audio

audio.nim

Access to the raw audio mixing buffer for the SDL library.

Types

AudioFormat* = uint16

Audio format flags.

These are what the 16 bits in AudioFormat currently mean... (Unspecified bits are always zero).

++-----------------------sample is signed if set
||
||       ++-----------sample is bigendian if set
||       ||
||       ||          ++---sample is float if set
||       ||          ||
||       ||          || +---sample bit size---+
||       ||          || |                     |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00

There are templates in SDL 2.0 and later to query these bits.

AudioCallback* = proc (userdata: pointer; stream: ptr uint8; len: cint) {...}{.cdecl.}

This procedure is called when the audio device needs more data.

userdata An application-specific parameter saved in AudioSpec object.

stream A pointer to the audio data buffer.

len The length of that buffer in bytes.

Once the callback returns, the buffer will no longer be valid. Stereo samples are stored in a LRLRLR ordering.

You can choose to avoid callbacks and use queueAudio() instead, if you like. Just open your audio device with a nil callback.

AudioSpec* = object
  freq*: cint                ## DSP frequency -- samples per second
  format*: AudioFormat       ## Audio data format
  channels*: uint8           ## Number of channels: `1` mono, `2` stereo
  silence*: uint8            ## Audio buffer silence value (calculated)
  samples*: uint16           ## Audio buffer size in sample FRAMES
                             ## (total samples divided by channel count)
  padding*: uint16           ## Necessary for some compile environments
  size*: uint32              ## Audio buffer size in bytes (calculated)
  callback*: AudioCallback   ## Callback that feeds the audio device
                             ## (`nil` to use ``queueAudio()``).
  userdata*: pointer         ## Userdata passed to callback
                             ## (ignored for `nil` callbacks).
  

The calculated values in this object are calculated by OpenAudio().

For multi-channel audio, the default SDL channel mapping is:

  • 2: FL FR (stereo)
  • 3: FL FR LFE (2.1 surround)
  • 4: FL FR BL BR (quad)
  • 5: FL FR FC BL BR (quad + center)
  • 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
  • 7: FL FR FC LFE BC SL SR (6.1 surround)
  • 8: FL FR FC LFE BL BR SL SR (7.1 surround)
AudioFilter* = proc (cvt: ptr AudioCVT; format: AudioFormat) {...}{.cdecl.}
AudioCVT* {...}{.packed.} = object
  needed*: cint              ## Set to `1` if conversion possible
  src_format*: AudioFormat   ## Source audio format
  dst_format*: AudioFormat   ## Target audio format
  rate_incr*: cdouble        ## Rate conversion increment
  buf*: ptr uint8            ## Buffer to hold entire audio data
  len*: cint                 ## Length of original audio buffer
  len_cvt*: cint             ## Length of converted audio buffer
  len_mult*: cint            ## buffer must be `len*len_mult` big
  len_ratio*: cdouble        ## Given len, final size is `len * len_ratio`
  filters*: array[AudioCVTMaxFilters + 1, AudioFilter] ## `nil`-terminated list of filter procedures
  filter_index*: cint        ## Current audio conversion procedure
  

A structure to hold a set of audio conversion filters and buffers.

Note that various parts of the conversion pipeline can take advantage of SIMD operations (like SSE2, for example). AudioCVT doesn't require you to pass it aligned data, but can possibly run much faster if you set both its buf field to a pointer that is aligned to 16 bytes, and its len field to something that's a multiple of 16, if possible.

This structure is 84 bytes on 32-bit architectures, make sure GCC doesn't pad it out to 88 bytes to guarantee ABI compatibility between compilers. The next time we rev the ABI, make sure to size the ints and add padding.

AudioDeviceID* = uint32

SDL Audio Device IDs.

A successful call to openAudio() is always device id 1, and legacy SDL audio APIs assume you want this device ID. openAudioDevice() calls always returns devices >= 2 on success. The legacy calls are good both for backwards compatibility and when you don't care about multiple, specific, or capture devices.

AudioStatus* {...}{.size: sizeof(cint).} = enum
  AUDIO_STOPPED = 0, AUDIO_PLAYING, AUDIO_PAUSED
AudioStream* = pointer

AudioStream is a new audio conversion interface.

The benefits vs AudioCVT:

  • it can handle resampling data in chunks without generating artifacts, when it doesn't have the complete buffer available.
  • it can handle incoming data in any variable size.
  • You push data as you have it, and pull it when you need it.

