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Diffstat (limited to 'packages/extra/sdl/sdl_sound.pas')
-rw-r--r-- | packages/extra/sdl/sdl_sound.pas | 562 |
1 files changed, 0 insertions, 562 deletions
diff --git a/packages/extra/sdl/sdl_sound.pas b/packages/extra/sdl/sdl_sound.pas deleted file mode 100644 index 7f6f6c7d38..0000000000 --- a/packages/extra/sdl/sdl_sound.pas +++ /dev/null @@ -1,562 +0,0 @@ -unit sdl_sound; -{ - $Id: sdl_sound.pas,v 1.5 2004/12/23 23:38:40 savage Exp $ - -} -(* - * SDL_sound -- An abstract sound format decoding API. - * Copyright (C) 2001 Ryan C. Gordon. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; either - * version 2.1 of the License, or (at your option) any later version. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA - *) -(** - * @overview - * - * The basic gist of SDL_sound is that you use an SDL_RWops to get sound data - * into this library, and SDL_sound will take that data, in one of several - * popular formats, and decode it into raw waveform data in the format of - * your choice. This gives you a nice abstraction for getting sound into your - * game or application; just feed it to SDL_sound, and it will handle - * decoding and converting, so you can just pass it to your SDL audio - * callback (or whatever). Since it gets data from an SDL_RWops, you can get - * the initial sound data from any number of sources: file, memory buffer, - * network connection, etc. - * - * As the name implies, this library depends on SDL: Simple Directmedia Layer, - * which is a powerful, free, and cross-platform multimedia library. It can - * be found at http://www.libsdl.org/ - * - * Support is in place or planned for the following sound formats: - * - .WAV (Microsoft WAVfile RIFF data, internal.) - * - .VOC (Creative Labs' Voice format, internal.) - * - .MP3 (MPEG-1 Layer 3 support, via the SMPEG library.) - * - .MID (MIDI music converted to Waveform data, internal.) - * - .MOD (MOD files, via MikMod and ModPlug.) - * - .OGG (Ogg files, via Ogg Vorbis libraries.) - * - .SHN (Shorten files, internal.) - * - .RAW (Raw sound data in any format, internal.) - * - .AU (Sun's Audio format, internal.) - * - .AIFF (Audio Interchange format, internal.) - * - .FLAC (Lossless audio compression, via libFLAC.) - * - * (...and more to come...) - * - * Please see the file COPYING in the source's root directory. - * - * This file written by Ryan C. Gordon. (icculus@clutteredmind.org) - *) -{ April 03 2003 - DL : Added jedi-sdl.inc include file to support more } -{ Pascal compilers. Initial support is now included } -{ for GnuPascal, VirtualPascal, TMT and obviously } -{ continue support for Delphi Kylix and FreePascal. } -{ } -{ May 03 2003 - DL : under instruction from David Mears AKA } -{ Jason Siletto, I have added FPC Linux support. } -{ } -{ - $Log: sdl_sound.pas,v $ - Revision 1.5 2004/12/23 23:38:40 savage - Applied Patches supplied by Michalis Kamburelis ( THANKS! ), for tidier code. - - Revision 1.4 2004/08/14 22:54:30 savage - Updated so that Library name defines are correctly defined for MacOS X. - - Revision 1.3 2004/05/10 14:10:04 savage - Initial MacOS X support. Fixed defines for MACOS ( Classic ) and DARWIN ( MacOS X ). - - Revision 1.2 2004/03/30 20:23:28 savage - Tidied up use of UNIX compiler directive. - - Revision 1.1 2004/02/16 22:16:40 savage - v1.0 changes - - -} -{******************************************************************************} - -{$I jedi-sdl.inc} - -interface - -uses -{$IFDEF WIN32} - Windows, -{$ENDIF} - sdl; - -const -{$IFDEF WIN32} - SDLSoundLibName = 'SDL_sound.dll'; -{$ENDIF} - -{$IFDEF UNIX} -{$IFDEF DARWIN} - SDLSoundLibName = 'libSDL_sound.dylib'; -{$ELSE} - SDLSoundLibName = 'libSDL_sound.so'; -{$ENDIF} -{$ENDIF} - -{$IFDEF MACOS} - SDLSoundLibName = 'SDL_sound'; -{$ENDIF} - - SOUND_VER_MAJOR = 0; -{$EXTERNALSYM