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+/*
+ 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: */