This is opaque to the outside world.

Consts

AUDIO_MASK_BITSIZE* = 0x000000FF
AUDIO_MASK_DATATYPE* = (1 shl 8)
AUDIO_MASK_ENDIAN* = (1 shl 12)
AUDIO_MASK_SIGNED* = (1 shl 15)
AUDIO_U8* = 0x00000008
Unsigned 8-bit samples
AUDIO_S8* = 0x00008008
Signed 8-bit samples
AUDIO_U16LSB* = 0x00000010
Unsigned 16-bit samples
AUDIO_S16LSB* = 0x00008010
Signed 16-bit samples
AUDIO_U16MSB* = 0x00001010
As above, but big-endian byte order
AUDIO_S16MSB* = 0x00009010
As above, but big-endian byte order
AUDIO_U16* = AUDIO_U16LSB
AUDIO_S16* = AUDIO_S16LSB
AUDIO_S32LSB* = 0x00008020
32-bit integer samples
AUDIO_S32MSB* = 0x00009020
As above, but big-endian byte order
AUDIO_S32* = AUDIO_S32LSB
AUDIO_F32LSB* = 0x00008120
32-bit floating point samples
AUDIO_F32MSB* = 0x00009120
As above, but big-endian byte order
AUDIO_F32* = AUDIO_F32LSB
AUDIO_U16SYS* = AUDIO_U16LSB
AUDIO_S16SYS* = AUDIO_S16LSB
AUDIO_S32SYS* = AUDIO_S32LSB
AUDIO_F32SYS* = AUDIO_F32LSB
AUDIO_ALLOW_FREQUENCY_CHANGE* = 0x00000001
AUDIO_ALLOW_FORMAT_CHANGE* = 0x00000002
AUDIO_ALLOW_CHANNELS_CHANGE* = 0x00000004
AUDIO_ALLOW_SAMPLES_CHANGE* = 0x00000008
AUDIO_ALLOW_ANY_CHANGE* = (AUDIO_ALLOW_FREQUENCY_CHANGE or
    AUDIO_ALLOW_FORMAT_CHANGE or
    AUDIO_ALLOW_CHANNELS_CHANGE or
    AUDIO_ALLOW_SAMPLES_CHANGE)
AudioCVTMaxFilters* = 9
Upper limit of filters in AudioCVT. The maximum number of AudioFilter procedures in AudioCVT is currently limited to 9. The AudioCVT.filters array has 10 pointers, one of which is the terminating nil pointer.
MIX_MAXVOLUME* = 128

Procs

proc getNumAudioDrivers*(): cint {...}{.cdecl, importc: "SDL_GetNumAudioDrivers",
                                   dynlib: SDL2_LIB.}

Driver discovery procedures.

These procedures return the list of built in audio drivers, in the order that they are normally initialized by default.

proc getAudioDriver*(index: cint): cstring {...}{.cdecl,
    importc: "SDL_GetAudioDriver", dynlib: SDL2_LIB.}

Driver discovery procedures.

These procedures return the list of built in audio drivers, in the order that they are normally initialized by default.

proc audioInit*(driver_name: cstring): cint {...}{.cdecl, importc: "SDL_AudioInit",
    dynlib: SDL2_LIB.}

Initialization.

Internal: These procedures are used internally, and should not be used unless you have a specific need to specify the audio driver you want to use. You should normally use init() or initSubSystem().

proc audioQuit*() {...}{.cdecl, importc: "SDL_AudioQuit", dynlib: SDL2_LIB.}

Cleanup.

Internal: These procedures are used internally, and should not be used unless you have a specific need to specify the audio driver you want to use. You should normally use init() or initSubSystem().

proc getCurrentAudioDriver*(): cstring {...}{.cdecl,
    importc: "SDL_GetCurrentAudioDriver", dynlib: SDL2_LIB.}
This procedure returns the name of the current audio driver, or nil if no driver has been initialized.
proc openAudio*(desired: ptr AudioSpec; obtained: ptr AudioSpec): cint {...}{.cdecl,
    importc: "SDL_OpenAudio", dynlib: SDL2_LIB.}

This procedure opens the audio device with the desired parameters, and returns 0 if successful, placing the actual hardware parameters in the object pointed to by obtained. If obtained is nil, the audio data passed to the callback procedure will be guaranteed to be in the requested format, and will be automatically converted to the hardware audio format if necessary. This procedure returns -1 if it failed to open the audio device, or couldn't set up the audio thread.

