;; /*
;;     SDL - Simple DirectMedia Layer
;;     Copyright (C) 1997, 1998, 1999, 2000, 2001  Sam Lantinga
;; 
;;     This library is free software; you can redistribute it and/or
;;     modify it under the terms of the GNU Library General Public
;;     License as published by the Free Software Foundation; either
;;     version 2 of the License, or (at your option) any later version.
;; 
;;     This library is distributed in the hope that it will be useful,
;;     but WITHOUT ANY WARRANTY; without even the implied warranty of
;;     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
;;     Library General Public License for more details.
;; 
;;     You should have received a copy of the GNU Library General Public
;;     License along with this library; if not, write to the Free
;;     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
;; 
;;     Sam Lantinga
;;     slouken@devolution.com
;; */
;; 
;; #ifdef SAVE_RCSID
;; static char rcsid =
;;  "@(#) $Id: SDL_audio.lsh,v 1.2 2002/10/01 22:33:50 profshadoko Exp $";
;; #endif
;; 
;; /* Access to the raw audio mixing buffer for the SDL library */
;; 
;; #ifndef _SDL_audio_h
;; #define _SDL_audio_h
;; 
(de SDL_audio_dummy () (sdlheader "SDL_audio.h"))

;; #include "begin_code.h"
;; /* Set up for C function definitions, even when using C++ */
;; #ifdef __cplusplus
;; extern "C" {
;; #endif

;; /* The calculated values in this structure are calculated by SDL_OpenAudio() */
;; typedef struct {
;; 	int freq;		/* DSP frequency -- samples per second */
;; 	Uint16 format;		/* Audio data format */
;; 	Uint8  channels;	/* Number of channels: 1 mono, 2 stereo */
;; 	Uint8  silence;		/* Audio buffer silence value (calculated) */
;; 	Uint16 samples;		/* Audio buffer size in samples */
;; 	Uint16 padding;		/* Necessary for some compile environments */
;; 	Uint32 size;		/* Audio buffer size in bytes (calculated) */
;; 	/* This function is called when the audio device needs more data.
;; 	   'stream' is a pointer to the audio data buffer
;; 	   'len' is the length of that buffer in bytes.
;; 	   Once the callback returns, the buffer will no longer be valid.
;; 	   Stereo samples are stored in a LRLRLR ordering.
;; 	*/
;; 	void (*callback)(void *userdata, Uint8 *stream, int len);
;; 	void  *userdata;
;; } SDL_AudioSpec;

;; /* Audio format flags (defaults to LSB byte order) */
(libload "libc/constants")

(defconstant "AUDIO_U8"	0x0008) ;	/* Unsigned 8-bit samples */
(defconstant "AUDIO_S8"	0x8008) ;	/* Signed 8-bit samples */
(defconstant "AUDIO_U16LSB"	0x0010) ;	/* Unsigned 16-bit samples */
(defconstant "AUDIO_S16LSB"	0x8010) ;	/* Signed 16-bit samples */
(defconstant "AUDIO_U16MSB"	0x1010) ;	/* As above, but big-endian byte order */
(defconstant "AUDIO_S16MSB"	0x9010) ;	/* As above, but big-endian byte order */
(defconstant "AUDIO_U16"	@@AUDIO_U16LSB)
(defconstant "AUDIO_S16"	@@AUDIO_S16LSB)

;; /* Native audio byte ordering */
(if (= @@SDL_BYTEORDER @@SDL_LIL_ENDIAN)
    (progn
      (defconstant "AUDIO_U16SYS"	@@AUDIO_U16LSB)
      (defconstant "AUDIO_S16SYS"	@@AUDIO_S16LSB))
  (defconstant "AUDIO_U16SYS"	@@AUDIO_U16MSB)
  (defconstant "AUDIO_S16SYS"	@@AUDIO_S16MSB))

