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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_PauseAudio