SOUND_VER_MAJOR} - SOUND_VER_MINOR = 1; -{$EXTERNALSYM SOUND_VER_MINOR} - SOUND_VER_PATCH = 5; -{$EXTERNALSYM SOUND_VER_PATCH} - - (** - * These are flags that are used in a Sound_Sample to show various states. - * - * To use: 'if (sample.flags and SOUND_SAMPLEFLAG_ERROR) begin dosomething; end;' - * - * @param SOUND_SAMPLEFLAG_NONE nil flag. - * @param SOUND_SAMPLEFLAG_NEEDSEEK SDL_RWops must be able to seek. - * @param SOUND_SAMPLEFLAG_EOF end of input stream. - * @param SOUND_SAMPLEFLAG_ERROR unrecoverable error. - * @param SOUND_SAMPLEFLAG_EAGAIN function would block, or temp error. - *) - SOUND_SAMPLEFLAG_NONE = 0; -{$EXTERNALSYM SOUND_SAMPLEFLAG_NONE} - (* these are set at sample creation time... *) - SOUND_SAMPLEFLAG_NEEDSEEK = 1; -{$EXTERNALSYM SOUND_SAMPLEFLAG_NEEDSEEK} - (* these are set during decoding... *) - SOUND_SAMPLEFLAG_EOF = 1 shl 29; -{$EXTERNALSYM SOUND_SAMPLEFLAG_EOF} - SOUND_SAMPLEFLAG_ERROR = 1 shl 30; -{$EXTERNALSYM SOUND_SAMPLEFLAG_ERROR} - SOUND_SAMPLEFLAG_EAGAIN = 1 shl 31; -{$EXTERNALSYM SOUND_SAMPLEFLAG_EAGAIN} - - (** - * These are the basics of a decoded sample's data type = recordure: data format - * (see AUDIO_U8 and friends in SDL_audio.h), number of channels, and sample - * rate. If you need more explanation than that, you should stop developing - * sound code right now. - * - * @param format Equivalent of SDL_AudioSpec.format. - * @param channels Number of sound channels. 1 = mono, 2 = stereo. - * @param rate Sample rate; frequency of sample points per second (44100, - * 22050, 8000, etc.) - *) -type - TSound_SampleFlags = Integer; - - PSound_AudioInfo = ^Sound_AudioInfo; - Sound_AudioInfo = record - format: Uint16; - channels: Uint8; - rate: Uint32; - end; - TSound_AudioInfo = Sound_AudioInfo; -{$EXTERNALSYM Sound_AudioInfo} - - (** - * Each decoder sets up one of these type = records, which can be retrieved via - * the Sound_AvailableDecoders function. EVERY FIELD IN THIS IS READ-ONLY. - * - * @param extensions File extensions, list ends with nil. Read it like this: - * const : PChar *ext; - * for (ext := info.extensions; *ext <> nil; ext++) - * printf(' File extension \'%s\'', *ext); - * @param description Human readable description of decoder. - * @param author 'Name Of Author <email@emailhost.dom>' - * @param url URL specific to this decoder. - *) - PSound_DecoderInfo = ^Sound_DecoderInfo; - Sound_DecoderInfo = record - extensions: PChar; - description: PChar; - author: PChar; - url: PChar; - end; - TSound_DecoderInfo = Sound_DecoderInfo; -{$EXTERNALSYM Sound_DecoderInfo} - - (** - * The Sound_Sample type = recordure is the heart of SDL_sound. This holds - * information about a source of sound data as it is being decoded. - * EVERY FIELD IN THIS IS READ-ONLY. Please use the API functions to - * change them. - * - * @param opaque Internal use only. Don't touch. - * @param decoder Decoder used for this sample. - * @param desired Desired audio format for conversion. - * @param actual Actual audio format of sample. - * @param buffer Decoded sound data lands in here. - * @param buffer_size Current size of (buffer), in bytes (Uint8). - * @param flags Flags relating to this sample. - *) - PSound_Sample = ^Sound_Sample; - Sound_Sample = record - opaque: Pointer; - decoder: PSound_DecoderInfo; - desired: Sound_AudioInfo; - actual: Sound_AudioInfo; - buffer: Pointer; - buffer_size: Uint32; - flags: TSound_SampleFlags; - end; - TSound_Sample = Sound_Sample; -{$EXTERNALSYM Sound_Sample} - - (** - * Just what it says: a major.minor.patch style version number... - * - * @param major The major version number. - * @param minor The minor version number. - * @param patch The patchlevel version number. - *) - PSound_Version = ^Sound_Version; - Sound_Version = record - major: integer; - minor: integer; - patch: integer; - end; - TSound_Version = Sound_Version; -{$EXTERNALSYM Sound_Version} - - (* functions