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 param-
eters, 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 audioformat 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 theSDL_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 SDL Last change: Tue 11 Sep 2001, 22:58 1SDL API Reference SDL_OpenAudio(3)
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 specifica-
tion can be deleted. The data in the working specificationis 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 callingSDL_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;
SDL Last change: Tue 11 Sep 2001, 22:58 2SDL API Reference SDL_OpenAudio(3)
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
SDL Last change: Tue 11 Sep 2001, 22:58 3