When filling in the desired audio spec object,

  • desired.freq should be the desired audio frequency in samples-per- second.
  • desired.format should be the desired audio format.
  • desired.samples is the desired size of the audio buffer, in samples. This number should be a power of two, and may be adjusted by the audio driver to a value more suitable for the hardware. Good values seem to range between 512 and 8096 inclusive, depending on the application and CPU speed. Smaller values yield faster response time, but can lead to underflow if the application is doing heavy processing and cannot fill the audio buffer in time. A stereo sample consists of both right and left channels in LR ordering.

    Note that the number of samples is directly related to time by the following formula:

    ms = (samples*1000)/freq

  • desired.size is the size in bytes of the audio buffer, and is calculated by openAudio().
  • desired.silence is the value used to set the buffer to silence, and is calculated by openAudio().
  • desired.callback should be set to a procedure that will be called when the audio device is ready for more data. It is passed a pointer to the audio buffer, and the length in bytes of the audio buffer. This procedure usually runs in a separate thread, and so you should protect data structures that it accesses by calling lockAudio() and unlockAudio() in your code. Alternately, you may pass a nil pointer here, and call queueAudio() with some frequency, to queue more audio samples to be played (or for capture devices, call sdl.dequeueAudio() with some frequency, to obtain audio samples).
  • desired.userdata is passed as the first parameter to your callback procedure. If you passed a nil callback, this value is ignored.

The audio device starts out playing silence when it's opened, and should be enabled for playing by calling pauseAudio(0) when you are ready for your audio callback procedure to be called. Since the audio driver may modify the requested size of the audio buffer, you should allocate any local mixing buffers after you open the audio device.

proc getNumAudioDevices*(iscapture: cint): cint {...}{.cdecl,
    importc: "SDL_GetNumAudioDevices", dynlib: SDL2_LIB.}

Get the number of available devices exposed by the current driver.

Only valid after a successfully initializing the audio subsystem. Returns -1 if an explicit list of devices can't be determined; this is not an error. For example, if SDL is set up to talk to a remote audio server, it can't list every one available on the Internet, but it will still allow a specific host to be specified to openAudioDevice().

In many common cases, when this procedure returns a value <= 0, it can still successfully open the default device (nil for first argument of openAudioDevice()).

proc getAudioDeviceName*(index: cint; iscapture: cint): cstring {...}{.cdecl,
    importc: "SDL_GetAudioDeviceName", dynlib: SDL2_LIB.}

Get the human-readable name of a specific audio device.

Must be a value between 0 and (number of audio devices-1). Only valid after a successfully initializing the audio subsystem. The values returned by this procedure reflect the latest call to getNumAudioDevices(); recall that procedure to redetect available hardware.

The string returned by this procedure is UTF-8 encoded, read-only, and managed internally. You are not to free it. If you need to keep the string for any length of time, you should make your own copy of it, as it will be invalid next time any of several other SDL prodedures is called.

proc openAudioDevice*(device: cstring; iscapture: cint; desired: ptr AudioSpec;
                      obtained: ptr AudioSpec; allowed_changes: cint): AudioDeviceID {...}{.
    cdecl, importc: "SDL_OpenAudioDevice", dynlib: SDL2_LIB.}

Open a specific audio device.

Passing in a device name of nil requests the most reasonable default (and is equivalent to calling openAudio()).

The device name is a UTF-8 string reported by getAudioDeviceName(), but some drivers allow arbitrary and driver-specific strings, such as a hostname/IP address for a remote audio server, or a filename in the diskaudio driver.

Return 0 on error, a valid device ID that is >= 2 on success.

openAudio(), unlike this procedure, always acts on device ID 1.

proc GetAudioStatus*(): AudioStatus {...}{.cdecl, importc: "SDL_GetAudioStatus",
                                      dynlib: SDL2_LIB.}
Get the current audio state.
proc GetAudioDeviceStatus*(dev: AudioDeviceID): AudioStatus {...}{.cdecl,
    importc: "SDL_GetAudioDeviceStatus", dynlib: SDL2_LIB.}
Get the current audio state.
proc pauseAudio*(pause_on: cint) {...}{.cdecl, importc: "SDL_PauseAudio",
                                   dynlib: SDL2_LIB.}

Pause audio procedures.

