialized, and if not, + * it will initialize it by calling `SDL_Init(SDL_INIT_AUDIO)` on your behalf. + * You are free to (and encouraged to!) initialize it yourself before calling + * this function, as this gives your program more control over the process. + * + * If you aren't particularly concerned with the specifics of the audio + * device, and your data isn't in a specific format, the values you use here + * can just be reasonable defaults. SDL_mixer will convert audio data you feed + * it to the correct format on demand. + * + * That being said, if you have control of your audio data and you know its + * format ahead of time, you can save CPU time by opening the audio device in + * that exact format so SDL_mixer does not have to spend time converting + * anything behind the scenes, and can just pass the data straight through to + * the hardware. On some platforms, where the hardware only supports specific + * settings, you might have to be careful to make everything match, but your + * own data is often easier to control, so aim to open the device for what you + * need. + * + * The other reason to care about specific formats: if you plan to touch the + * mix buffer directly (with Mix_SetPostMix, a registered effect, or + * Mix_HookMusic), you might have code that expects it to be in a specific + * format, and you should specify that here. + * + * The audio device frequency is specified in Hz; in modern times, 48000 is + * often a reasonable default. + * + * The audio device format is one of SDL's AUDIO_* constants. AUDIO_S16SYS + * (16-bit audio) is probably a safe default. More modern systems may prefer + * AUDIO_F32SYS (32-bit floating point audio). + * + * The audio device channels are generally 1 for mono output, or 2 for stereo, + * but the brave can try surround sound configs with 4 (quad), 6 (5.1), 7 + * (6.1) or 8 (7.1). + * + * The audio device's chunk size is the number of sample frames (one sample + * per frame for mono output, two samples per frame in a stereo setup, etc) + * that are fed to the device at once. The lower the number, the lower the + * latency, but you risk dropouts if it gets too low. 2048 is often a + * reasonable default, but your app might want to experiment with 1024 or + * 4096. + * + * You may only have one audio device open at a time; if you want to change a + * setting, you must close the device and reopen it, which is not something + * you can do seamlessly during playback. + * + * This function allows you to select specific audio hardware on the system + * with the `device` parameter. If you specify NULL, SDL_mixer will choose the + * best default it can on your behalf (which, in many cases, is exactly what + * you want anyhow). SDL_mixer does not offer a mechanism to determine device + * names to open, but you can use SDL_GetNumAudioDevices() to get a count of + * available devices and then SDL_GetAudioDeviceName() in a loop to obtain a + * list. If you do this, be sure to call `SDL_Init(SDL_INIT_AUDIO)` first to + * initialize SDL's audio system! + * + * The `allowed_changes` parameter specifies what settings are flexible. These + * are the `SDL_AUDIO_ALLOW_*` flags from SDL. These tell SDL_mixer that the + * app doesn't mind if a specific setting changes. For example, the app might + * need stereo data in Sint16 format, but if the sample rate or chunk size + * changes, the app can handle that. In that case, the app would specify + * `SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE`. In this + * case, if the system's hardware requires something other than the requested + * format, SDL_mixer can select what the hardware demands instead of the app. + * If the `SDL_AUDIO_ALLOW_` flag is not specified, SDL_mixer must convert + * data behind the scenes between what the app demands and what the hardware + * requires. If your app needs precisely what is requested, specify zero for + * `allowed_changes`. + * + * If changes were allowed, the app can use Mix_QuerySpec() to determine the + * final device settings. + * + * If this function reports success, you are ready to start making noise! Load + * some audio data and start playing! + * + * When done with an audio device, probably at the end of the program, the app + * should dispose of the device with Mix_CloseDevice(). + * + * \param frequency the frequency to playback audio at (in Hz). + * \param format audio format, one of SDL's AUDIO_* values. + * \param channels number of channels (1 is mono, 2 is stereo, etc). + * \param chunksize audio buffer size in sample FRAMES (total samples divided + * by channel count). + * \param device the device name to open, or NULL to choose a reasonable + * default. + * \param allowed_changes Allow change flags (see SDL_AUDIO_ALLOW_* flags) + * \returns 0 if successful, -1 on error. + * + * \since This function is available since SDL_mixer 2.0.2. + * + * \sa Mix_OpenAudio + * \sa Mix_CloseDevice + * \sa Mix_QuerySpec + */ +extern DECLSPEC int SDLCALL Mix_OpenAudioDevice(int frequency, Uint16 format, int channels, int chunksize, const char* device, int allowed_changes); + +/** + * Find out what the actual audio device parameters are. + * + * If Mix_OpenAudioDevice() was called with `allowed_changes` set to anything + * but zero, or Mix_OpenAudio() was used, some audio device settings may be + * different from the application's request. This function will report what + * the device is actually running at. + * + * Note this is only important if the app intends to touch the audio buffers + * being sent to the hardware directly. If an app just wants to play audio + * files and let SDL_mixer handle the low-level details, this function can + * probably be ignored. + * + * If the audio device is not opened, this function will return 0. + * + * \param frequency On return, will be filled with the audio device's + * frequency in Hz. + * \param format On return, will be filled with the audio device's format. + * \param channels On return, will be filled with the audio device's channel + * count. + * \returns 1 if the audio device has been opened, 0 otherwise. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_OpenAudio + * \sa Mix_OpenAudioDevice + */ +extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency, Uint16 *format, int *channels); + +/** + * Dynamically change the number of channels managed by the mixer. + * + * SDL_mixer deals with "channels," which is not the same thing as the + * mono/stereo channels; they might be better described as "tracks," as each + * one corresponds to a separate source of audio data. Three different WAV + * files playing at the same time would be three separate SDL_mixer channels, + * for example. + * + * An app needs as many channels as it has audio data it wants to play + * simultaneously, mixing them into a single stream to send to the audio + * device. + * + * SDL_mixer allocates `MIX_CHANNELS` (currently 8) channels when you open an + * audio device, which may be more than an app needs, but if the app needs + * more or wants less, this function can change it. + * + * If decreasing the number of channels, any upper channels currently playing + * are stopped. This will deregister all effects on those channels and call + * any callback specified by Mix_ChannelFinished() for each removed channel. + * + * If `numchans` is less than zero, this will return the current number of + * channels without changing anything. + * + * \param numchans the new number of channels, or < 0 to query current channel + * count. + * \returns the new number of allocated channels. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans); + +/** + * Load a supported audio format into a chunk. + * + * SDL_mixer has two separate data structures for audio data. One it calls a + * "chunk," which is meant to be a file completely decoded into memory up + * front, and the other it calls "music" which is a file intended to be + * decoded on demand. Originally, simple formats like uncompressed WAV files + * were meant to be chunks and compressed things, like MP3s, were meant to be + * music, and you would stream one thing for a game's music and make repeating + * sound effects with the chunks. + * + * In modern times, this isn't split by format anymore, and most are + * interchangeable, so the question is what the app thinks is worth + * predecoding or not. Chunks might take more memory, but once they are loaded + * won't need to decode again, whereas music always needs to be decoded on the + * fly. Also, crucially, there are as many channels for chunks as the app can + * allocate, but SDL_mixer only offers a single "music" channel. + * + * If `freesrc` is non-zero, the RWops will be closed before returning, + * whether this function succeeds or not. SDL_mixer reads everything it needs + * from the RWops during this call in any case. + * + * There is a separate function (a macro, before SDL_mixer 2.6.0) to read + * files from disk without having to deal with SDL_RWops: + * `Mix_LoadWAV("filename.wav")` will call this function and manage those + * details for you. + * + * When done with a chunk, the app should dispose of it with a call to + * Mix_FreeChunk(). + * + * \param src an SDL_RWops that data will be read from. + * \param freesrc non-zero to close/free the SDL_RWops before returning, zero + * to leave it open. + * \returns a new chunk, or NULL on error. + * + * \since This function is available since SDL_mixer 2.6.0 (and as a macro + * since 2.0.0). + * + * \sa Mix_LoadWAV + * \sa Mix_FreeChunk + */ +extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc); + +/** + * Load a supported audio format into a chunk. + * + * SDL_mixer has two separate data structures for audio data. One it calls a + * "chunk," which is meant to be a file completely decoded into memory up + * front, and the other it calls "music" which is a file intended to be + * decoded on demand. Originally, simple formats like uncompressed WAV files + * were meant to be chunks and compressed things, like MP3s, were meant to be + * music, and you would stream one thing for a game's music and make repeating + * sound effects with the chunks. + * + * In modern times, this isn't split by format anymore, and most are + * interchangeable, so the question is what the app thinks is worth + * predecoding or not. Chunks might take more memory, but once they are loaded + * won't need to decode again, whereas music always needs to be decoded on the + * fly. Also, crucially, there are as many channels for chunks as the app can + * allocate, but SDL_mixer only offers a single "music" channel. + * + * If you would rather use the abstract SDL_RWops interface to load data from + * somewhere other than the filesystem, you can use Mix_LoadWAV_RW() instead. + * + * When done with a chunk, the app should dispose of it with a call to + * Mix_FreeChunk(). + * + * Note that before SDL_mixer 2.6.0, this function was a macro that called + * Mix_LoadWAV_RW(), creating a RWops and setting `freesrc` to 1. This macro + * has since been promoted to a proper API function. Older binaries linked + * against a newer SDL_mixer will still call Mix_LoadWAV_RW directly, as they + * are using the macro, which was available since the dawn of time. + * + * \param file the filesystem path to load data from. + * \returns a new chunk, or NULL on error. + * + * \since This function is available since SDL_mixer 2.6.0 (and as a macro + * since 2.0.0). + * + * \sa Mix_LoadWAV_RW + * \sa Mix_FreeChunk + */ +extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV(const char *file); + + +/** + * Load a supported audio format into a music object. + * + * SDL_mixer has two separate data structures for audio data. One it calls a + * "chunk," which is meant to be a file completely decoded into memory up + * front, and the other it calls "music" which is a file intended to be + * decoded on demand. Originally, simple formats like uncompressed WAV files + * were meant to be chunks and compressed things, like MP3s, were meant to be + * music, and you would stream one thing for a game's music and make repeating + * sound effects with the chunks. + * + * In modern times, this isn't split by format anymore, and most are + * interchangeable, so the question is what the app thinks is worth + * predecoding or not. Chunks might take more memory, but once they are loaded + * won't need to decode again, whereas music always needs to be decoded on the + * fly. Also, crucially, there are as many channels for chunks as the app can + * allocate, but SDL_mixer only offers a single "music" channel. + * + * When done with this music, the app should dispose of it with a call to + * Mix_FreeMusic(). + * + * \param file a file path from where to load music data. + * \returns a new music object, or NULL on error. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_FreeMusic + */ +extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file); + +/** + * Load a supported audio format into a music object. + * + * SDL_mixer has two separate data structures for audio data. One it calls a + * "chunk," which is meant to be a file completely decoded into memory up + * front, and the other it calls "music" which is a file intended to be + * decoded on demand. Originally, simple formats like uncompressed WAV files + * were meant to be chunks and compressed things, like MP3s, were meant to be + * music, and you would stream one thing for a game's music and make repeating + * sound effects with the chunks. + * + * In modern times, this isn't split by format anymore, and most are + * interchangeable, so the question is what the app thinks is worth + * predecoding or not. Chunks might take more memory, but once they are loaded + * won't need to decode again, whereas music always needs to be decoded on the + * fly. Also, crucially, there are as many channels for chunks as the app can + * allocate, but SDL_mixer only offers a single "music" channel. + * + * If `freesrc` is non-zero, the RWops will be closed before returning, + * whether this function succeeds or not. SDL_mixer reads everything it needs + * from the RWops during this call in any case. + * + * As a convenience, there is a function to read files from disk without + * having to deal with SDL_RWops: `Mix_LoadMUS("filename.mp3")` will manage + * those details for you. + * + * This function attempts to guess the file format from incoming data. If the + * caller knows the format, or wants to force it, it should use + * Mix_LoadMUSType_RW() instead. + * + * When done with this music, the app should dispose of it with a call to + * Mix_FreeMusic(). + * + * \param src an SDL_RWops that data will be read from. + * \param freesrc non-zero to close/free the SDL_RWops before returning, zero + * to leave it open. + * \returns a new music object, or NULL on error. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_FreeMusic + */ +extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *src, int freesrc); + +/** + * Load an audio format into a music object, assuming a specific format. + * + * SDL_mixer has two separate data structures for audio data. One it calls a + * "chunk," which is meant to be a file completely decoded into memory up + * front, and the other it calls "music" which is a file intended to be + * decoded on demand. Originally, simple formats like uncompressed WAV files + * were meant to be chunks and compressed things, like MP3s, were meant to be + * music, and you would stream one thing for a game's music and make repeating + * sound effects with the chunks. + * + * In modern times, this isn't split by format anymore, and most are + * interchangeable, so the question is what the app thinks is worth + * predecoding or not. Chunks might take more memory, but once they are loaded + * won't need to decode again, whereas music always needs to be decoded on the + * fly. Also, crucially, there are as many channels for chunks as the app can + * allocate, but SDL_mixer only offers a single "music" channel. + * + * This function loads music data, and lets the application specify the type + * of music being loaded, which might be useful if SDL_mixer cannot figure it + * out from the data stream itself. + * + * Currently, the following types are supported: + * + * - `MUS_NONE` (SDL_mixer should guess, based on the data) + * - `MUS_WAV` (Microsoft WAV files) + * - `MUS_MOD` (Various tracker formats) + * - `MUS_MID` (MIDI files) + * - `MUS_OGG` (Ogg Vorbis files) + * - `MUS_MP3` (MP3 files) + * - `MUS_FLAC` (FLAC files) + * - `MUS_OPUS` (Opus files) + * + * If `freesrc` is non-zero, the RWops will be closed before returning, + * whether this function succeeds or not. SDL_mixer reads everything it needs + * from the RWops during this call in any case. + * + * As a convenience, there is a function to read files from disk without + * having to deal with SDL_RWops: `Mix_LoadMUS("filename.mp3")` will manage + * those details for you (but not let you specify the music type explicitly).. + * + * When done with this music, the app should dispose of it with a call to + * Mix_FreeMusic(). + * + * \param src an SDL_RWops that data will be read from. + * \param type the type of audio data provided by `src`. + * \param freesrc non-zero to close/free the SDL_RWops before returning, zero + * to leave it open. + * \returns a new music object, or NULL on error. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_FreeMusic + */ +extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *src, Mix_MusicType type, int freesrc); + +/** + * Load a WAV file from memory as quickly as possible. + * + * Unlike Mix_LoadWAV_RW, this function has several requirements, and unless + * you control all your audio data and know what you're doing, you should + * consider this function unsafe and not use it. + * + * - The provided audio data MUST be in Microsoft WAV format. + * - The provided audio data shouldn't use any strange WAV extensions. + * - The audio data MUST be in the exact same format as the audio device. This + * function will not attempt to convert it, or even verify it's in the right + * format. + * - The audio data must be valid; this function does not know the size of the + * memory buffer, so if the WAV data is corrupted, it can read past the end + * of the buffer, causing a crash. + * - The audio data must live at least as long as the returned Mix_Chunk, + * because SDL_mixer will use that data directly and not make a copy of it. + * + * This function will do NO error checking! Be extremely careful here! + * + * (Seriously, use Mix_LoadWAV_RW instead.) + * + * If this function is successful, the provided memory buffer must remain + * available until Mix_FreeChunk() is called on the returned chunk. + * + * \param mem memory buffer containing of a WAV file. + * \returns a new chunk, or NULL on error. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_LoadWAV_RW + * \sa Mix_FreeChunk + */ +extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem); + +/** + * Load a raw audio data from memory as quickly as possible. + * + * The audio data MUST be in the exact same format as the audio device. This + * function will not attempt to convert it, or even verify it's in the right + * format. + * + * If this function is successful, the provided memory buffer must remain + * available until Mix_FreeChunk() is called on the returned chunk. + * + * \param mem memory buffer containing raw PCM data. + * \param len length of buffer pointed to by `mem`, in bytes. + * \returns a new chunk, or NULL on error. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_FreeChunk + */ +extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len); + +/** + * Free an audio chunk. + * + * An app should call this function when it is done with a Mix_Chunk and wants + * to dispose of its resources. + * + * SDL_mixer will stop any channels this chunk is currently playing on. This + * will deregister all effects on those channels and call any callback + * specified by Mix_ChannelFinished() for each removed channel. + * + * \param chunk the chunk to free. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_LoadWAV + * \sa Mix_LoadWAV_RW + * \sa Mix_QuickLoad_WAV + * \sa Mix_QuickLoad_RAW + */ +extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk); + +/** + * Free a music object. + * + * If this music is currently playing, it will be stopped. + * + * If this music is in the process of fading out (via Mix_FadeOutMusic()), + * this function will *block* until the fade completes. If you need to avoid + * this, be sure to call Mix_HaltMusic() before freeing the music. + * + * \param music the music object to free. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_LoadMUS + * \sa Mix_LoadMUS_RW + * \sa Mix_LoadMUSType_RW + */ +extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music); + +/** + * Get a list of chunk decoders that this build of SDL_mixer provides. + * + * This list can change between builds AND runs of the program, if external + * libraries that add functionality become available. You must successfully + * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, + * as decoders are activated at device open time. + * + * Appearing in this list doesn't promise your specific audio file will + * decode...but it's handy to know if you have, say, a functioning Ogg Vorbis + * install. + * + * These return values are static, read-only data; do not modify or free it. + * The pointers remain valid until you call Mix_CloseAudio(). + * + * \returns number of chunk decoders available. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_GetChunkDecoder + * \sa Mix_HasChunkDecoder + */ +extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void); + +/** + * Get a chunk decoder's name. + * + * The requested decoder's index must be between zero and + * Mix_GetNumChunkDecoders()-1. It's safe to call this with an invalid index; + * this function will return NULL in that case. + * + * This list can change between builds AND runs of the program, if external + * libraries that add functionality become available. You must successfully + * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, + * as decoders are activated at device open time. + * + * \param index index of the chunk decoder. + * \returns the chunk decoder's name. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_GetNumChunkDecoders + */ +extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index); + +/** + * Check if a chunk decoder is available by name. + * + * This result can change between builds AND runs of the program, if external + * libraries that add functionality become available. You must successfully + * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, + * as decoders are activated at device open time. + * + * Decoder names are arbitrary but also obvious, so you have to know what + * you're looking for ahead of time, but usually it's the file extension in + * capital letters (some example names are "AIFF", "VOC", "WAV"). + * + * \param name the decoder name to query. + * \returns SDL_TRUE if a decoder by that name is available, SDL_FALSE + * otherwise. + * + * \since This function is available since SDL_mixer 2.0.2. + * + * \sa Mix_GetNumChunkDecoders + * \sa Mix_GetChunkDecoder + */ +extern DECLSPEC SDL_bool SDLCALL Mix_HasChunkDecoder(const char *name); + +/** + * Get a list of music decoders that this build of SDL_mixer provides. + * + * This list can change between builds AND runs of the program, if external + * libraries that add functionality become available. You must successfully + * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, + * as decoders are activated at device open time. + * + * Appearing in this list doesn't promise your specific audio file will + * decode...but it's handy to know if you have, say, a functioning Ogg Vorbis + * install. + * + * These return values are static, read-only data; do not modify or free it. + * The pointers remain valid until you call Mix_CloseAudio(). + * + * \returns number of chunk decoders available. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_GetMusicDecoder + * \sa Mix_HasMusicDecoder + */ +extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void); + +/** + * Get a music decoder's name. + * + * The requested decoder's index must be between zero and + * Mix_GetNumMusicDecoders()-1. It's safe to call this with an invalid index; + * this function will return NULL in that case. + * + * This list can change between builds AND runs of the program, if external + * libraries that add functionality become available. You must successfully + * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, + * as decoders are activated at device open time. + * + * \param index index of the music decoder. + * \returns the music decoder's name. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_GetNumMusicDecoders + */ +extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index); + +/** + * Check if a music decoder is available by name. + * + * This result can change between builds AND runs of the program, if external + * libraries that add functionality become available. You must successfully + * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function, + * as decoders are activated at device open time. + * + * Decoder names are arbitrary but also obvious, so you have to know what + * you're looking for ahead of time, but usually it's the file extension in + * capital letters (some example names are "MOD", "MP3", "FLAC"). + * + * \param name the decoder name to query. + * \returns SDL_TRUE if a decoder by that name is available, SDL_FALSE + * otherwise. + * + * \since This function is available since SDL_mixer 2.6.0 + * + * \sa Mix_GetNumMusicDecoders + * \sa Mix_GetMusicDecoder + */ +extern DECLSPEC SDL_bool SDLCALL Mix_HasMusicDecoder(const char *name); + +/** + * Find out the format of a mixer music. + * + * If `music` is NULL, this will query the currently playing music (and return + * MUS_NONE if nothing is currently playing). + * + * \param music the music object to query, or NULL for the currently-playing + * music. + * \returns the Mix_MusicType for the music object. + * + * \since This function is available since SDL_mixer 2.0.0 + */ +extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music); + +/** + * Get the title for a music object, or its filename. + * + * This returns format-specific metadata. Not all file formats supply this! + * + * If `music` is NULL, this will query the currently-playing music. + * + * If music's title tag is missing or empty, the filename will be returned. If + * you'd rather have the actual metadata or nothing, use + * Mix_GetMusicTitleTag() instead. + * + * Please note that if the music was loaded from an SDL_RWops instead of a + * filename, the filename returned will be an empty string (""). + * + * This function never returns NULL! If no data is available, it will return + * an empty string (""). + * + * \param music the music object to query, or NULL for the currently-playing + * music. + * \returns the music's title if available, or the filename if not, or "". + * + * \since This function is available since SDL_mixer 2.6.0. + * + * \sa Mix_GetMusicTitleTag + * \sa Mix_GetMusicArtistTag + * \sa Mix_GetMusicAlbumTag + * \sa Mix_GetMusicCopyrightTag + */ +extern DECLSPEC const char *SDLCALL Mix_GetMusicTitle(const Mix_Music *music); + +/** + * Get the title for a music object. + * + * This returns format-specific metadata. Not all file formats supply this! + * + * If `music` is NULL, this will query the currently-playing music. + * + * Unlike this function, Mix_GetMusicTitle() produce a string with the music's + * filename if a title isn't available, which might be preferable for some + * applications. + * + * This function never returns NULL! If no data is available, it will return + * an empty string (""). + * + * \param music the music object to query, or NULL for the currently-playing + * music. + * \returns the music's title if available, or "". + * + * \since This function is available since SDL_mixer 2.6.0. + * + * \sa Mix_GetMusicTitle + * \sa Mix_GetMusicArtistTag + * \sa Mix_GetMusicAlbumTag + * \sa Mix_GetMusicCopyrightTag + */ +extern DECLSPEC const char *SDLCALL Mix_GetMusicTitleTag(const Mix_Music *music); + +/** + * Get the artist name for a music object. + * + * This returns format-specific metadata. Not all file formats supply this! + * + * If `music` is NULL, this will query the currently-playing music. + * + * This function never returns NULL! If no data is available, it will return + * an empty string (""). + * + * \param music the music object to query, or NULL for the currently-playing + * music. + * \returns the music's artist name if available, or "". + * + * \since This function is available since SDL_mixer 2.6.0. + * + * \sa Mix_GetMusicTitleTag + * \sa Mix_GetMusicAlbumTag + * \sa Mix_GetMusicCopyrightTag + */ +extern DECLSPEC const char *SDLCALL Mix_GetMusicArtistTag(const Mix_Music *music); + +/** + * Get the album name for a music object. + * + * This returns format-specific metadata. Not all file formats supply this! + * + * If `music` is NULL, this will query the currently-playing music. + * + * This function never returns NULL! If no data is available, it will return + * an empty string (""). + * + * \param music the music object to query, or NULL for the currently-playing + * music. + * \returns the music's album name if available, or "". + * + * \since This function is available since SDL_mixer 2.6.0. + * + * \sa Mix_GetMusicTitleTag + * \sa Mix_GetMusicArtistTag + * \sa Mix_GetMusicCopyrightTag + */ +extern DECLSPEC const char *SDLCALL Mix_GetMusicAlbumTag(const Mix_Music *music); + +/** + * Get the copyright text for a music object. + * + * This returns format-specific metadata. Not all file formats supply this! + * + * If `music` is NULL, this will query the currently-playing music. + * + * This function never returns NULL! If no data is available, it will return + * an empty string (""). + * + * \param music the music object to query, or NULL for the currently-playing + * music. + * \returns the music's copyright text if available, or "". + * + * \since This function is available since SDL_mixer 2.6.0. + * + * \sa Mix_GetMusicTitleTag + * \sa Mix_GetMusicArtistTag + * \sa Mix_GetMusicAlbumTag + */ +extern DECLSPEC const char *SDLCALL Mix_GetMusicCopyrightTag(const Mix_Music *music); + +/** + * Set a function that is called after all mixing is performed. + * + * This can be used to provide real-time visual display of the audio stream or + * add a custom mixer filter for the stream data. + * + * The callback will fire every time SDL_mixer is ready to supply more data to + * the audio device, after it has finished all its mixing work. This runs + * inside an SDL audio callback, so it's important that the callback return + * quickly, or there could be problems in the audio playback. + * + * The data provided to the callback is in the format that the audio device + * was opened in, and it represents the exact waveform SDL_mixer has mixed + * from all playing chunks and music for playback. You are allowed to modify + * the data, but it cannot be resized (so you can't add a reverb effect that + * goes past the end of the buffer without saving some state between runs to + * add it into the next callback, or resample the buffer to a smaller size to + * speed it up, etc). + * + * The `arg` pointer supplied here is passed to the callback as-is, for + * whatever the callback might want to do with it (keep track of some ongoing + * state, settings, etc). + * + * Passing a NULL callback disables the post-mix callback until such a time as + * a new one callback is set. + * + * There is only one callback available. If you need to mix multiple inputs, + * be prepared to handle them from a single function. + * + * \param mix_func the callback function to become the new post-mix callback. + * \param arg a pointer that is passed, untouched, to the callback. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_HookMusic + */ +extern DECLSPEC void SDLCALL Mix_SetPostMix(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg); + +/** + * Add your own music player or additional mixer function. + * + * This works something like Mix_SetPostMix(), but it has some crucial + * differences. Note that an app can use this _and_ Mix_SetPostMix() at the + * same time. This allows an app to replace the built-in music playback, + * either with it's own music decoder or with some sort of + * procedurally-generated audio output. + * + * The supplied callback will fire every time SDL_mixer is preparing to supply + * more data to the audio device. This runs inside an SDL audio callback, so + * it's important that the callback return quickly, or there could be problems + * in the audio playback. + * + * Running this callback is the first thing SDL_mixer will do when starting to + * mix more audio. The buffer will contain silence upon entry, so the callback + * does not need to mix into existing data or initialize the buffer. + * + * Note that while a callback is set through this function, SDL_mixer will not + * mix any playing music; this callback is used instead. To disable this + * callback (and thus reenable built-in music playback) call this function + * with a NULL callback. + * + * The data written to by the callback is in the format that the audio device + * was opened in, and upon return from the callback, SDL_mixer will mix any + * playing chunks (but not music!) into the buffer. The callback cannot resize + * the buffer (so you must be prepared to provide exactly the amount of data + * demanded or leave it as silence). + * + * The `arg` pointer supplied here is passed to the callback as-is, for + * whatever the callback might want to do with it (keep track of some ongoing + * state, settings, etc). + * + * As there is only one music "channel" mixed, there is only one callback + * available. If you need to mix multiple inputs, be prepared to handle them + * from a single function. + * + * \param mix_func the callback function to become the new post-mix callback. + * \param arg a pointer that is passed, untouched, to the callback. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_SetPostMix + */ +extern DECLSPEC void SDLCALL Mix_HookMusic(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg); + +/** + * Set a callback that runs when a music object has stopped playing. + * + * This callback will fire when the currently-playing music has completed, or + * when it has been explicitly stopped from a call to Mix_HaltMusic. As such, + * this callback might fire from an arbitrary background thread at almost any + * time; try to limit what you do here. + * + * It is legal to start a new music object playing in this callback (or + * restart the one that just stopped). If the music finished normally, this + * can be used to loop the music without a gap in the audio playback. + * + * Do not call SDL_LockAudio() from this callback; you will either be inside + * the audio callback, or SDL_mixer will explicitly lock the audio before + * calling your callback. + * + * A NULL pointer will disable the callback. + * + * \param music_finished the callback function to become the new notification + * mechanism. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (SDLCALL *music_finished)(void)); + +/** + * Get a pointer to the user data for the current music hook. + * + * This returns the `arg` pointer last passed to Mix_HookMusic(), or NULL if + * that function has never been called. + * + * \returns pointer to the user data previously passed to Mix_HookMusic. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void); + +/** + * Set a callback that runs when a channel has finished playing. + * + * The callback may be called from the mixer's audio callback or it could be + * called as a result of Mix_HaltChannel(), etc. + * + * The callback has a single parameter, `channel`, which says what mixer + * channel has just stopped. + * + * Do not call SDL_LockAudio() from this callback; you will either be inside + * the audio callback, or SDL_mixer will explicitly lock the audio before + * calling your callback. + * + * A NULL pointer will disable the callback. + * + * \param channel_finished the callback function to become the new + * notification mechanism. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (SDLCALL *channel_finished)(int channel)); + + +#define MIX_CHANNEL_POST (-2) + +/** + * This is the format of a special effect callback: + * + * myeffect(int chan, void *stream, int len, void *udata); + * + * (chan) is the channel number that your effect is affecting. (stream) is + * the buffer of data to work upon. (len) is the size of (stream), and + * (udata) is a user-defined bit of data, which you pass as the last arg of + * Mix_RegisterEffect(), and is passed back unmolested to your callback. + * Your effect changes the contents of (stream) based on whatever parameters + * are significant, or just leaves it be, if you prefer. You can do whatever + * you like to the buffer, though, and it will continue in its changed state + * down the mixing pipeline, through any other effect functions, then finally + * to be mixed with the rest of the channels and music for the final output + * stream. + * + * DO NOT EVER call SDL_LockAudio() from your callback function! + */ +typedef void (SDLCALL *Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata); + +/** + * This is a callback that signifies that a channel has finished all its + * loops and has completed playback. This gets called if the buffer + * plays out normally, or if you call Mix_HaltChannel(), implicitly stop + * a channel via Mix_AllocateChannels(), or unregister a callback while + * it's still playing. + * + * DO NOT EVER call SDL_LockAudio() from your callback function! + */ +typedef void (SDLCALL *Mix_EffectDone_t)(int chan, void *udata); + + +/** + * Register a special effect function. + * + * At mixing time, the channel data is copied into a buffer and passed through + * each registered effect function. After it passes through all the functions, + * it is mixed into the final output stream. The copy to buffer is performed + * once, then each effect function performs on the output of the previous + * effect. Understand that this extra copy to a buffer is not performed if + * there are no effects registered for a given chunk, which saves CPU cycles, + * and any given effect will be extra cycles, too, so it is crucial that your + * code run fast. Also note that the data that your function is given is in + * the format of the sound device, and not the format you gave to + * Mix_OpenAudio(), although they may in reality be the same. This is an + * unfortunate but necessary speed concern. Use Mix_QuerySpec() to determine + * if you can handle the data before you register your effect, and take + * appropriate actions. + * + * You may also specify a callback (Mix_EffectDone_t) that is called when the + * channel finishes playing. This gives you a more fine-grained control than + * Mix_ChannelFinished(), in case you need to free effect-specific resources, + * etc. If you don't need this, you can specify NULL. + * + * You may set the callbacks before or after calling Mix_PlayChannel(). + * + * Things like Mix_SetPanning() are just internal special effect functions, so + * if you are using that, you've already incurred the overhead of a copy to a + * separate buffer, and that these effects will be in the queue with any + * functions you've registered. The list of registered effects for a channel + * is reset when a chunk finishes playing, so you need to explicitly set them + * with each call to Mix_PlayChannel*(). + * + * You may also register a special effect function that is to be run after + * final mixing occurs. The rules for these callbacks are identical to those + * in Mix_RegisterEffect, but they are run after all the channels and the + * music have been mixed into a single stream, whereas channel-specific + * effects run on a given channel before any other mixing occurs. These global + * effect callbacks are call "posteffects". Posteffects only have their + * Mix_EffectDone_t function called when they are unregistered (since the main + * output stream is never "done" in the same sense as a channel). You must + * unregister them manually when you've had enough. Your callback will be told + * that the channel being mixed is `MIX_CHANNEL_POST` if the processing is + * considered a posteffect. + * + * After all these effects have finished processing, the callback registered + * through Mix_SetPostMix() runs, and then the stream goes to the audio + * device. + * + * DO NOT EVER call SDL_LockAudio() from your callback function! You are + * already running in the audio thread and the lock is already held! + * + * Note that unlike most SDL and SDL_mixer functions, this function returns + * zero if there's an error, not on success. We apologize for the API design + * inconsistency here. + * + * \param chan the channel to register an effect to, or MIX_CHANNEL_POST. + * \param f effect the callback to run when more of this channel is to be + * mixed. + * \param d effect done callback + * \param arg argument + * \returns zero if error (no such channel), nonzero if added. Error messages + * can be retrieved from Mix_GetError(). + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, Mix_EffectDone_t d, void *arg); + + +/** + * Explicitly unregister a special effect function. + * + * You may not need to call this at all, unless you need to stop an effect + * from processing in the middle of a chunk's playback. + * + * Posteffects are never implicitly unregistered as they are for channels (as + * the output stream does not have an end), but they may be explicitly + * unregistered through this function by specifying MIX_CHANNEL_POST for a + * channel. + * + * Note that unlike most SDL and SDL_mixer functions, this function returns + * zero if there's an error, not on success. We apologize for the API design + * inconsistency here. + * + * \param chan the channel to unregister an effect on, or MIX_CHANNEL_POST. + * \param f effect the callback stop calling in future mixing iterations. + * \returns zero if error (no such channel or effect), nonzero if removed. + * Error messages can be retrieved from Mix_GetError(). + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f); + +/** + * Explicitly unregister all special effect functions. + * + * You may not need to call this at all, unless you need to stop all effects + * from processing in the middle of a chunk's playback. + * + * Note that this will also shut off some internal effect processing, since + * Mix_SetPanning() and others may use this API under the hood. This is called + * internally when a channel completes playback. Posteffects are never + * implicitly unregistered as they are for channels, but they may be + * explicitly unregistered through this function by specifying + * MIX_CHANNEL_POST for a channel. + * + * Note that unlike most SDL and SDL_mixer functions, this function returns + * zero if there's an error, not on success. We apologize for the API design + * inconsistency here. + * + * \param chan the channel to unregister all effects on, or MIX_CHANNEL_POST. + * \returns zero if error (no such channel), nonzero if all effects removed. + * Error messages can be retrieved from Mix_GetError(). + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel); + + +#define MIX_EFFECTSMAXSPEED "MIX_EFFECTSMAXSPEED" + +/* + * These are the internally-defined mixing effects. They use the same API that + * effects defined in the application use, but are provided here as a + * convenience. Some effects can reduce their quality or use more memory in + * the name of speed; to enable this, make sure the environment variable + * MIX_EFFECTSMAXSPEED (see above) is defined before you call + * Mix_OpenAudio(). + */ + + +/** + * Set the panning of a channel. + * + * The left and right channels are specified as integers between 0 and 255, + * quietest to loudest, respectively. + * + * Technically, this is just individual volume control for a sample with two + * (stereo) channels, so it can be used for more than just panning. If you + * want real panning, call it like this: + * + * ```c + * Mix_SetPanning(channel, left, 255 - left); + * ``` + * + * Setting `channel` to MIX_CHANNEL_POST registers this as a posteffect, and + * the panning will be done to the final mixed stream before passing it on to + * the audio device. + * + * This uses the Mix_RegisterEffect() API internally, and returns without + * registering the effect function if the audio device is not configured for + * stereo output. Setting both `left` and `right` to 255 causes this effect to + * be unregistered, since that is the data's normal state. + * + * Note that an audio device in mono mode is a no-op, but this call will + * return successful in that case. Error messages can be retrieved from + * Mix_GetError(). + * + * Note that unlike most SDL and SDL_mixer functions, this function returns + * zero if there's an error, not on success. We apologize for the API design + * inconsistency here. + * + * \param channel The mixer channel to pan or MIX_CHANNEL_POST. + * \param left Volume of stereo left channel, 0 is silence, 255 is full + * volume. + * \param right Volume of stereo right channel, 0 is silence, 255 is full + * volume. + * \returns zero if error (no such channel or Mix_RegisterEffect() fails), + * nonzero if panning effect enabled. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_SetPosition + * \sa Mix_SetDistance + */ +extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right); + + +/** + * Set the position of a channel. + * + * `angle` is an integer from 0 to 360, that specifies the location of the + * sound in relation to the listener. `angle` will be reduced as neccesary + * (540 becomes 180 degrees, -100 becomes 260). Angle 0 is due north, and + * rotates clockwise as the value increases. For efficiency, the precision of + * this effect may be limited (angles 1 through 7 might all produce the same + * effect, 8 through 15 are equal, etc). `distance` is an integer between 0 + * and 255 that specifies the space between the sound and the listener. The + * larger the number, the further away the sound is. Using 255 does not + * guarantee that the channel will be removed from the mixing process or be + * completely silent. For efficiency, the precision of this effect may be + * limited (distance 0 through 5 might all produce the same effect, 6 through + * 10 are equal, etc). Setting `angle` and `distance` to 0 unregisters this + * effect, since the data would be unchanged. + * + * If you need more precise positional audio, consider using OpenAL for + * spatialized effects instead of SDL_mixer. This is only meant to be a basic + * effect for simple "3D" games. + * + * If the audio device is configured for mono output, then you won't get any + * effectiveness from the angle; however, distance attenuation on the channel + * will still occur. While this effect will function with stereo voices, it + * makes more sense to use voices with only one channel of sound, so when they + * are mixed through this effect, the positioning will sound correct. You can + * convert them to mono through SDL before giving them to the mixer in the + * first place if you like. + * + * Setting the channel to MIX_CHANNEL_POST registers this as a posteffect, and + * the positioning will be done to the final mixed stream before passing it on + * to the audio device. + * + * This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning(). + * + * Note that unlike most SDL and SDL_mixer functions, this function returns + * zero if there's an error, not on success. We apologize for the API design + * inconsistency here. + * + * \param channel The mixer channel to position, or MIX_CHANNEL_POST. + * \param angle angle, in degrees. North is 0, and goes clockwise. + * \param distance distance; 0 is the listener, 255 is maxiumum distance away. + * \returns zero if error (no such channel or Mix_RegisterEffect() fails), + * nonzero if position effect is enabled. Error messages can be + * retrieved from Mix_GetError(). + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance); + + +/** + * Set the "distance" of a channel. + * + * `distance` is an integer from 0 to 255 that specifies the location of the + * sound in relation to the listener. Distance 0 is overlapping the listener, + * and 255 is as far away as possible. A distance of 255 does not guarantee + * silence; in such a case, you might want to try changing the chunk's volume, + * or just cull the sample from the mixing process with Mix_HaltChannel(). For + * efficiency, the precision of this effect may be limited (distances 1 + * through 7 might all produce the same effect, 8 through 15 are equal, etc). + * (distance) is an integer between 0 and 255 that specifies the space between + * the sound and the listener. The larger the number, the further away the + * sound is. Setting the distance to 0 unregisters this effect, since the data + * would be unchanged. If you need more precise positional audio, consider + * using OpenAL for spatialized effects instead of SDL_mixer. This is only + * meant to be a basic effect for simple "3D" games. + * + * Setting the channel to MIX_CHANNEL_POST registers this as a posteffect, and + * the distance attenuation will be done to the final mixed stream before + * passing it on to the audio device. + * + * This uses the Mix_RegisterEffect() API internally. + * + * Note that unlike most SDL and SDL_mixer functions, this function returns + * zero if there's an error, not on success. We apologize for the API design + * inconsistency here. + * + * \param channel The mixer channel to attenuate, or MIX_CHANNEL_POST. + * \param distance distance; 0 is the listener, 255 is maxiumum distance away. + * \returns zero if error (no such channel or Mix_RegisterEffect() fails), + * nonzero if position effect is enabled. Error messages can be + * retrieved from Mix_GetError(). + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance); + + +/** + * Cause a channel to reverse its stereo. + * + * This is handy if the user has his speakers hooked up backwards, or you + * would like to have a trippy sound effect. + * + * Calling this function with `flip` set to non-zero reverses the chunks's + * usual channels. If `flip` is zero, the effect is unregistered. + * + * This uses the Mix_RegisterEffect() API internally, and thus is probably + * more CPU intensive than having the user just plug in his speakers + * correctly. Mix_SetReverseStereo() returns without registering the effect + * function if the audio device is not configured for stereo output. + * + * If you specify MIX_CHANNEL_POST for `channel`, then this effect is used on + * the final mixed stream before sending it on to the audio device (a + * posteffect). + * + * Note that unlike most SDL and SDL_mixer functions, this function returns + * zero if there's an error, not on success. We apologize for the API design + * inconsistency here. + * + * \param channel The mixer channel to reverse, or MIX_CHANNEL_POST. + * \param flip non-zero to reverse stereo, zero to disable this effect. + * \returns zero if error (no such channel or Mix_RegisterEffect() fails), + * nonzero if reversing effect is enabled. Note that an audio device + * in mono mode is a no-op, but this call will return successful in + * that case. Error messages can be retrieved from Mix_GetError(). + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip); + +/* end of effects API. */ + + + +/** + * Reserve the first channels for the application. + * + * While SDL_mixer will use up to the number of channels allocated by + * Mix_AllocateChannels(), this sets channels aside that will not be available + * when calling Mix_PlayChannel with a channel of -1 (play on the first unused + * channel). In this case, SDL_mixer will treat reserved channels as "used" + * whether anything is playing on them at the moment or not. + * + * This is useful if you've budgeted some channels for dedicated audio and the + * rest are just used as they are available. + * + * Calling this function will set channels 0 to `n - 1` to be reserved. This + * will not change channel allocations. The number of reserved channels will + * be clamped to the current number allocated. + * + * By default, no channels are reserved. + * + * \param num number of channels to reserve, starting at index zero. + * \returns the number of reserved channels. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num); + + +/* Channel grouping functions */ + +/** + * Assign a tag to a channel. + * + * A tag is an arbitary number that can be assigned to several mixer channels, + * to form groups of channels. + * + * If 'tag' is -1, the tag is removed (actually -1 is the tag used to + * represent the group of all the channels). + * + * This function replaces the requested channel's current tag; you may only + * have one tag per channel. + * + * You may not specify MAX_CHANNEL_POST for a channel. + * + * \param which the channel to set the tag on. + * \param tag an arbitrary value to assign a channel. + * \returns non-zero on success, zero on error (no such channel). + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag); + +/** + * Assign several consecutive channels to the same tag. + * + * A tag is an arbitary number that can be assigned to several mixer channels, + * to form groups of channels. + * + * If 'tag' is -1, the tag is removed (actually -1 is the tag used to + * represent the group of all the channels). + * + * This function replaces the requested channels' current tags; you may only + * have one tag per channel. + * + * You may not specify MAX_CHANNEL_POST for a channel. + * + * Note that this returns success and failure in the _opposite_ way from + * Mix_GroupChannel(). We regret the API design mistake. + * + * \param from the first channel to set the tag on. + * \param to the last channel to set the tag on, inclusive. + * \param tag an arbitrary value to assign a channel. + * \returns 0 if successful, negative on error + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag); + +/** + * Finds the first available channel in a group of channels. + * + * A tag is an arbitary number that can be assigned to several mixer channels, + * to form groups of channels. + * + * This function searches all channels with a specified tag, and returns the + * channel number of the first one it finds that is currently unused. + * + * If no channels with the specified tag are unused, this function returns -1. + * + * \param tag an arbitrary value, assigned to channels, to search for. + * \returns first available channel, or -1 if none are available. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag); + +/** + * Returns the number of channels in a group. + * + * If tag is -1, this will return the total number of channels allocated, + * regardless of what their tag might be. + * + * \param tag an arbitrary value, assigned to channels, to search for. + * \returns the number of channels assigned the specified tag. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_GroupCount(int tag); + +/** + * Find the "oldest" sample playing in a group of channels. + * + * Specifically, this function returns the channel number that is assigned the + * specified tag, is currently playing, and has the lowest start time, based + * on the value of SDL_GetTicks() when the channel started playing. + * + * If no channel with this tag is currently playing, this function returns -1. + * + * \param tag an arbitrary value, assigned to channels, to search through. + * \returns the "oldest" sample playing in a group of channels + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_GroupNewer + */ +extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag); + +/** + * Find the "most recent" sample playing in a group of channels. + * + * Specifically, this function returns the channel number that is assigned the + * specified tag, is currently playing, and has the highest start time, based + * on the value of SDL_GetTicks() when the channel started playing. + * + * If no channel with this tag is currently playing, this function returns -1. + * + * \param tag an arbitrary value, assigned to channels, to search through. + * \returns the "most recent" sample playing in a group of channels + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_GroupOldest + */ +extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag); + +/** + * Play an audio chunk on a specific channel. + * + * If the specified channel is -1, play on the first free channel (and return + * -1 without playing anything new if no free channel was available). + * + * If a specific channel was requested, and there is a chunk already playing + * there, that chunk will be halted and the new chunk will take its place. + * + * If `loops` is greater than zero, loop the sound that many times. If `loops` + * is -1, loop "infinitely" (~65000 times). + * + * Note that before SDL_mixer 2.6.0, this function was a macro that called + * Mix_PlayChannelTimed() with a fourth parameter ("ticks") of -1. This + * function still does the same thing, but promotes it to a proper API + * function. Older binaries linked against a newer SDL_mixer will still call + * Mix_PlayChannelTimed directly, as they are using the macro, which was + * available since the dawn of time. + * + * \param channel the channel on which to play the new chunk. + * \param chunk the new chunk to play. + * \param loop the number of times the chunk should loop, -1 to loop (not + * actually) infinitely. + * \returns which channel was used to play the sound, or -1 if sound could not + * be played. + * + * \since This function is available since SDL_mixer 2.6.0 (and as a macro + * since 2.0.0). + */ +extern DECLSPEC int SDLCALL Mix_PlayChannel(int channel, Mix_Chunk *chunk, int loops); + +/** + * Play an audio chunk on a specific channel for a maximum time. + * + * If the specified channel is -1, play on the first free channel (and return + * -1 without playing anything new if no free channel was available). + * + * If a specific channel was requested, and there is a chunk already playing + * there, that chunk will be halted and the new chunk will take its place. + * + * If `loops` is greater than zero, loop the sound that many times. If `loops` + * is -1, loop "infinitely" (~65000 times). + * + * `ticks` specifies the maximum number of milliseconds to play this chunk + * before halting it. If you want the chunk to play until all data has been + * mixed, specify -1. + * + * Note that this function does not block for the number of ticks requested; + * it just schedules the chunk to play and notes the maximum for the mixer to + * manage later, and returns immediately. + * + * \param channel the channel on which to play the new chunk. + * \param chunk the new chunk to play. + * \param loop the number of times the chunk should loop, -1 to loop (not + * actually) infinitely. + * \param ticks the maximum number of milliseconds of this chunk to mix for + * playback. + * \returns which channel was used to play the sound, or -1 if sound could not + * be played. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks); + +/** + * Play a new music object. + * + * This will schedule the music object to begin mixing for playback. + * + * There is only ever one music object playing at a time; if this is called + * when another music object is playing, the currently-playing music is halted + * and the new music will replace it. + * + * Please note that if the currently-playing music is in the process of fading + * out (via Mix_FadeOutMusic()), this function will *block* until the fade + * completes. If you need to avoid this, be sure to call Mix_HaltMusic() + * before starting new music. + * + * \param music the new music object to schedule for mixing. + * \param loops the number of loops to play the music for (0 means "play once + * and stop"). + * \returns zero on success, -1 on error. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops); + +/** + * Play a new music object, fading in the audio. + * + * This will start the new music playing, much like Mix_PlayMusic() will, but + * will start the music playing at silence and fade in to its normal volume + * over the specified number of milliseconds. + * + * If there is already music playing, that music will be halted and the new + * music object will take its place. + * + * If `loops` is greater than zero, loop the music that many times. If `loops` + * is -1, loop "infinitely" (~65000 times). + * + * Fading music will change it's volume progressively, as if Mix_VolumeMusic() + * was called on it (which is to say: you probably shouldn't call + * Mix_VolumeMusic() on fading music). + * + * \param music the new music object to play. + * \param loop the number of times the chunk should loop, -1 to loop (not + * actually) infinitely. + * \param ms the number of milliseconds to spend fading in. + * \returns zero on success, -1 on error. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms); + +/** + * Play a new music object, fading in the audio, from a starting position. + * + * This will start the new music playing, much like Mix_PlayMusic() will, but + * will start the music playing at silence and fade in to its normal volume + * over the specified number of milliseconds. + * + * If there is already music playing, that music will be halted and the new + * music object will take its place. + * + * If `loops` is greater than zero, loop the music that many times. If `loops` + * is -1, loop "infinitely" (~65000 times). + * + * Fading music will change it's volume progressively, as if Mix_VolumeMusic() + * was called on it (which is to say: you probably shouldn't call + * Mix_VolumeMusic() on fading music). + * + * This function allows the caller to start the music playback past the + * beginning of its audio data. You may specify a start position, in seconds, + * and the playback and fade-in will start there instead of with the first + * samples of the music. + * + * An app can specify a `position` of 0.0 to start at the beginning of the + * music (or just call Mix_FadeInMusic() instead). + * + * To convert from milliseconds, divide by 1000.0. + * + * \param music the new music object to play. + * \param loop the number of times the chunk should loop, -1 to loop (not + * actually) infinitely. + * \param ms the number of milliseconds to spend fading in. + * \param position the start position within the music, in seconds, where + * playback should start. + * \returns zero on success, -1 on error. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position); + +/** + * Play an audio chunk on a specific channel, fading in the audio. + * + * This will start the new sound playing, much like Mix_PlayChannel() will, + * but will start the sound playing at silence and fade in to its normal + * volume over the specified number of milliseconds. + * + * If the specified channel is -1, play on the first free channel (and return + * -1 without playing anything new if no free channel was available). + * + * If a specific channel was requested, and there is a chunk already playing + * there, that chunk will be halted and the new chunk will take its place. + * + * If `loops` is greater than zero, loop the sound that many times. If `loops` + * is -1, loop "infinitely" (~65000 times). + * + * A fading channel will change it's volume progressively, as if Mix_Volume() + * was called on it (which is to say: you probably shouldn't call Mix_Volume() + * on a fading channel). + * + * Note that before SDL_mixer 2.6.0, this function was a macro that called + * Mix_FadeInChannelTimed() with a fourth parameter ("ticks") of -1. This + * function still does the same thing, but promotes it to a proper API + * function. Older binaries linked against a newer SDL_mixer will still call + * Mix_FadeInChannelTimed directly, as they are using the macro, which was + * available since the dawn of time. + * + * \param channel the channel on which to play the new chunk, or -1 to find + * any available. + * \param chunk the new chunk to play. + * \param loop the number of times the chunk should loop, -1 to loop (not + * actually) infinitely. + * \param ms the number of milliseconds to spend fading in. + * \returns which channel was used to play the sound, or -1 if sound could not + * be played. + * + * \since This function is available since SDL_mixer 2.6.0 (and as a macro + * since 2.0.0). + */ +extern DECLSPEC int SDLCALL Mix_FadeInChannel(int channel, Mix_Chunk *chunk, int loops, int ms); + +/** + * Play an audio chunk on a specific channel, fading in the audio, for a + * maximum time. + * + * This will start the new sound playing, much like Mix_PlayChannel() will, + * but will start the sound playing at silence and fade in to its normal + * volume over the specified number of milliseconds. + * + * If the specified channel is -1, play on the first free channel (and return + * -1 without playing anything new if no free channel was available). + * + * If a specific channel was requested, and there is a chunk already playing + * there, that chunk will be halted and the new chunk will take its place. + * + * If `loops` is greater than zero, loop the sound that many times. If `loops` + * is -1, loop "infinitely" (~65000 times). + * + * `ticks` specifies the maximum number of milliseconds to play this chunk + * before halting it. If you want the chunk to play until all data has been + * mixed, specify -1. + * + * Note that this function does not block for the number of ticks requested; + * it just schedules the chunk to play and notes the maximum for the mixer to + * manage later, and returns immediately. + * + * A fading channel will change it's volume progressively, as if Mix_Volume() + * was called on it (which is to say: you probably shouldn't call Mix_Volume() + * on a fading channel). + * + * \param channel the channel on which to play the new chunk, or -1 to find + * any available. + * \param chunk the new chunk to play. + * \param loop the number of times the chunk should loop, -1 to loop (not + * actually) infinitely. + * \param ms the number of milliseconds to spend fading in. + * \param ticks the maximum number of milliseconds of this chunk to mix for + * playback. + * \returns which channel was used to play the sound, or -1 if sound could not + * be played. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks); + +/** + * Set the volume for a specific channel. + * + * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume). + * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are + * clamped to MIX_MAX_VOLUME. + * + * Specifying a negative volume will not change the current volume; as such, + * this can be used to query the current volume without making changes, as + * this function returns the previous (in this case, still-current) value. + * + * If the specified channel is -1, this function sets the volume for all + * channels, and returns _the average_ of all channels' volumes prior to this + * call. + * + * The default volume for a channel is MIX_MAX_VOLUME (no attenuation). + * + * \param channel the channel on set/query the volume on, or -1 for all + * channels. + * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query. + * \returns the previous volume. If the specified volume is -1, this returns + * the current volume. If `channel` is -1, this returns the average + * of all channels. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume); + +/** + * Set the volume for a specific chunk. + * + * In addition to channels having a volume setting, individual chunks also + * maintain a seperate volume. Both values are considered when mixing, so both + * affect the final attenuation of the sound. This lets an app adjust the + * volume for all instances of a sound in addition to specific instances of + * that sound. + * + * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume). + * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are + * clamped to MIX_MAX_VOLUME. + * + * Specifying a negative volume will not change the current volume; as such, + * this can be used to query the current volume without making changes, as + * this function returns the previous (in this case, still-current) value. + * + * The default volume for a chunk is MIX_MAX_VOLUME (no attenuation). + * + * \param channel the channel on set/query the volume on, or -1 for all + * channels. + * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query. + * \returns the previous volume. If the specified volume is -1, this returns + * the current volume. If `chunk` is NULL, this returns -1. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume); + +/** + * Set the volume for the music channel. + * + * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume). + * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are + * clamped to MIX_MAX_VOLUME. + * + * Specifying a negative volume will not change the current volume; as such, + * this can be used to query the current volume without making changes, as + * this function returns the previous (in this case, still-current) value. + * + * The default volume for music is MIX_MAX_VOLUME (no attenuation). + * + * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query. + * \returns the previous volume. If the specified volume is -1, this returns + * the current volume. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume); + +/** + * Query the current volume value for a music object. + * + * \param music the music object to query. + * \returns the music's current volume, between 0 and MIX_MAX_VOLUME (128). + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC int SDLCALL Mix_GetMusicVolume(Mix_Music *music); + +/** + * Set the master volume for all channels. + * + * SDL_mixer keeps a per-channel volume, a per-chunk volume, and a master + * volume, and considers all three when mixing audio. This function sets the + * master volume, which is applied to all playing channels when mixing. + * + * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume). + * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are + * clamped to MIX_MAX_VOLUME. + * + * Specifying a negative volume will not change the current volume; as such, + * this can be used to query the current volume without making changes, as + * this function returns the previous (in this case, still-current) value. + * + * Note that the master volume does not affect any playing music; it is only + * applied when mixing chunks. Use Mix_MusicVolume() for that.\ + * + * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query. + * \returns the previous volume. If the specified volume is -1, this returns + * the current volume. + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC int SDLCALL Mix_MasterVolume(int volume); + +/** + * Halt playing of a particular channel. + * + * This will stop further playback on that channel until a new chunk is + * started there. + * + * Specifying a channel of -1 will halt _all_ channels, except for any playing + * music. + * + * Any halted channels will have any currently-registered effects + * deregistered, and will call any callback specified by Mix_ChannelFinished() + * before this function returns. + * + * You may not specify MAX_CHANNEL_POST for a channel. + * + * \param channel channel to halt, or -1 to halt all channels. + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel); + +/** + * Halt playing of a group of channels by arbitrary tag. + * + * This will stop further playback on all channels with a specific tag, until + * a new chunk is started there. + * + * A tag is an arbitary number that can be assigned to several mixer channels, + * to form groups of channels. + * + * The default tag for a channel is -1. + * + * Any halted channels will have any currently-registered effects + * deregistered, and will call any callback specified by Mix_ChannelFinished() + * before this function returns. + * + * \param tag an arbitrary value, assigned to channels, to search for. + * \returns zero, whether any channels were halted or not. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag); + +/** + * Halt playing of the music stream. + * + * This will stop further playback of music until a new music object is + * started there. + * + * Any halted music will call any callback specified by + * Mix_HookMusicFinished() before this function returns. + * + * \returns zero, regardless of whether any music was halted. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_HaltMusic(void); + +/** + * Change the expiration delay for a particular channel. + * + * The channel will halt after the 'ticks' milliseconds have elapsed, or + * remove the expiration if 'ticks' is -1. + * + * This overrides the value passed to the fourth parameter of + * Mix_PlayChannelTimed(). + * + * Specifying a channel of -1 will set an expiration for _all_ channels. + * + * Any halted channels will have any currently-registered effects + * deregistered, and will call any callback specified by Mix_ChannelFinished() + * once the halt occurs. + * + * Note that this function does not block for the number of ticks requested; + * it just schedules the chunk to expire and notes the time for the mixer to + * manage later, and returns immediately. + * + * \param channel the channel to change the expiration time on. + * \param ticks number of milliseconds from now to let channel play before + * halting, -1 to not halt. + * \returns the number of channels that changed expirations. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks); + +/** + * Halt a channel after fading it out for a specified time. + * + * This will begin a channel fading from its current volume to silence over + * `ms` milliseconds. After that time, the channel is halted. + * + * Any halted channels will have any currently-registered effects + * deregistered, and will call any callback specified by Mix_ChannelFinished() + * once the halt occurs. + * + * A fading channel will change it's volume progressively, as if Mix_Volume() + * was called on it (which is to say: you probably shouldn't call Mix_Volume() + * on a fading channel). + * + * Note that this function does not block for the number of milliseconds + * requested; it just schedules the chunk to fade and notes the time for the + * mixer to manage later, and returns immediately. + * + * \param which the channel to fade out. + * \param ms number of milliseconds to fade before halting the channel. + * \returns 0 on success, or -1 on error. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms); + +/** + * Halt a playing group of channels by arbitrary tag, after fading them out + * for a specified time. + * + * This will begin fading a group of channels with a specific tag from their + * current volumes to silence over `ms` milliseconds. After that time, those + * channels are halted. + * + * A tag is an arbitary number that can be assigned to several mixer channels, + * to form groups of channels. + * + * The default tag for a channel is -1. + * + * Any halted channels will have any currently-registered effects + * deregistered, and will call any callback specified by Mix_ChannelFinished() + * once the halt occurs. + * + * A fading channel will change it's volume progressively, as if Mix_Volume() + * was called on it (which is to say: you probably shouldn't call Mix_Volume() + * on a fading channel). + * + * Note that this function does not block for the number of milliseconds + * requested; it just schedules the group to fade and notes the time for the + * mixer to manage later, and returns immediately. + * + * \param tag an arbitrary value, assigned to channels, to search for. + * \param ms number of milliseconds to fade before halting the group. + * \returns the number of channels that were scheduled for fading. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms); + +/** + * Halt the music stream after fading it out for a specified time. + * + * This will begin the music fading from its current volume to silence over + * `ms` milliseconds. After that time, the music is halted. + * + * Any halted music will call any callback specified by + * Mix_HookMusicFinished() once the halt occurs. + * + * Fading music will change it's volume progressively, as if Mix_VolumeMusic() + * was called on it (which is to say: you probably shouldn't call + * Mix_VolumeMusic() on a fading channel). + * + * Note that this function does not block for the number of milliseconds + * requested; it just schedules the music to fade and notes the time for the + * mixer to manage later, and returns immediately. + * + * \param which the channel to fade out. + * \param ms number of milliseconds to fade before halting the channel. + * \returns non-zero if music was scheduled to fade, zero otherwise. If no + * music is currently playing, this returns zero. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms); + +/** + * Query the fading status of the music stream. + * + * This reports one of three values: + * + * - `MIX_NO_FADING` + * - `MIX_FADING_OUT` + * - `MIX_FADING_IN` + * + * If music is not currently playing, this returns `MIX_NO_FADING`. + * + * \returns the current fading status of the music stream. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void); + +/** + * Query the fading status of a channel. + * + * This reports one of three values: + * + * - `MIX_NO_FADING` + * - `MIX_FADING_OUT` + * - `MIX_FADING_IN` + * + * If nothing is currently playing on the channel, or an invalid channel is + * specified, this returns `MIX_NO_FADING`. + * + * You may not specify MAX_CHANNEL_POST for a channel. + * + * You may not specify -1 for all channels; only individual channels may be + * queried. + * + * \param which the channel to query. + * \returns the current fading status of the channel. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which); + +/** + * Pause a particular channel. + * + * Pausing a channel will prevent further playback of the assigned chunk but + * will maintain the chunk's current mixing position. When resumed, this + * channel will continue to mix the chunk where it left off. + * + * A paused channel can be resumed by calling Mix_Resume(). + * + * A paused channel with an expiration will not expire while paused (the + * expiration countdown will be adjusted once resumed). + * + * It is legal to halt a paused channel. Playing a new chunk on a paused + * channel will replace the current chunk and unpause the channel. + * + * Specifying a channel of -1 will pause _all_ channels. Any music is + * unaffected. + * + * You may not specify MAX_CHANNEL_POST for a channel. + * + * \param channel the channel to pause, or -1 to pause all channels. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC void SDLCALL Mix_Pause(int channel); + +/** + * Resume a particular channel. + * + * It is legal to resume an unpaused or invalid channel; it causes no effect + * and reports no error. + * + * If the paused channel has an expiration, its expiration countdown resumes + * now, as well. + * + * Specifying a channel of -1 will resume _all_ paused channels. Any music is + * unaffected. + * + * \param channel the channel to resume, or -1 to resume all paused channels. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC void SDLCALL Mix_Resume(int channel); + +/** + * Query whether a particular channel is paused. + * + * If an invalid channel is specified, this function returns zero. + * + * \param channel the channel to query, or -1 to query all channels. + * \return 1 if channel paused, 0 otherwise. If `channel` is -1, returns the + * number of paused channels. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_Paused(int channel); + +/** + * Pause the music stream. + * + * Pausing the music stream will prevent further playback of the assigned + * music object, but will maintain the object's current mixing position. When + * resumed, this channel will continue to mix the music where it left off. + * + * Paused music can be resumed by calling Mix_ResumeMusic(). + * + * It is legal to halt paused music. Playing a new music object when music is + * paused will replace the current music and unpause the music stream. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC void SDLCALL Mix_PauseMusic(void); + +/** + * Resume the music stream. + * + * It is legal to resume an unpaused music stream; it causes no effect and + * reports no error. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC void SDLCALL Mix_ResumeMusic(void); + +/** + * Rewind the music stream. + * + * This causes the currently-playing music to start mixing from the beginning + * of the music, as if it were just started. + * + * It's a legal no-op to rewind the music stream when not playing. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC void SDLCALL Mix_RewindMusic(void); + +/** + * Query whether the music stream is paused. + * + * \return 1 if music is paused, 0 otherwise. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_PauseMusic + * \sa Mix_ResumeMusic + */ +extern DECLSPEC int SDLCALL Mix_PausedMusic(void); + +/** + * Jump to a given order in mod music. + * + * This only applies to MOD music formats. + * + * \param order order + * \returns 0 if successful, or -1 if failed or isn't implemented. + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC int SDLCALL Mix_ModMusicJumpToOrder(int order); + +/** + * Set the current position in the music stream, in seconds. + * + * To convert from milliseconds, divide by 1000.0. + * + * This function is only implemented for MOD music formats (set pattern order + * number) and for WAV, OGG, FLAC, MP3, and MODPLUG music at the moment. + * + * \param position the new position, in seconds (as a double). + * \returns 0 if successful, or -1 if it failed or not implemented. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position); + +/** + * Get the time current position of music stream, in seconds. + * + * To convert to milliseconds, multiply by 1000.0. + * + * \param music the music object to query. + * \returns -1.0 if this feature is not supported for some codec. + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC double SDLCALL Mix_GetMusicPosition(Mix_Music *music); + +/** + * Get a music object's duration, in seconds. + * + * To convert to milliseconds, multiply by 1000.0. + * + * If NULL is passed, returns duration of current playing music. + * + * \param music the music object to query. + * \returns music duration in seconds, or -1.0 on error. + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC double SDLCALL Mix_MusicDuration(Mix_Music *music); + +/** + * Get the loop start time position of music stream, in seconds. + * + * To convert to milliseconds, multiply by 1000.0. + * + * If NULL is passed, returns duration of current playing music. + * + * \param music the music object to query. + * \returns -1.0 if this feature is not used for this music or not supported + * for some codec + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC double SDLCALL Mix_GetMusicLoopStartTime(Mix_Music *music); + +/** + * Get the loop end time position of music stream, in seconds. + * + * To convert to milliseconds, multiply by 1000.0. + * + * If NULL is passed, returns duration of current playing music. + * + * \param music the music object to query. + * \returns -1.0 if this feature is not used for this music or not supported + * for some codec + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC double SDLCALL Mix_GetMusicLoopEndTime(Mix_Music *music); + +/** + * Get the loop time length of music stream, in seconds. + * + * To convert to milliseconds, multiply by 1000.0. + * + * If NULL is passed, returns duration of current playing music. + * + * \param music the music object to query. + * \returns -1.0 if this feature is not used for this music or not supported + * for some codec + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC double SDLCALL Mix_GetMusicLoopLengthTime(Mix_Music *music); + +/** + * Check the playing status of a specific channel. + * + * If the channel is currently playing, this function returns 1. Otherwise it + * returns 0. + * + * If the specified channel is -1, all channels are checked, and this function + * returns the number of channels currently playing. + * + * You may not specify MAX_CHANNEL_POST for a channel. + * + * Paused channels are treated as playing, even though they are not currently + * making forward progress in mixing. + * + * \param channel channel + * \returns non-zero if channel is playing, zero otherwise. If `channel` is + * -1, return the total number of channel playings. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_Playing(int channel); + +/** + * Check the playing status of the music stream. + * + * If music is currently playing, this function returns 1. Otherwise it + * returns 0. + * + * Paused music is treated as playing, even though it is not currently making + * forward progress in mixing. + * + * \returns non-zero if music is playing, zero otherwise. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_PlayingMusic(void); + +/** + * Run an external command as the music stream. + * + * This halts any currently-playing music, and next time the music stream is + * played, SDL_mixer will spawn a process using the command line specified in + * `command`. This command is not subject to shell expansion, and beyond some + * basic splitting up of arguments, is passed to execvp() on most platforms, + * not system(). + * + * The command is responsible for generating sound; it is NOT mixed by + * SDL_mixer! SDL_mixer will kill the child process if asked to halt the + * music, but otherwise does not have any control over what the process does. + * + * You are strongly encouraged not to use this function without an extremely + * good reason. + * + * \param command command + * \returns 0 if successful, -1 on error + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command); + +/** + * This function does nothing, do not use. + * + * This was probably meant to expose a feature, but no codecs support it, so + * it only remains for binary compatibility. + * + * Calling this function is a legal no-op that returns -1. + * + * \param value this parameter is ignored. + * \returns -1. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value); + +/** + * This function does nothing, do not use. + * + * This was probably meant to expose a feature, but no codecs support it, so + * it only remains for binary compatibility. + * + * Calling this function is a legal no-op that returns -1. + * + * \returns -1. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void); + +/** + * Set SoundFonts paths to use by supported MIDI backends. + * + * You may specify multiple paths in a single string by separating them with + * semicolons; they will be searched in the order listed. + * + * This function replaces any previously-specified paths. + * + * Passing a NULL path will remove any previously-specified paths. + * + * Note that unlike most SDL and SDL_mixer functions, this function returns + * zero if there's an error, not on success. We apologize for the API design + * inconsistency here. + * + * \param paths Paths on the filesystem where SoundFonts are available, + * separated by semicolons. + * \returns 1 if successful, 0 on error (out of memory). + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths); + +/** + * Get SoundFonts paths to use by supported MIDI backends. + * + * There are several factors that determine what will be reported by this + * function: + * + * - If the boolean _SDL hint_ `"SDL_FORCE_SOUNDFONTS"` is set, AND the + * `"SDL_SOUNDFONTS"` _environment variable_ is also set, this function will + * return that environment variable regardless of whether + * Mix_SetSoundFounts() was ever called. + * - Otherwise, if Mix_SetSoundFonts() was successfully called with a non-NULL + * path, this function will return the string passed to that function. + * - Otherwise, if the `"SDL_SOUNDFONTS"` variable is set, this function will + * return that environment variable. + * - Otherwise, this function will search some common locations on the + * filesystem, and if it finds a SoundFont there, it will return that. + * - Failing everything else, this function returns NULL. + * + * This returns a pointer to internal (possibly read-only) memory, and it + * should not be modified or free'd by the caller. + * + * \returns semicolon-separated list of sound font paths. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void); + +/** + * Iterate SoundFonts paths to use by supported MIDI backends. + * + * This function will take the string reported by Mix_GetSoundFonts(), split + * it up into separate paths, as delimited by semicolons in the string, and + * call a callback function for each separate path. + * + * If there are no paths available, this returns 0 without calling the + * callback at all. + * + * If the callback returns non-zero, this function stops iterating and returns + * non-zero. If the callback returns 0, this function will continue iterating, + * calling the callback again for further paths. If the callback never returns + * 1, this function returns 0, so this can be used to decide if an available + * soundfont is acceptable for use. + * + * \param function the callback function to call once per path. + * \param data a pointer to pass to the callback for its own personal use. + * \returns non-zero if callback ever returned non-zero, 0 on error or the + * callback never returned non-zero. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_GetSoundFonts + */ +extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (SDLCALL *function)(const char*, void*), void *data); + +/** + * Set full path of the Timidity config file. + * + * For example, "/etc/timidity.cfg" + * + * This is obviously only useful if SDL_mixer is using Timidity internally to + * play MIDI files. + * + * \param path path to a Timidity config file. + * \returns 1 if successful, 0 on error + * + * \since This function is available since SDL_mixer 2.6.0. + */ +extern DECLSPEC int SDLCALL Mix_SetTimidityCfg(const char *path); + +/** + * Get full path of a previously-specified Timidity config file. + * + * For example, "/etc/timidity.cfg" + * + * If a path has never been specified, this returns NULL. + * + * This returns a pointer to internal memory, and it should not be modified or + * free'd by the caller. + * + * \returns the previously-specified path, or NULL if not set. + * + * \since This function is available since SDL_mixer 2.6.0. + * + * \sa Mix_SetTimidityCfg + */ +extern DECLSPEC const char* SDLCALL Mix_GetTimidityCfg(void); + +/** + * Get the Mix_Chunk currently associated with a mixer channel. + * + * You may not specify MAX_CHANNEL_POST or -1 for a channel. + * + * \param channel the channel to query. + * \returns the associated chunk, if any, or NULL if it's an invalid channel. + * + * \since This function is available since SDL_mixer 2.0.0. + */ +extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel); + +/** + * Close the mixer, halting all playing audio. + * + * Any halted channels will have any currently-registered effects + * deregistered, and will call any callback specified by Mix_ChannelFinished() + * before this function returns. + * + * Any halted music will call any callback specified by + * Mix_HookMusicFinished() before this function returns. + * + * Do not start any new audio playing during callbacks in this function. + * + * This will close the audio device. Attempting to play new audio after this + * function returns will fail, until another successful call to + * Mix_OpenAudio() or Mix_OpenAudioDevice(). + * + * Note that (unlike Mix_OpenAudio optionally calling SDL_Init(SDL_INIT_AUDIO) + * on the app's behalf), this will _not_ deinitialize the SDL audio subsystem + * in any case. At some point after calling this function and Mix_Quit(), some + * part of the application should be responsible for calling SDL_Quit() to + * deinitialize all of SDL, including its audio subsystem. + * + * This function should be the last thing you call in SDL_mixer before + * Mix_Quit(). However, the following notes apply if you don't follow this + * advice: + * + * Note that this will not free any loaded chunks or music; you should dispose + * of those resources separately. It is probably poor form to dispose of them + * _after_ this function, but it is safe to call Mix_FreeChunk() and + * Mix_FreeMusic() after closing the device. + * + * Note that any chunks or music you don't free may or may not work if you + * call Mix_OpenAudio again, as the audio device may be in a new format and + * the existing chunks will not be converted to match. + * + * \since This function is available since SDL_mixer 2.0.0. + * + * \sa Mix_Quit + */ +extern DECLSPEC void SDLCALL Mix_CloseAudio(void); + +/* We'll use SDL for reporting errors */ + +/** + * Report SDL_mixer errors + * + * \sa Mix_GetError + */ +#define Mix_SetError SDL_SetError + +/** + * Get last SDL_mixer error + * + * \sa Mix_SetError + */ +#define Mix_GetError SDL_GetError + +/** + * Clear last SDL_mixer error + * + * \sa Mix_SetError + */ +#define Mix_ClearError SDL_ClearError + +/** + * Set OutOfMemory error + */ +#define Mix_OutOfMemory SDL_OutOfMemory + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include "close_code.h" + +#endif /* SDL_MIXER_H_ */ + +/* vi: set ts=4 sw=4 expandtab: */ |
