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audio: Added SDL_PutAudioStreamDataNoCopy.
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@@ -1414,6 +1414,82 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamOutputChannelMap(SDL_AudioStr
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len);
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/**
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* A callback that fires for completed SDL_PutAudioStreamDataNoCopy() data.
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*
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* When using SDL_PutAudioStreamDataNoCopy() to provide data to an
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* SDL_AudioStream, it's not safe to dispose of the data until the stream
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* has completely consumed it. Often times it's difficult to know exactly
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* when this has happened.
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*
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* This callback fires once when the stream no longer needs the buffer,
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* allowing the app to easily free or reuse it.
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*
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* \param userdata an opaque pointer provided by the app for their personal
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* use.
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* \param buf the pointer provided to SDL_PutAudioStreamDataNoCopy().
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* \param buflen the size of buffer, in bytes, provided to
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* SDL_PutAudioStreamDataNoCopy().
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*
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* \threadsafety This callbacks may run from any thread, so if you need to
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* protect shared data, you should use SDL_LockAudioStream to
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* serialize access; this lock will be held before your callback
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* is called, so your callback does not need to manage the lock
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* explicitly.
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*
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* \since This datatype is available since SDL 3.4.0.
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*
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* \sa SDL_SetAudioStreamGetCallback
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* \sa SDL_SetAudioStreamPutCallback
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*/
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typedef void (SDLCALL *SDL_AudioStreamDataCompleteCallback)(void *userdata, const void *buf, int buflen);
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/**
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* Add constant data to the stream.
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*
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* Unlike SDL_PutAudioStreamData(), this function does not make a copy of the
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* provided data, instead storing the provided pointer. This means that the
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* put operation does not need to allocate and copy the data, but the original
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* data must remain available until the stream is done with it, either by
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* being read from the stream in its entirety, or a call to
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* SDL_ClearAudioStream() or SDL_DestroyAudioStream().
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*
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* The data must match the format/channels/samplerate specified in the latest
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* call to SDL_SetAudioStreamFormat, or the format specified when creating the
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* stream if it hasn't been changed.
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*
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* An optional callback may be provided, which is called when the stream no
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* longer needs the data. Once this callback fires, the stream will not
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* access the data again.
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*
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* Note that there is still an allocation to store tracking information,
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* so this function is more efficient for larger blocks of data. If you're
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* planning to put a few samples at a time, it will be more efficient to use
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* SDL_PutAudioStreamData(), which allocates and buffers in blocks.
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*
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* \param stream the stream the audio data is being added to.
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* \param buf a pointer to the audio data to add.
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* \param len the number of bytes to write to the stream.
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* \param callback the callback function to call when the data is no longer
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* needed by the stream. May be NULL.
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* \param userdata an opaque pointer provided to the callback for its own
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* personal use.
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* \returns true on success or false on failure; call SDL_GetError() for more
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* information.
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*
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* \threadsafety It is safe to call this function from any thread, but if the
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* stream has a callback set, the caller might need to manage
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* extra locking.
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*
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* \since This function is available since SDL 3.4.0.
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*
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* \sa SDL_ClearAudioStream
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* \sa SDL_FlushAudioStream
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* \sa SDL_GetAudioStreamData
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* \sa SDL_GetAudioStreamQueued
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*/
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extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamDataNoCopy(SDL_AudioStream *stream, const void *buf, int len, SDL_AudioStreamDataCompleteCallback callback, void *userdata);
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/**
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* Add data to the stream with each channel in a separate array.
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*
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