These procedures pause and unpause the audio callback processing. They should be called with a parameter of 0 after opening the audio device to start playing sound. This is so you can safely initialize data for your callback procedure after opening the audio device. Silence will be written to the audio device during the pause.

proc pauseAudioDevice*(dev: AudioDeviceID; pause_on: cint) {...}{.cdecl,
    importc: "SDL_PauseAudioDevice", dynlib: SDL2_LIB.}

Pause audio procedures.

These procedures pause and unpause the audio callback processing. They should be called with a parameter of 0 after opening the audio device to start playing sound. This is so you can safely initialize data for your callback procedure after opening the audio device. Silence will be written to the audio device during the pause.

proc loadWAV_RW*(src: ptr RWops; freesrc: cint; spec: ptr AudioSpec;
                 audio_buf: ptr ptr uint8; audio_len: ptr uint32): ptr AudioSpec {...}{.
    cdecl, importc: "SDL_LoadWAV_RW", dynlib: SDL2_LIB.}

Load the audio data of a WAVE file into memory.

Loading a WAVE file requires src, spec, audio_buf and audio_len to be valid pointers. The entire data portion of the file is then loaded into memory and decoded if necessary.

If freesrc is non-zero, the data source gets automatically closed and freed before the procedure returns.

Supported are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and ยต-law (8 bits). Other formats are currently unsupported and cause an error.

If this procedure succeeds, the pointer returned by it is equal to spec and the pointer to the audio data allocated by the procedure is written to audio_buf and its length in bytes to audio_len. The sdl.AudioSpec members freq, channels, and format are set to the values of the audio data in the buffer. The samples member is set to a sane default and all others are set to zero.

It's necessary to use sdl.freeWAV() to free the audio data returned in audio_buf when it is no longer used.

Because of the underspecification of the Waveform format, there are many problematic files in the wild that cause issues with strict decoders. To provide compatibility with these files, this decoder is lenient in regards to the truncation of the file, the fact chunk, and the size of the RIFF chunk. The hints sdl.HINT_WAVE_RIFF_CHUNK_SIZE, sdl.HINT_WAVE_TRUNCATION, and sdl.HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the loading process.

Any file that is invalid (due to truncation, corruption, or wrong values in the headers), too big, or unsupported causes an error. Additionally, any critical I/O error from the data source will terminate the loading process with an error. The procedure returns nil on error and in all cases (with the exception of src being nil), an appropriate error message will be set.

It is required that the data source supports seeking.

Example:

sdl.loadWAV_RW(sdl.rwFromFile("sample.wav", "rb"), 1, ...)

src The data source with the WAVE data

freesrc A integer value that makes the procedure close the data source if non-zero

spec A pointer filled with the audio format of the audio data

audio_buf A pointer filled with the audio data allocated by the procedure

audio_len A pointer filled with the length of the audio data buffer in bytes

Return nil on error, or non-nil on success.

proc freeWAV*(audio_buf: ptr uint8) {...}{.cdecl, importc: "SDL_FreeWAV",
                                      dynlib: SDL2_LIB.}
This procedure frees data previously allocated with loadWAV_RW()
proc buildAudioCVT*(cvt: ptr AudioCVT; src_format: AudioFormat;
                    src_channels: uint8; src_rate: cint;
                    dst_format: AudioFormat; dst_channels: uint8; dst_rate: cint): cint {...}{.
    cdecl, importc: "SDL_BuildAudioCVT", dynlib: SDL2_LIB.}

This procedure takes a source format and rate and a destination format and rate, and initializes the cvt object with information needed by convertAudio() to convert a buffer of audio data from one format to the other. An unsupported format causes an error and -1 will be returned.

Return 0 if no conversion is needed, 1 if the audio filter is set up, or -1 on error.

proc convertAudio*(cvt: ptr AudioCVT): cint {...}{.cdecl,
    importc: "SDL_ConvertAudio", dynlib: SDL2_LIB.}

Once you have initialized the cvt object using buildAudioCVT(), created an audio buffer cvt.buf, and filled it with cvt.len bytes of audio data in the source format, this procedure will convert it in-place to the desired format.

The data conversion may expand the size of the audio data, so the buffer cvt.buf should be allocated after the cvt object is initialized by buildAudioCVT(), and should be cvt.len*cvt.len_mult bytes long.