and macros... *) - -procedure SOUND_GETVERSION(var x: TSound_Version); - -(** - * Get the version of SDL_sound that is linked against your program. If you - * are using a shared library (DLL) version of SDL_sound, then it is possible - * that it will be different than the version you compiled against. - * - * This is a real function; the macro SOUND_VERSION tells you what version - * of SDL_sound you compiled against: - * - * Sound_Version compiled; - * Sound_Version linked; - * - * SOUND_VERSION(@compiled); - * Sound_GetLinkedVersion(@linked); - * printf('We compiled against SDL_sound version %d.%d.%d ...', - * compiled.major, compiled.minor, compiled.patch); - * printf('But we linked against SDL_sound version %d.%d.%d.', - * linked.major, linked.minor, linked.patch); - * - * This function may be called safely at any time, even before Sound_Init. - * - * @param ver Sound_Version type = recordure to fill with shared library's version. - *) -procedure Sound_GetLinkedVersion(ver: PSound_Version); -cdecl; external {$IFDEF __GPC__}name 'Sound_GetLinkedVersion'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_GetLinkedVersion} - -(** - * Initialize SDL_sound. This must be called before any other SDL_sound - * function (except perhaps Sound_GetLinkedVersion). You should call - * SDL_Init before calling this. Sound_Init will attempt to call - * SDL_Init(SDL_INIT_AUDIO), just in . This is a safe behaviour, but it - * may not configure SDL to your liking by itself. - * - * @returns nonzero on success, zero on error. Specifics of the - * error can be gleaned from Sound_GetError. - *) -function Sound_Init: integer; -cdecl; external {$IFDEF __GPC__}name 'Sound_Init'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_Init} - -(** - * Shutdown SDL_sound. This closes any SDL_RWops that were being used as - * sound sources, and frees any resources in use by SDL_sound. - * - * All Sound_Sample pointers you had prior to this call are INVALIDATED. - * - * Once successfully deinitialized, Sound_Init can be called again to - * restart the subsystem. All default API states are restored at this - * point. - * - * You should call this BEFORE SDL_Quit. This will NOT call SDL_Quit - * for younot - * - * @returns nonzero on success, zero on error. Specifics of the error - * can be gleaned from Sound_GetError. If failure, state of - * SDL_sound is undefined, and probably badly screwed up. - *) -function Sound_Quit: integer; -cdecl; external {$IFDEF __GPC__}name 'Sound_Quit'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_Quit} - -(** - * Get a list of sound formats supported by this implementation of SDL_sound. - * This is for informational purposes only. Note that the extension listed is - * merely convention: if we list 'MP3', you can open an MPEG-1 Layer 3 audio - * file with an extension of 'XYZ', if you like. The file extensions are - * informational, and only required as a h : integer to choosing the correct - * decoder, since the sound data may not be coming from a file at all, thanks - * to the abstraction that an SDL_RWops provides. - * - * The result value is an array of pointers to Sound_DecoderInfo type = recordures, - * with a nil entry to signify the end of the list: - * - * Sound_DecoderInfo **i; - * - * for (i := Sound_AvailableDecoders; *i <> nil; i++) - * begin - * printf('Supported sound format: : array[ 0..%s- 1 ] of , which is : array[ 0..