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Revision 28 as of 2011-12-12 19:15:47
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Editor: SheenaSmith
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Revision 29 as of 2013-08-07 21:22:48
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Editor: RyanGordon
Comment: Rewrote most of this.
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||<tablewidth="100%" style="color: #FF0000;" :> DRAFT||
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/* Can '''channels''' only be 1 or 2 or can it handle more? Old wiki lists 4 for surround and 6 for surround w/ center and lfe (sub?). */
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||Uint8||'''channels'''||number of separate sound channels: 1 = mono, 2 = stereo|| ||Uint8||'''channels'''||number of separate sound channels: see [[#Remarks|Remarks]] for details||
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||void*||'''userdata'''||a pointer that is passed to '''callback'''|| ||void*||'''userdata'''||a pointer that is passed to '''callback''' (otherwise ignored by SDL)||
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/* Should the functions [[SDL_LoadWAV_RW]] and [[SDL_OpenAudioDevice]] be added into this remark? Do they behave like their similarly named counterparts with respect to this struct? */ This structure is used by [[SDL_OpenAudioDevice]]() and [[SDL_LoadWAV]](). While all fields are used by [[SDL_OpenAudioDevice]](), only '''freq''', '''format''', '''channels''', and '''samples''' are used by [[SDL_LoadWAV]]().
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*<<BR>>The [[SDL_AudioSpec]] structure is used to describe the format of some audio data. This structure is used by [[SDL_OpenAudio]]() and [[SDL_LoadWAV]](). While all fields are used by [[SDL_OpenAudio]](), only '''freq''', '''format''', '''channels''', and '''samples''' are used by [[SDL_LoadWAV]](). '''freq''' specifies the number of sample frames sent to the sound device per second. Common values are 11025, 22050, 44100 and 48000. Larger values produce cleaner audio, in much the same way that larger resolutions produce cleaner graphics.
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'''freq''' specifies the number of samples sent to the sound device per second. Common values are 11025, 22050 and 44100. The higher the better.
/* I think this info could be moved to Params above and this paragraph removed. */
/* I think "The higher the better." implies that the programmer has a choice and should choose the higher number. I suspect that the value is actually dictated by the audio data. Perhaps rewording to say "Higher values produce higher quality sounds/audio output" might be preferable? */
'''format''' specifies the size and type of each sample element and may be one of the following:
<<Include(SDL_AudioFormat, , , from="=== Audio Format Values ===", to="== Code Examples ==")>>
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/* Should this be an include from [[SDL_AudioFormat]] instead? */
'''format''' specifies the size and type of each sample element and may be one of the following:
 ||||''Defaults to LSB byte order'' -or- ''Basic'' ???||
 ||AUDIO_U8||unsigned 8-bit samples.||
 ||AUDIO_S8||signed 8-bit samples.||
 ||AUDIO_U16 or AUDIO_U16LSB||not supported by all hardware (unsigned 16-bit little-endian)||
 ||AUDIO_S16 or AUDIO_S16LSB||not supported by all hardware (signed 16-bit little-endian)||
 ||AUDIO_U16MSB||not supported by all hardware (unsigned 16-bit big-endian)||
 ||AUDIO_S16MSB||not supported by all hardware (signed 16-bit big-endian)||
 ||||''int32 support''||
 ||AUDIO_S32 or AUDIO_S32LSB||32-bit integer samples||
 ||AUDIO_S32MSB||as above, but big-endian byte order||
 ||||''float32 support''||
 ||AUDIO_F32 or AUDIO_F32LSB||32-bit floating point samples||
 ||AUDIO_F32MSB||as above, but big-endian byte order||
 ||||''Native audio byte ordering''||
 ||AUDIO_U16SYS||either AUDIO_U16LSB or AUDIO_U16MSB depending on hardware CPU endianness||
 ||AUDIO_S16SYS||either AUDIO_S16LSB or AUDIO_S16MSB depending on hardware CPU endianness||
 ||AUDIO_S32SYS||either AUDIO_S32LSB or AUDIO_S32MSB depending on hardware CPU endianness||
 ||AUDIO_F32SYS||either AUDIO_F32LSB or AUDIO_F32MSB depending on hardware CPU endianness||
See [[SDL_AudioFormat]] for more info.
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'''channels''' specifies the number of output channels. As of SDL 2.0, supported values are 1 (mono), 2 (stereo), 4 (quad), and 6 (5.1).
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/* This list was taken from the header. A portion was listed in the old wiki as well. Is it correct that audio change flags and audio flags (as opposed to the above audio format flags) should not be included here? */ '''samples''' specifies a unit of audio data. When used with [[SDL_OpenAudioDevice]]() this refers to the size of the audio buffer in sample frames. A sample frame is a chunk of audio data of the size specified in '''format''' multiplied by the number of channels. When the [[SDL_AudioSpec]] is used with [[SDL_LoadWAV]]() '''samples''' is set to 4096. This field's value must be a power of two.
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'''samples''' specifies a unit of audio data. When used with [[SDL_OpenAudio]]() this refers to the size of the audio buffer in samples. A sample is a chunk of audio data of the size specified in '''format''' multiplied by the number of channels. When the [[SDL_AudioSpec]] is used with [[SDL_LoadWAV]]() '''samples''' is set to 4096.
/* Params above specifies that this is a "power of 2". Would it be appropriate to show how to determine/calculate this value here? */
<<BR>>*
The values '''silence''' and '''size''' are calculated by [[SDL_OpenAudioDevice]]().
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The values '''silence''' and '''size''' are calculated by [[SDL_OpenAudio]]().