Return 0 on success or -1 if cvt.buf is nil.

proc newAudioStream*(srcFormat: AudioFormat; srcChannels: uint8; srcRate: cint;
                     dstFormat: AudioFormat; dstChannels: uint8; dstRate: cint): AudioStream {...}{.
    cdecl, importc: "SDL_NewAudioStream", dynlib: SDL2_LIB.}

Create a new audio stream

src_format The format of the source audio

src_channels The number of channels of the source audio src_rate The sampling rate of the source audio dst_format The format of the desired audio output dst_channels The number of channels of the desired audio output dst_rate The sampling rate of the desired audio output

Return 0 on success, or -1 on error.

See also:

audioStreamPut()

audioStreamGet()

audioStreamAvailable()

audioStreamFlush()

audioStreamClear()

freeAudioStream()

proc audioStreamPut*(stream: AudioStream; buf: pointer; len: cint): cint {...}{.
    cdecl, importc: "SDL_AudioStreamPut", dynlib: SDL2_LIB.}

Add data to be converted/resampled to the stream

stream The stream the audio data is being added to

buf A pointer to the audio data to add

len The number of bytes to write to the stream

Return 0 on success, or -1 on error.

See also:

newAudioStream()

audioStreamGet()

audioStreamAvailable()

audioStreamFlush()

audioStreamClear()

freeAudioStream()

proc audioStreamGet*(stream: AudioStream; buf: pointer; len: cint): cint {...}{.
    cdecl, importc: "SDL_AudioStreamGet", dynlib: SDL2_LIB.}

Get converted/resampled data from the stream

stream The stream the audio is being requested from

buf A buffer to fill with audio data

len The maximum number of bytes to fill

Return the number of bytes read from the stream, or -1 on error.

See also:

newAudioStream()

audioStreamPut()

audioStreamAvailable()

audioStreamFlush()

audioStreamClear()

freeAudioStream()

proc audioStreamAvailable*(stream: AudioStream): cint {...}{.cdecl,
    importc: "SDL_AudioStreamAvailable", dynlib: SDL2_LIB.}

Get the number of converted/resampled bytes available. The stream may be buffering data behind the scenes until it has enough to resample correctly, so this number might be lower than what you expect, or even be zero. Add more data or flush the stream if you need the data now.

See also:

newAudioStream()

audioStreamPut()

audioStreamGet()

audioStreamFlush()

audioStreamClear()

freeAudioStream()

proc audioStreamFlush*(stream: AudioStream): cint {...}{.cdecl,
    importc: "SDL_AudioStreamFlush", dynlib: SDL2_LIB.}

Tell the stream that you're done sending data, and anything being buffered should be converted/resampled and made available immediately.

It is legal to add more data to a stream after flushing, but there will be audio gaps in the output. Generally this is intended to signal the end of input, so the complete output becomes available.

See also:

newAudioStream()

audioStreamPut()

audioStreamGet()

audioStreamAvailable()

audioStreamClear()

proc audioStreamClear*(stream: AudioStream) {...}{.cdecl,
    importc: "SDL_AudioStreamClear", dynlib: SDL2_LIB.}

Clear any pending data in the stream without converting it.

See also:

newAudioStream()

audioStreamPut()

audioStreamGet()

audioStreamAvailable()

audioStreamFlush()

freeAudioStream()

proc freeAudioStream*(stream: AudioStream) {...}{.cdecl,
    importc: "SDL_FreeAudioStream", dynlib: SDL2_LIB.}

Free an audio stream.

See also:

newAudioStream()

audioStreamPut()

audioStreamGet()

audioStreamAvailable()

audioStreamFlush()

audioStreamClear()

proc mixAudio*(dst: ptr uint8; src: ptr uint8; len: uint32; volume: cint) {...}{.
    cdecl, importc: "SDL_MixAudio", dynlib: SDL2_LIB.}
This takes two audio buffers of the playing audio format and mixes them, performing addition, volume adjustment, and overflow clipping. The volume ranges from 0 - 128, and should be set to MIX_MAXVOLUME for full audio volume. Note this does not change hardware volume. This is provided for convenience -- you can mix your own audio data.
proc mixAudioFormat*(dst: ptr uint8; src: ptr uint8; format: AudioFormat;
                     len: uint32; volume: cint) {...}{.cdecl,
    importc: "SDL_MixAudioFormat", dynlib: SDL2_LIB.}
This works like mixAudio(), but you specify the audio format instead of using the format of audio device 1. Thus it can be used when no audio device is open at all.
proc queueAudio*(dev: AudioDeviceID; data: pointer; len: uint32): cint {...}{.cdecl,
    importc: "SDL_QueueAudio", dynlib: SDL2_LIB.}

Queue more audio on non-callback devices.