%s- 1 ] of .', - * i.extension, i.description); - * // ...and other fields... - * end; - * - * The return values are pointers to static internal memory, and should - * be considered READ ONLY, and never freed. - * - * @returns READ ONLY nil-terminated array of READ ONLY type = recordures. - *) -function Sound_AvailableDecoders: PSound_DecoderInfo; -cdecl; external {$IFDEF __GPC__}name 'Sound_AvailableDecoders'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_AvailableDecoders} - -(** - * Get the last SDL_sound error message as a nil-terminated string. - * This will be nil if there's been no error since the last call to this - * function. The pointer returned by this call points to an internal buffer. - * Each thread has a unique error state associated with it, but each time - * a new error message is set, it will overwrite the previous one associated - * with that thread. It is safe to call this function at anytime, even - * before Sound_Init. - * - * @returns READ ONLY string of last error message. - *) -function Sound_GetError: PChar; -cdecl; external {$IFDEF __GPC__}name 'Sound_GetError'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_GetError} - -(** - * Clear the current error message, so the next call to Sound_GetError will - * return nil. - *) -procedure Sound_ClearError; -cdecl; external {$IFDEF __GPC__}name 'Sound_ClearError'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_ClearError} - -(** - * Start decoding a new sound sample. The data is read via an SDL_RWops - * type = recordure (see SDL_rwops.h in the SDL include directory), so it may be - * coming from memory, disk, network stream, etc. The (ext) parameter is - * merely a h : integer to determining the correct decoder; if you specify, for - * example, 'mp3' for an extension, and one of the decoders lists that - * as a handled extension, then that decoder is given first shot at trying - * to claim the data for decoding. If none of the extensions match (or the - * extension is nil), then every decoder examines the data to determine if - * it can handle it, until one accepts it. In such a your SDL_RWops will - * need to be capable of rewinding to the start of the stream. - * If no decoders can handle the data, a nil value is returned, and a human - * readable error message can be fetched from Sound_GetError. - * Optionally, a desired audio format can be specified. If the incoming data - * is in a different format, SDL_sound will convert it to the desired format - * on the fly. Note that this can be an expensive operation, so it may be - * wise to convert data before you need to play it back, if possible, or - * make sure your data is initially in the format that you need it in. - * If you don't want to convert the data, you can specify nil for a desired - * format. The incoming format of the data, preconversion, can be found - * in the Sound_Sample type = recordure. - * Note that the raw sound data 'decoder' needs you to specify both the - * extension 'RAW' and a 'desired' format, or it will refuse to handle - * the data. This is to prevent it from catching all formats unsupported - * by the other decoders. - * Finally, specify an initial buffer size; this is the number of bytes that - * will be allocated to store each read from the sound buffer. The more you - * can safely allocate, the more decoding can be done in one block, but the - * more resources you have to use up, and the longer each decoding call will - * take. Note that different data formats require more or less space to - * store. This buffer can be resized via Sound_SetBufferSize ... - * The buffer size specified must be a multiple of the size of a single - * sample point. So, if you want 16-bit, stereo samples, then your sample - * po : integer size is (2 channels * 16 bits), or 32 bits per sample, which is four - * bytes. In such a , you could specify 128 or 132 bytes for a buffer, - * but not 129, 130, or 131 (although in reality, you'll want to specify a - * MUCH larger buffer). - * When you are done with this Sound_Sample pointer, you can dispose of it - * via Sound_FreeSample. - * You do not have to keep a reference to (rw) around. If this function - * suceeds, it stores (rw) internally (and disposes of it during the call - * to Sound_FreeSample). If this function fails, it will dispose of the - * SDL_RWops for