;; /* A structure to hold a set of audio conversion filters and buffers */
;; typedef struct SDL_AudioCVT {
;; 	int needed;			/* Set to 1 if conversion possible */
;; 	Uint16 src_format;		/* Source audio format */
;; 	Uint16 dst_format;		/* Target audio format */
;; 	double rate_incr;		/* Rate conversion increment */
;; 	Uint8 *buf;			/* Buffer to hold entire audio data */
;; 	int    len;			/* Length of original audio buffer */
;; 	int    len_cvt;			/* Length of converted audio buffer */
;; 	int    len_mult;		/* buffer must be len*len_mult big */
;; 	double len_ratio; 	/* Given len, final size is len*len_ratio */
;; 	void (*filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
;; 	int filter_index;		/* Current audio conversion function */
;; } SDL_AudioCVT;


;; /* Function prototypes */
;; 

#? (SDL_AudioInit <driver_name>)
;;.PRE
;; /* These functions are used internally, and should not be used unless you
;;  * have a specific need to specify the audio driver you want to use.
;;  * You should normally use SDL_Init() or SDL_InitSubSystem().
;;  */
;; extern DECLSPEC int SDL_AudioInit(const char *driver_name);
(de SDL_AudioInit(driver_name)
    ((-str-) driver_name)
    (int #{  SDL_AudioInit((char *)$driver_name->data) #}))

#? (SDL_AudioQuit)
;;.PRE
;; extern DECLSPEC void SDL_AudioQuit(void);
(de SDL_AudioQuit()
    #{ SDL_AudioQuit() #} ())

#? (SDL_AudioDriverName <namebuf> <maxlen>)
;;.PRE
;; /* This function fills the given character buffer with the name of the
;;  * current audio driver, and returns a pointer to it if the audio driver has
;;  * been initialized.  It returns NULL if no driver has been initialized.
;;  */
;; extern DECLSPEC char *SDL_AudioDriverName(char *namebuf, int maxlen);
(de SDL_AudioDriverName(namebuf maxlen)
    ((-str-) namebuf)
    ((-int-) maxlen)
    (gptr #{ SDL_AudioDriverName((char *)$namebuf->data, $maxlen) #}))

#? (SDL_OpenAudio <desired> <obtained>)
;;.PRE
;; /*
;;  * 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.
;;  *
;;  * When filling in the desired audio spec structure,
;;  *  'desired->freq' should be the desired audio frequency in samples-per-second.
;;  *  'desired->format' should be the desired audio format.
;;  *  'desired->samples' is the desired size of the audio buffer, in samples.
;;  *     This number should be a power of two, and may be adjusted by the audio
;;  *     driver to a value more suitable for the hardware.  Good values seem to
;;  *     range between 512 and 8096 inclusive, depending on the application and
;;  *     CPU speed.  Smaller values yield faster response time, but can lead
;;  *     to underflow if the application is doing heavy processing and cannot
;;  *     fill the audio buffer in time.  A stereo sample consists of both right
;;  *     and left channels in LR ordering.
;;  *     Note that the number of samples is directly related to time by the
;;  *     following formula:  ms = (samples*1000)/freq
;;  *  'desired->size' is the size in bytes of the audio buffer, and is
;;  *     calculated by SDL_OpenAudio().
;;  *  'desired->silence' is the value used to set the buffer to silence,
;;  *     and is calculated by SDL_OpenAudio().
;;  *  'desired->callback' should be set to a function that will be called
;;  *     when the audio device is ready for more data.  It is passed a pointer
;;  *     to the audio buffer, and the length in bytes of the audio buffer.
;;  *     This function usually runs in a separate thread, and so you should
;;  *     protect data structures that it accesses by calling SDL_LockAudio()
;;  *     and SDL_UnlockAudio() in your code.
;;  *  'desired->userdata' is passed as the first parameter to your callback
;;  *     function.
;;  *
;;  * 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.
;;  */
;; extern DECLSPEC int SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
(de SDL_OpenAudio(desired obtained)
    ((-gptr- "SDL_AudioSpec *") desired obtained)
    (int #{ SDL_OpenAudio($desired, $obtained) #}))