(If you are looking to retrieve queued audio from a non-callback capture device, you want sdl.dequeueAudio() instead. This will return -1 to signify an error if you use it with capture devices.)

SDL offers two ways to feed audio to the device: you can either supply a callback that SDL triggers with some frequency to obtain more audio (pull method), or you can supply no callback, and then SDL will expect you to supply data at regular intervals (push method) with this procedure.

There are no limits on the amount of data you can queue, short of exhaustion of address space. Queued data will drain to the device as necessary without further intervention from you. If the device needs audio but there is not enough queued, it will play silence to make up the difference. This means you will have skips in your audio playback if you aren't routinely queueing sufficient data.

This procedure copies the supplied data, so you are safe to free it when the procedure returns. This procedure is thread-safe, but queueing to the same device from two threads at once does not promise which buffer will be queued first.

You may not queue audio on a device that is using an application-supplied callback; doing so returns an error. You have to use the audio callback or queue audio with this procedure, but not both.

You should not call lockAudio() on the device before queueing; SDL handles locking internally for this procedure.

dev The device ID to which we will queue audio.

data The data to queue to the device for later playback.

len The number of bytes (not samples!) to which (data) points.

Return 0 on success, -1 on error.

See also:

getQueuedAudioSize()

clearQueuedAudio()

proc dequeueAudio*(dev: AudioDeviceID; data: pointer; len: uint32): cint {...}{.
    cdecl, importc: "SDL_DequeueAudio", dynlib: SDL2_LIB.}

Dequeue more audio on non-callback devices.

(If you are looking to queue audio for output on a non-callback playback device, you want sdl.queueAudio() instead. This will always return 0 if you use it with playback devices.)

SDL offers two ways to retrieve audio from a capture device: you can either supply a callback that SDL triggers with some frequency as the device records more audio data, (push method), or you can supply no callback, and then SDL will expect you to retrieve data at regular intervals (pull method) with this procedure.

There are no limits on the amount of data you can queue, short of exhaustion of address space. Data from the device will keep queuing as necessary without further intervention from you. This means you will eventually run out of memory if you aren't routinely dequeueing data.

Capture devices will not queue data when paused; if you are expecting to not need captured audio for some length of time, use sdl.pauseAudioDevice() to stop the capture device from queueing more data. This can be useful during, say, level loading times. When unpaused, capture devices will start queueing data from that point, having flushed any capturable data available while paused.

This procedure is thread-safe, but dequeueing from the same device from two threads at once does not promise which thread will dequeued data first.

You may not dequeue audio from a device that is using an application-supplied callback; doing so returns an error. You have to use the audio callback, or dequeue audio with this procedure, but not both.

You should not call sdl.lockAudio() on the device before queueing; SDL handles locking internally for this procedure.

dev The device ID from which we will dequeue audio. data A pointer into where audio data should be copied. len The number of bytes (not samples!) to which (data) points. Return number of bytes dequeued, which could be less than requested.

See also:

getQueuedAudioSize

clearQueuedAudio

proc getQueuedAudioSize*(dev: AudioDeviceID): uint32 {...}{.cdecl,
    importc: "SDL_GetQueuedAudioSize", dynlib: SDL2_LIB.}

Get the number of bytes of still-queued audio.

For playback device: This is the number of bytes that have been queued for playback with sdl.queueAudio(), but have not yet been sent to the hardware. This number may shrink at any time, so this only informs of pending data.

Once we've sent it to the hardware, this procedure can not decide the exact byte boundary of what has been played. It's possible that we just gave the hardware several kilobytes right before you called this procedure, but it hasn't played any of it yet, or maybe half of it, etc.

For capture device: This is the number of bytes that have been captured by the device and are waiting for you to dequeue. This number may grow at any time, so this only informs of the lower-bound of available data.