Stereo samples are stored in a LRLRLR ordering.
Channel data is interleaved. Stereo samples are stored in left/right ordering. Quad is stored in front-left/front-right/rear-left/rear-right order. 5.1 is stored in front-left/front-right/center/low-freq/rear-left/rear-right ordering ("low-freq" is the ".1" speaker).
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 {{{
void SDL_AudioCallback(void*  userdata,
                      
Uint8* stream,
                      
int    len)
{{{#!highlight cpp
void SDL_AudioCallback(void* userdata, Uint8* stream, int len);
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 ||`userdata`||an application-specific parameter saved in the [[SDL_AudioSpec]] structure||  ||`userdata`||an application-specific parameter saved in the [[SDL_AudioSpec]] structure's '''userdata''' field||
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The callback ''must'' completely initialize the buffer; as of SDL 2.0, this buffer is not initialized before the callback is called. If there is nothing to play, the callback should fill the buffer with silence.
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 .[[SDL_LoadWAV]] *  .[[SDL_LoadWAV]]
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 .[[SDL_OpenAudio]]

SDL_AudioSpec

A structure that contains the audio output format. It also contains a callback that is called when the audio device needs more data.

Data Fields

int

freq

DSP frequency (samples per second); see Remarks for details

SDL_AudioFormat

format

audio data format; see Remarks for details

Uint8

channels

number of separate sound channels: see Remarks for details

Uint8

silence

audio buffer silence value (calculated)

Uint16

samples

audio buffer size in samples (power of 2); see Remarks for details

Uint32

size

audio buffer size in bytes (calculated)

SDL_AudioCallback

callback

the function to call when the audio device needs more data; see Remarks for details

void*

userdata

a pointer that is passed to callback (otherwise ignored by SDL)

Code Examples

You can add your code example here

Remarks

This structure is used by SDL_OpenAudioDevice() and SDL_LoadWAV(). While all fields are used by SDL_OpenAudioDevice(), only freq, format, channels, and samples are used by SDL_LoadWAV().

freq specifies the number of sample frames sent to the sound device per second. Common values are 11025, 22050, 44100 and 48000. Larger values produce cleaner audio, in much the same way that larger resolutions produce cleaner graphics.

format specifies the size and type of each sample element and may be one of the following:

8-bit support

AUDIO_S8

signed 8-bit samples

AUDIO_U8

unsigned 8-bit samples

16-bit support

AUDIO_S16LSB

signed 16-bit samples in little-endian byte order

AUDIO_S16MSB

signed 16-bit samples in big-endian byte order

AUDIO_S16SYS

signed 16-bit samples in native byte order

AUDIO_S16

AUDIO_S16LSB

AUDIO_U16LSB

unsigned 16-bit samples in little-endian byte order

AUDIO_U16MSB

unsigned 16-bit samples in big-endian byte order

AUDIO_U16SYS

unsigned 16-bit samples in native byte order

AUDIO_U16

AUDIO_U16LSB

32-bit support (new to SDL 2.0)

AUDIO_S32LSB

32-bit integer samples in little-endian byte order

AUDIO_S32MSB

32-bit integer samples in big-endian byte order

AUDIO_S32SYS

32-bit integer samples in native byte order

AUDIO_S32

AUDIO_S32LSB

float support (new to SDL 2.0)

AUDIO_F32LSB

32-bit floating point samples in little-endian byte order

AUDIO_F32MSB

32-bit floating point samples in big-endian byte order

AUDIO_F32SYS

32-bit floating point samples in native byte order

AUDIO_F32

AUDIO_F32LSB

See SDL_AudioFormat for more info.

channels specifies the number of output channels. As of SDL 2.0, supported values are 1 (mono), 2 (stereo), 4 (quad), and 6 (5.1).

samples specifies a unit of audio data. When used with SDL_OpenAudioDevice() this refers to the size of the audio buffer in sample frames. A sample frame is a chunk of audio data of the size specified in format multiplied by the number of channels. When the SDL_AudioSpec is used with SDL_LoadWAV() samples is set to 4096. This field's value must be a power of two.

The values silence and size are calculated by SDL_OpenAudioDevice().

Channel data is interleaved. Stereo samples are stored in left/right ordering. Quad is stored in front-left/front-right/rear-left/rear-right order. 5.1 is stored in front-left/front-right/center/low-freq/rear-left/rear-right ordering ("low-freq" is the ".1" speaker).

The function prototype for callback is:

void SDL_AudioCallback(void* userdata, Uint8* stream, int len);
  • where its parameters are:

    userdata

    an application-specific parameter saved in the SDL_AudioSpec structure's userdata field

    stream

    a pointer to the audio data buffer filled in by SDL_AudioCallback()

    len

    the length of that buffer in bytes

Once the callback returns, the buffer will no longer be valid.

The callback must completely initialize the buffer; as of SDL 2.0, this buffer is not initialized before the callback is called. If there is nothing to play, the callback should fill the buffer with silence.


CategoryStruct, CategoryAudio

None: SDL_AudioSpec (last edited 2019-05-15 14:14:25 by ColaEuphoria)

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