#? (SDL_GetAudioStatus)
;;.PRE
;; /*
;;  * Get the current audio state:
;;  */
;; typedef enum {
;; 	SDL_AUDIO_STOPPED = 0,
;; 	SDL_AUDIO_PLAYING,
;; 	SDL_AUDIO_PAUSED
;; } SDL_audiostatus;
;; extern DECLSPEC SDL_audiostatus SDL_GetAudioStatus(void);
(de SDL_GetAudioStatus()
    (int  #{ (int)SDL_GetAudioStatus() #}))

#? (SDL_PauseAudio <pause_on>)
;;.PRE
;; /*
;;  * This function pauses and unpauses the audio callback processing.
;;  * It should be called with a parameter of 0 after opening the audio
;;  * device to start playing sound.  This is so you can safely initialize
;;  * data for your callback function after opening the audio device.
;;  * Silence will be written to the audio device during the pause.
;;  */
;; extern DECLSPEC void SDL_PauseAudio(int pause_on);
(de SDL_PauseAudio(pause_on)
    ((-int-) pause_on)
    #{ SDL_PauseAudio($pause_on) #} ())

#? (SDL_LoadWAV_RW <src> <freesrc> <spec> <audio_buf> <audio_len>)
;;.PRE
;; /*
;;  * This function loads a WAVE from the data source, automatically freeing
;;  * that source if 'freesrc' is non-zero.  For example, to load a WAVE file,
;;  * you could do:
;;  *	SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
;;  *
;;  * If this function succeeds, it returns the given SDL_AudioSpec,
;;  * filled with the audio data format of the wave data, and sets
;;  * 'audio_buf' to a malloc()'d buffer containing the audio data,
;;  * and sets 'audio_len' to the length of that audio buffer, in bytes.
;;  * You need to free the audio buffer with SDL_FreeWAV() when you are 
;;  * done with it.
;;  *
;;  * This function returns NULL and sets the SDL error message if the 
;;  * wave file cannot be opened, uses an unknown data format, or is 
;;  * corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
;;  */
;; extern DECLSPEC SDL_AudioSpec *SDL_LoadWAV_RW(SDL_RWops *src, int freesrc,
;; 		 SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
(de SDL_LoadWAV_RW(src freesrc spec audio_buf audio_len)
    ((-gptr- "SDL_RWops *") src)
    ((-int-) freesrc)
    ((-gptr- "SDL_AudioSpec *") spec)
    ((-gptr- "unsigned char **") audio_buf)
    ((-gptr- "unsigned int *") audio_len)
    (gptr #{ SDL_LoadWAV_RW($src, $freesrc, $spec, $audio_buf, $audio_len) #}))

#? (SDL_LoadWAV <file> <spec> <audio_buf> <audio_len>)
;;.PRE
;; /* Compatibility convenience function -- loads a WAV from a file */
(dmd SDL_LoadWAV(file spec audio_buf audio_len)
 `(SDL_LoadWAV_RW (SDL_RWFromFile ,file "rb") 1 ,spec ,audio_buf ,audio_len))

#? (SDL_FreeWAV <audio_buf?)
;;.PRE
;; /*
;;  * This function frees data previously allocated with SDL_LoadWAV_RW()
;;  */
;; extern DECLSPEC void SDL_FreeWAV(Uint8 *audio_buf);
(de  SDL_FreeWAV(audio_buf)
     ((-gptr- "Uint8 *") audio_buf)
     #{ SDL_FreeWAV($audio_buf) #} ())

