SDL_OpenAudio(3) SDL API Reference SDL_OpenAudio(3)
NAME
SDL_OpenAudio - Opens the audio device with the desired parameters.
SYNOPSIS
#include "SDL.h" int SDL_OpenAudio(
SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
DESCRIPTION
This function opens the audio device with the
desired parameters, and
returns 0 if successful, placing the actual hardware parameters in
the structure pointed to by
obtained. If
obtained is NULL, the audio
data passed to the callback function will be guaranteed to be in the
requested format, and will be automatically converted to the hardware
audio format if necessary. This function returns -1 if it failed to
open the audio device, or couldn't set up the audio thread.
To open the audio device a
desired SDL_AudioSpec must be created.
SDL_AudioSpec *desired;
.
.
desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
You must then fill this structure with your desired audio
specifications.
desired->
freq desired->
format desired->
samples desired->
callback void callback(void *userdata, Uint8 *stream, int len);
userdata is the pointer stored in
userdata field of the
SDL_AudioSpec.
stream is a pointer to the audio buffer you want to
fill with information and
len is the length of the audio buffer in
bytes.
desired->
userdata SDL_OpenAudio reads these fields from the
desired SDL_AudioSpec structure pass to the function and attempts to find an audio
configuration matching your
desired. As mentioned above, if the
obtained parameter is
NULL then SDL with convert from your
desired audio settings to the hardware settings as it plays.
If
obtained is
NULL then the
desired SDL_AudioSpec is your working
specification, otherwise the
obtained SDL_AudioSpec becomes the
working specification and the
desirec specification can be deleted.
The data in the working specification is used when building
SDL_AudioCVT's for converting loaded data to the hardware format.
SDL_OpenAudio calculates the
size and
silence fields for both the
desired and
obtained specifications. The
size field stores the total
size of the audio buffer in bytes, while the
silence stores the value
used to represent silence in the audio buffer
The audio device starts out playing
silence when it's opened, and
should be enabled for playing by calling
SDL_PauseAudio(0) when you
are ready for your audio
callback function 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.
EXAMPLES
/* Prototype of our callback function */
void my_audio_callback(void *userdata, Uint8 *stream, int len);
/* Open the audio device */
SDL_AudioSpec *desired, *obtained;
SDL_AudioSpec *hardware_spec;
/* Allocate a desired SDL_AudioSpec */
desired=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
/* Allocate space for the obtained SDL_AudioSpec */
obtained=(SDL_AudioSpec *)malloc(sizeof(SDL_AudioSpec));
/* 22050Hz - FM Radio quality */
desired->freq=22050;
/* 16-bit signed audio */
desired->format=AUDIO_S16LSB;
/* Mono */
desired->channels=0;
/* Large audio buffer reduces risk of dropouts but increases response time */
desired->samples=8192;
/* Our callback function */
desired->callback=my_audio_callback;
desired->userdata=NULL;
/* Open the audio device */
if ( SDL_OpenAudio(desired, obtained) < 0 ){
fprintf(stderr, "Couldn't open audio: %s
", SDL_GetError());
exit(-1);
}
/* desired spec is no longer needed */
free(desired);
hardware_spec=obtained;
.
.
/* Prepare callback for playing */
.
.
.
/* Start playing */
SDL_PauseAudio(0);
SEE ALSO
SDL_AudioSpec,
SDL_LockAudio,
SDL_UnlockAudio,
SDL_PauseAudioSDL Tue 11 Sep 2001, 22:58 SDL_OpenAudio(3)