you. - * - * @param rw SDL_RWops with sound data. - * @param ext File extension normally associated with a data format. - * Can usually be nil. - * @param desired Format to convert sound data into. Can usually be nil, - * if you don't need conversion. - * @returns Sound_Sample pointer, which is used as a handle to several other - * SDL_sound APIs. nil on error. If error, use - * Sound_GetError to see what went wrong. - *) -function Sound_NewSample(rw: PSDL_RWops; const ext: PChar; - desired: PSound_AudioInfo; bufferSize: Uint32): PSound_Sample; -cdecl; external {$IFDEF __GPC__}name 'Sound_NewSample'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_NewSample} - -(** - * This is identical to Sound_NewSample, but it creates an SDL_RWops for you - * from the file located in (filename). Note that (filename) is specified in - * platform-dependent notation. ('C:\\music\\mysong.mp3' on windows, and - * '/home/icculus/music/mysong.mp3' or whatever on Unix, etc.) - * Sound_NewSample's 'ext' parameter is gleaned from the contents of - * (filename). - * - * @param filename file containing sound data. - * @param desired Format to convert sound data into. Can usually be nil, - * if you don't need conversion. - * @param bufferSize size, in bytes, of initial read buffer. - * @returns Sound_Sample pointer, which is used as a handle to several other - * SDL_sound APIs. nil on error. If error, use - * Sound_GetError to see what went wrong. - *) -function Sound_NewSampleFromFile(const filename: PChar; desired: - PSound_AudioInfo; bufferSize: Uint32): PSound_Sample; -cdecl; external {$IFDEF __GPC__}name 'Sound_NewSampleFromFile'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_NewSampleFromFile} - -(** - * Dispose of a Sound_Sample pointer that was returned from Sound_NewSample. - * This will also close/dispose of the SDL_RWops that was used at creation - * time, so there's no need to keep a reference to that around. - * The Sound_Sample pointer is invalid after this call, and will almost - * certainly result in a crash if you attempt to keep using it. - * - * @param sample The Sound_Sample to delete. - *) -procedure Sound_FreeSample(sample: PSound_Sample); -cdecl; external {$IFDEF __GPC__}name 'Sound_FreeSample'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_FreeSample} - -(** - * Change the current buffer size for a sample. If the buffer size could - * be changed, then the sample.buffer and sample.buffer_size fields will - * reflect that. If they could not be changed, then your original sample - * state is preserved. If the buffer is shrinking, the data at the end of - * buffer is truncated. If the buffer is growing, the contents of the new - * space at the end is undefined until you decode more into it or initialize - * it yourself. - * - * The buffer size specified must be a multiple of the size of a single - * sample point. So, if you want 16-bit, stereo samples, then your sample - * po : integer size is (2 channels * 16 bits), or 32 bits per sample, which is four - * bytes. In such a , you could specify 128 or 132 bytes for a buffer, - * but not 129, 130, or 131 (although in reality, you'll want to specify a - * MUCH larger buffer). - * - * @param sample The Sound_Sample whose buffer to modify. - * @param new_size The desired size, in bytes, of the new buffer. - * @returns non-zero if buffer size changed, zero on failure. - *) -function Sound_SetBufferSize(sample: PSound_Sample; new_size: Uint32): integer; -cdecl; external {$IFDEF __GPC__}name 'Sound_SetBufferSize'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_SetBufferSize} - -(** - * Decode more of the sound data in a Sound_Sample. It will decode at most - * sample.buffer_size bytes into sample.buffer in the desired format, and - * return the number of decoded bytes. - * If sample.buffer_size bytes could not be decoded, then please refer to - * sample.flags to determine if this was an End-of-stream or error condition. - * - * @param sample Do more decoding to this Sound_Sample. - * @returns number of bytes decoded into sample.buffer. If it is less than - * sample.buffer_size, then you should check sample.flags to see - * what the current state of the sample is (EOF, error, read again). - *) -function Sound_Decode(sample: PSound_Sample): Uint32; -cdecl; external {$IFDEF __GPC__}name 'Sound_Decode'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_Decode} - -(** - * Decode the remainder of the sound data in a Sound_Sample. This will - * dynamically allocate memory for the ENTIRE remaining sample. - * sample.buffer_size and sample.buffer will be updated to reflect the - * new buffer. Please refer to sample.flags to determine if the decoding - * finished due to an End-of-stream or error condition. - * - * Be aware that sound data can take a large amount of memory, and that - * this function may block for quite awhile while processing. Also note - * that a streaming source (for example, from a SDL_RWops that is getting - * fed from an Internet radio feed that doesn't end) may fill all available - * memory before giving up...be sure to use this on finite sound sources - * onlynot - * - * When decoding the sample in its entirety, the work is done one buffer at a - * time. That is, sound is decoded in sample.buffer_size blocks, and - * appended to a continually-growing buffer until the decoding completes. - * That means that this function will need enough RAM to hold approximately - * sample.buffer_size bytes plus the complete decoded sample at most. The - * larger your buffer size, the less overhead this function needs, but beware - * the possibility of paging to disk. Best to make this user-configurable if - * the sample isn't specific and small. - * - * @param sample Do all decoding for this Sound_Sample. - * @returns number of bytes decoded into sample.buffer. You should check - * sample.flags to see what the current state of the sample is - * (EOF, error, read again). - *) -function Sound_DecodeAll(sample: PSound_Sample): Uint32; -cdecl; external {$IFDEF __GPC__}name 'Sound_DecodeAll'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_DecodeAll} - -(** - * Restart a sample at the start of its waveform data, as if newly - * created with Sound_NewSample. If successful, the next call to - * Sound_Decode : array[ 0..All- 1 ] of will give audio data from the earliest point - * in the stream. - * - * Beware that this function will fail if the SDL_RWops that feeds the - * decoder can not be rewound via it's seek method, but this can - * theoretically be aprocedure ed by wrapping it in some sort of buffering - * SDL_RWops. - * - * This function should ONLY fail if the RWops is not seekable, or - * SDL_sound is not initialized. Both can be controlled by the application, - * and thus, it is up to the developer's paranoia to dictate whether this - * function's return value need be checked at all. - * - * If this function fails, the state of the sample is undefined, but it - * is still safe to call Sound_FreeSample to dispose of it. - * - * On success, ERROR, EOF, and EAGAIN are cleared from sample.flags. The - * ERROR flag is set on error. - * - * @param sample The Sound_Sample to rewind. - * @return nonzero on success, zero on error. Specifics of the - * error can be gleaned from Sound_GetError. - *) -function Sound_Rewind(sample: PSound_Sample): integer; -cdecl; external {$IFDEF __GPC__}name 'Sound_Rewind'{$ELSE} SDLSoundLibName{$ENDIF __GPC__}; -{$EXTERNALSYM Sound_Rewind} - -implementation - -{$IFDEF __GPC__} - {$L sdl_sound} { link sdl.dll.a or libsdl.so or libsdl.a } -{$ELSE} -{$ENDIF} - -procedure SOUND_GETVERSION(var x: TSound_Version); -begin - x.major := SOUND_VER_MAJOR; - x.minor := SOUND_VER_MINOR; - x.patch := SOUND_VER_PATCH; -end; - -end. - |