You may not queue audio on a device that is using an application-supplied callback; calling this procedure on such a device always returns 0. You have to queue audio with sdl.queueAudio() / sdl.dequeueAudio(), or use the audio callback, but not both.

You should not call lockAudio() on the device before querying; SDL handles locking internally for this procedure.

dev The device ID of which we will query queued audio size.

Return number of bytes (not samples!) of queued audio.

See also:

queueAudio()

clearQueuedAudio()

proc clearQueuedAudio*(dev: AudioDeviceID) {...}{.cdecl,
    importc: "SDL_ClearQueuedAudio", dynlib: SDL2_LIB.}

Drop any queued audio data. For playback devices, this is any queued data still waiting to be submitted to the hardware. For capture devices, this is any data that was queued by the device that hasn't yet been dequeued by the application.

Immediately after this call, sdl.getQueuedAudioSize() will return 0. For playback devices, the hardware will start playing silence if more audio isn't queued. Unpaused capture devices will start filling the queue again as soon as they have more data available (which, depending on the state of the hardware and the thread, could be before this procedure call returns!).

This will not prevent playback of queued audio that's already been sent to the hardware, as we can not undo that, so expect there to be some fraction of a second of audio that might still be heard. This can be useful if you want to, say, drop any pending music during a level change in your game.

You may not queue audio on a device that is using an application-supplied callback; calling this procedure on such a device is always a no-op. You have to queue audio with sdl.queueAudio() / sdl.dequeueAudio(), or use the audio callback, but not both.

You should not call lockAudio() on the device before clearing the queue; SDL handles locking internally for this procedure.

This procedure always succeeds and thus returns nothing.

dev The device ID of which to clear the audio queue.

See also:

queueAudio()

getQueuedAudioSize()

proc lockAudio*() {...}{.cdecl, importc: "SDL_LockAudio", dynlib: SDL2_LIB.}

Audio lock procedure.

The lock manipulated by these procedures protects the callback procedure. During a lockAudio()/unlockAudio() pair, you can be guaranteed that the callback procedure is not running. Do not call these from the callback procedure or you will cause deadlock.

proc lockAudioDevice*(dev: AudioDeviceID) {...}{.cdecl,
    importc: "SDL_LockAudioDevice", dynlib: SDL2_LIB.}

Audio lock procedure.

The lock manipulated by these procedures protects the callback procedure. During a lockAudio()/unlockAudio() pair, you can be guaranteed that the callback procedure is not running. Do not call these from the callback procedure or you will cause deadlock.

proc unlockAudio*() {...}{.cdecl, importc: "SDL_UnlockAudio", dynlib: SDL2_LIB.}

Audio unlock procedure.

The lock manipulated by these procedures protects the callback procedure. During a lockAudio()/unlockAudio() pair, you can be guaranteed that the callback procedure is not running. Do not call these from the callback procedure or you will cause deadlock.

proc unlockAudioDevice*(dev: AudioDeviceID) {...}{.cdecl,
    importc: "SDL_UnlockAudioDevice", dynlib: SDL2_LIB.}

Audio unlock procedure.

The lock manipulated by these procedures protects the callback procedure. During a lockAudio()/unlockAudio() pair, you can be guaranteed that the callback procedure is not running. Do not call these from the callback procedure or you will cause deadlock.

proc closeAudio*() {...}{.cdecl, importc: "SDL_CloseAudio", dynlib: SDL2_LIB.}
This procedure shuts down audio processing and closes the audio device.
proc closeAudioDevice*(dev: AudioDeviceID) {...}{.cdecl,
    importc: "SDL_CloseAudioDevice", dynlib: SDL2_LIB.}
This procedure shuts down audio processing and closes the audio device.

Templates

template audioBitSize*(x: untyped): untyped
template audioIsFloat*(x: untyped): untyped
template audioIsBigEndian*(x: untyped): untyped
template audioIsSigned*(x: untyped): untyped
template audioIsInt*(x: untyped): untyped
template audioIsLittleEndian*(x: untyped): untyped
template audioIsUnsigned*(x: untyped): untyped
template loadWAV_RW*(src: ptr RWops; freesrc: bool; spec: ptr AudioSpec;
                     audio_buf: ptr ptr uint8; audio_len: ptr uint32): ptr AudioSpec
template loadWAV*(file, spec, audio_buf, audio_len: untyped): untyped

Loads a WAV from a file.

Compatibility convenience template.