#? (SDL_BuildAudioCVT <cvt> <src_format> <src_channels> <src_rate> <dst_format> <dst_channels> <dst_rate>)
;;.PRE
;; /*
;;  * This function takes a source format and rate and a destination format
;;  * and rate, and initializes the 'cvt' structure with information needed
;;  * by SDL_ConvertAudio() to convert a buffer of audio data from one format
;;  * to the other.
;;  * This function returns 0, or -1 if there was an error.
;;  */
;; extern DECLSPEC int SDL_BuildAudioCVT(SDL_AudioCVT *cvt,
;; 		Uint16 src_format, Uint8 src_channels, int src_rate,
;; 		Uint16 dst_format, Uint8 dst_channels, int dst_rate);
(de SDL_BuildAudioCVT(cvt src_format src_channels src_rate
		      dst_format dst_channels dst_rate)
    ((-gptr- "SDL_AudioCVT *") cvt)
    ((Uint16) src_format)
    ((Uint8) src_channels)
    ((-int-) src_rate)
    ((Uint16) dst_format)
    ((Uint8) dst_channels)
    ((-int-) dst_rate)
    (int #{ SDL_BuildAudioCVT($cvt, $src_format, $src_channels, $src_rate,
		      $dst_format, $dst_channels, $dst_rate) #}))

#? (SDL_ConvertAudio <cvt>)
;;.PRE
;; /* Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
;;  * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
;;  * audio data in the source format, this function will convert it in-place
;;  * to the desired format.
;;  * The data conversion may expand the size of the audio data, so the buffer
;;  * cvt->buf should be allocated after the cvt structure is initialized by
;;  * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
;;  */
;; extern DECLSPEC int SDL_ConvertAudio(SDL_AudioCVT *cvt);
(de SDL_ConvertAudio(cvt)
    ((-gptr- "SDL_AudioCVT *") cvt)
    (int #{ SDL_ConvertAudio($cvt) #}))

#? (SDL_MixAudio <dst> <src> <len> <volume>)
;;.PRE
;; /*
;;  * This takes two audio buffers of the playing audio format and mixes
;;  * them, performing addition, volume adjustment, and overflow clipping.
;;  * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
;;  * for full audio volume.  Note this does not change hardware volume.
;;  * This is provided for convenience -- you can mix your own audio data.
;;  */
(setq SDL_MIX_MAXVOLUME 128)

;; extern DECLSPEC void SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume);
(de SDL_MixAudio(dst src len volume)
    ((-gptr- "Uint8 *") dst src)
    ((Uint32) len)
    ((-int-) volume)
    #{  SDL_MixAudio($dst, $src, $len, $volume) #} ())

#? (SDL_LockAudio)
;;.PRE
;; /*
;;  * The lock manipulated by these functions protects the callback function.
;;  * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
;;  * callback function is not running.  Do not call these from the callback
;;  * function or you will cause deadlock.
;;  */
;; extern DECLSPEC void SDL_LockAudio(void);
;; extern DECLSPEC void SDL_UnlockAudio(void);
(de SDL_LockAudio() #{ SDL_LockAudio() #} ())

#? (SDL_UnlockAudio)
;;.PRE
;; unlock audio.
(de SDL_UnlockAudio() #{ SDL_UnlockAudio() #} ())

#? (SDL_CloseAudio)
;;.PRE
;; /*
;;  * This function shuts down audio processing and closes the audio device.
;;  */
;; extern DECLSPEC void SDL_CloseAudio(void);
(de SDL_CloseAudio() #{ SDL_CloseAudio() #} ())

;; /* Ends C function definitions when using C++ */
;; #ifdef __cplusplus
;; }
;; #endif
;; #include "close_code.h"
;; 
;; #endif /* _SDL_audio_h */

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(sdladdfuncs  SDL_AudioInit SDL_AudioQuit SDL_AudioDriverName SDL_OpenAudio
	      SDL_GetAudioStatus SDL_PauseAudio SDL_LoadWAV_RW
	      SDL_FreeWAV SDL_BuildAudioCVT SDL_ConvertAudio
	      SDL_MixAudio SDL_LockAudio SDL_UnlockAudio SDL_CloseAudio)

