SDL  2.0
SDL_sysaudio.h
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../SDL_internal.h"
22 
23 #ifndef SDL_sysaudio_h_
24 #define SDL_sysaudio_h_
25 
26 #include "SDL_mutex.h"
27 #include "SDL_thread.h"
28 #include "../SDL_dataqueue.h"
29 #include "./SDL_audio_c.h"
30 
31 /* !!! FIXME: These are wordy and unlocalized... */
32 #define DEFAULT_OUTPUT_DEVNAME "System audio output device"
33 #define DEFAULT_INPUT_DEVNAME "System audio capture device"
34 
35 /* The SDL audio driver */
36 typedef struct SDL_AudioDevice SDL_AudioDevice;
37 #define _THIS SDL_AudioDevice *_this
38 
39 /* Audio targets should call this as devices are added to the system (such as
40  a USB headset being plugged in), and should also be called for
41  for every device found during DetectDevices(). */
42 extern void SDL_AddAudioDevice(const int iscapture, const char *name, void *handle);
43 
44 /* Audio targets should call this as devices are removed, so SDL can update
45  its list of available devices. */
46 extern void SDL_RemoveAudioDevice(const int iscapture, void *handle);
47 
48 /* Audio targets should call this if an opened audio device is lost while
49  being used. This can happen due to i/o errors, or a device being unplugged,
50  etc. If the device is totally gone, please also call SDL_RemoveAudioDevice()
51  as appropriate so SDL's list of devices is accurate. */
53 
54 /* This is the size of a packet when using SDL_QueueAudio(). We allocate
55  these as necessary and pool them, under the assumption that we'll
56  eventually end up with a handful that keep recycling, meeting whatever
57  the app needs. We keep packing data tightly as more arrives to avoid
58  wasting space, and if we get a giant block of data, we'll split them
59  into multiple packets behind the scenes. My expectation is that most
60  apps will have 2-3 of these in the pool. 8k should cover most needs, but
61  if this is crippling for some embedded system, we can #ifdef this.
62  The system preallocates enough packets for 2 callbacks' worth of data. */
63 #define SDL_AUDIOBUFFERQUEUE_PACKETLEN (8 * 1024)
64 
65 typedef struct SDL_AudioDriverImpl
66 {
68  int (*OpenDevice) (_THIS, void *handle, const char *devname, int iscapture);
69  void (*ThreadInit) (_THIS); /* Called by audio thread at start */
70  void (*ThreadDeinit) (_THIS); /* Called by audio thread at end */
71  void (*BeginLoopIteration)(_THIS); /* Called by audio thread at top of loop */
75  Uint8 *(*GetDeviceBuf) (_THIS);
76  int (*CaptureFromDevice) (_THIS, void *buffer, int buflen);
78  void (*PrepareToClose) (_THIS); /**< Called between run and draining wait for playback devices */
82  void (*FreeDeviceHandle) (void *handle); /**< SDL is done with handle from SDL_AddAudioDevice() */
84 
85  /* !!! FIXME: add pause(), so we can optimize instead of mixing silence. */
86 
87  /* Some flags to push duplicate code into the core and reduce #ifdefs. */
88  /* !!! FIXME: these should be SDL_bool */
96 
97 
98 typedef struct SDL_AudioDeviceItem
99 {
100  void *handle;
101  char *name;
103  int dupenum;
106 
107 
108 typedef struct SDL_AudioDriver
109 {
110  /* * * */
111  /* The name of this audio driver */
112  const char *name;
113 
114  /* * * */
115  /* The description of this audio driver */
116  const char *desc;
117 
119 
120  /* A mutex for device detection */
129 
130 
131 /* Define the SDL audio driver structure */
133 {
134  /* * * */
135  /* Data common to all devices */
137 
138  /* The device's current audio specification */
140 
141  /* The callback's expected audio specification (converted vs device's spec). */
143 
144  /* Stream that converts and resamples. NULL if not needed. */
145  SDL_AudioStream *stream;
146 
147  /* Current state flags */
148  SDL_atomic_t shutdown; /* true if we are signaling the play thread to end. */
149  SDL_atomic_t enabled; /* true if device is functioning and connected. */
152 
153  /* Scratch buffer used in the bridge between SDL and the user callback. */
155 
156  /* Size, in bytes, of work_buffer. */
158 
159  /* A mutex for locking the mixing buffers */
161 
162  /* A thread to feed the audio device */
165 
166  /* Queued buffers (if app not using callback). */
168 
169  /* * * */
170  /* Data private to this driver */
172 
173  void *handle;
174 };
175 #undef _THIS
176 
177 typedef struct AudioBootStrap
178 {
179  const char *name;
180  const char *desc;
181  int (*init) (SDL_AudioDriverImpl * impl);
182  int demand_only; /* 1==request explicitly, or it won't be available. */
184 
185 /* Not all of these are available in a given build. Use #ifdefs, etc. */
210 
211 #endif /* SDL_sysaudio_h_ */
212 
213 /* vi: set ts=4 sw=4 expandtab: */