World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
71 #define SDL_AUDIO_MASK_BITSIZE (0xFF)
72 #define SDL_AUDIO_MASK_DATATYPE (1<<8)
73 #define SDL_AUDIO_MASK_ENDIAN (1<<12)
74 #define SDL_AUDIO_MASK_SIGNED (1<<15)
75 #define SDL_AUDIO_BITSIZE(x) (x & SDL_AUDIO_MASK_BITSIZE)
76 #define SDL_AUDIO_ISFLOAT(x) (x & SDL_AUDIO_MASK_DATATYPE)
77 #define SDL_AUDIO_ISBIGENDIAN(x) (x & SDL_AUDIO_MASK_ENDIAN)
78 #define SDL_AUDIO_ISSIGNED(x) (x & SDL_AUDIO_MASK_SIGNED)
79 #define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x))
80 #define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x))
81 #define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x))
89 #define AUDIO_U8 0x0008
90 #define AUDIO_S8 0x8008
91 #define AUDIO_U16LSB 0x0010
92 #define AUDIO_S16LSB 0x8010
93 #define AUDIO_U16MSB 0x1010
94 #define AUDIO_S16MSB 0x9010
95 #define AUDIO_U16 AUDIO_U16LSB
96 #define AUDIO_S16 AUDIO_S16LSB
103 #define AUDIO_S32LSB 0x8020
104 #define AUDIO_S32MSB 0x9020
105 #define AUDIO_S32 AUDIO_S32LSB
112 #define AUDIO_F32LSB 0x8120
113 #define AUDIO_F32MSB 0x9120
114 #define AUDIO_F32 AUDIO_F32LSB
121 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
122 #define AUDIO_U16SYS AUDIO_U16LSB
123 #define AUDIO_S16SYS AUDIO_S16LSB
124 #define AUDIO_S32SYS AUDIO_S32LSB
125 #define AUDIO_F32SYS AUDIO_F32LSB
127 #define AUDIO_U16SYS AUDIO_U16MSB
128 #define AUDIO_S16SYS AUDIO_S16MSB
129 #define AUDIO_S32SYS AUDIO_S32MSB
130 #define AUDIO_F32SYS AUDIO_F32MSB
140 #define SDL_AUDIO_ALLOW_FREQUENCY_CHANGE 0x00000001
141 #define SDL_AUDIO_ALLOW_FORMAT_CHANGE 0x00000002
142 #define SDL_AUDIO_ALLOW_CHANNELS_CHANGE 0x00000004
143 #define SDL_AUDIO_ALLOW_SAMPLES_CHANGE 0x00000008
144 #define SDL_AUDIO_ALLOW_ANY_CHANGE (SDL_AUDIO_ALLOW_FREQUENCY_CHANGE|SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_CHANNELS_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE)
203 #define SDL_AUDIOCVT_MAX_FILTERS 9
221 #define SDL_AUDIOCVT_PACKED __attribute__((packed))
223 #define SDL_AUDIOCVT_PACKED
237 SDL_AudioFilter
filters[SDL_AUDIOCVT_MAX_FILTERS + 1];
263 extern DECLSPEC
int SDLCALL
SDL_AudioInit(
const char *driver_name);
484 #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
485 SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
531 struct _SDL_AudioStream;
553 const Uint8 src_channels,
556 const Uint8 dst_channels,
649 #define SDL_MIX_MAXVOLUME 128
DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained)
DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 *audio_buf)
const DECLSPEC char *SDLCALL SDL_GetAudioDriver(int index)
struct SDL_AudioSpec SDL_AudioSpec
const DECLSPEC char *SDLCALL SDL_GetCurrentAudioDriver(void)
SDL_AudioCallback callback
SDL_AudioFormat dst_format
void(SDLCALL * SDL_AudioCallback)(void *userdata, Uint8 *stream, int len)
DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void)
DECLSPEC void SDLCALL SDL_UnlockAudio(void)
DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev, int pause_on)
Uint16 SDL_AudioFormat
Audio format flags.
const DECLSPEC char *SDLCALL SDL_GetAudioDeviceName(int index, int iscapture)
DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT *cvt, SDL_AudioFormat src_format, Uint8 src_channels, int src_rate, SDL_AudioFormat dst_format, Uint8 dst_channels, int dst_rate)
DECLSPEC void SDLCALL SDL_ClearQueuedAudio(SDL_AudioDeviceID dev)
DECLSPEC void SDLCALL SDL_LockAudio(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *data, Uint32 len)
struct _SDL_AudioStream SDL_AudioStream
DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDeviceID dev)
DECLSPEC void SDLCALL SDL_LockAudioDevice(SDL_AudioDeviceID dev)
DECLSPEC int SDLCALL SDL_AudioStreamFlush(SDL_AudioStream *stream)
DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *data, Uint32 len)
DECLSPEC void SDLCALL SDL_UnlockAudioDevice(SDL_AudioDeviceID dev)
DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void)
DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(const char *device, int iscapture, const SDL_AudioSpec *desired, SDL_AudioSpec *obtained, int allowed_changes)
DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const void *buf, int len)
struct SDL_AudioCVT SDL_AudioCVT
DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on)
DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture)
typedef void(SDLCALL *SDL_AudioFilter)(struct SDL_AudioCVT *cvt
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
DECLSPEC SDL_AudioStream *SDLCALL SDL_NewAudioStream(const SDL_AudioFormat src_format, const Uint8 src_channels, const int src_rate, const SDL_AudioFormat dst_format, const Uint8 dst_channels, const int dst_rate)
DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, int volume)
DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len)
Load the audio data of a WAVE file into memory.
DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name)
DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream)
SDL_AudioFilter filters[SDL_AUDIOCVT_MAX_FILTERS+1]
SDL_AudioFormat src_format
DECLSPEC int SDLCALL SDL_AudioStreamGet(SDL_AudioStream *stream, void *buf, int len)
DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID dev)
DECLSPEC void SDLCALL SDL_AudioQuit(void)
DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT *cvt)
DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream)
A structure to hold a set of audio conversion filters and buffers.
DECLSPEC void SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume)
DECLSPEC int SDLCALL SDL_AudioStreamAvailable(SDL_AudioStream *stream)
DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev)
DECLSPEC void SDLCALL SDL_CloseAudio(void)