SDL3pp
A slim C++ wrapper for SDL3
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Audio Playback, Recording, and Mixing

Audio functionality for the SDL library. More...

Collaboration diagram for Audio Playback, Recording, and Mixing:

Classes

struct  SDL::AudioDeviceParam
 Safely wrap AudioDevice for non owning parameters. More...
 
struct  SDL::AudioStreamParam
 Safely wrap AudioStream for non owning parameters. More...
 
class  SDL::AudioFormat
 Audio format. More...
 
class  SDL::AudioDevice
 SDL Audio Device instance IDs. More...
 
struct  SDL::AudioDeviceRef
 Semi-safe reference for AudioDevice. More...
 
class  SDL::AudioStream
 The opaque handle that represents an audio stream. More...
 
struct  SDL::AudioStreamRef
 Semi-safe reference for AudioStream. More...
 

Typedefs

using SDL::AudioFormatRaw = SDL_AudioFormat
 Alias to raw representation for AudioFormat.
 
using SDL::AudioDeviceID = SDL_AudioDeviceID
 Alias to raw representation for AudioDevice.
 
using SDL::AudioStreamRaw = SDL_AudioStream *
 Alias to raw representation for AudioStream.
 
using SDL::AudioSpec = SDL_AudioSpec
 Format specifier for audio data. More...
 
using SDL::AudioPostmixCallback = SDL_AudioPostmixCallback
 A callback that fires when data is about to be fed to an audio device. More...
 
using SDL::AudioPostmixCB = std::function< void(const AudioSpec &spec, std::span< float > buffer)>
 A callback that fires when data is about to be fed to an audio device. More...
 
using SDL::AudioStreamCallback = SDL_AudioStreamCallback
 A callback that fires when data passes through an AudioStream. More...
 
using SDL::AudioStreamCB = std::function< void(AudioStreamRef stream, int additional_amount, int total_amount)>
 A callback that fires when data passes through an AudioStream. More...
 

Functions

constexpr AudioFormat SDL::DefineAudioFormat (bool sign, bool bigendian, bool flt, Uint16 size)
 Define an AudioFormat value. More...
 
constexpr Uint16 SDL::AudioBitSize (AudioFormatRaw x)
 Retrieve the size, in bits, from an AudioFormat. More...
 
constexpr Uint16 SDL::AudioByteSize (AudioFormatRaw x)
 Retrieve the size, in bytes, from an AudioFormat. More...
 
constexpr bool SDL::IsAudioFloat (AudioFormatRaw x)
 Determine if an AudioFormat represents floating point data. More...
 
constexpr bool SDL::IsAudioBigENDIAN (AudioFormatRaw x)
 Determine if an AudioFormat represents bigendian data. More...
 
constexpr bool SDL::IsAudioLittleEndian (AudioFormatRaw x)
 Determine if an AudioFormat represents littleendian data. More...
 
constexpr bool SDL::IsAudioSigned (AudioFormatRaw x)
 Determine if an AudioFormat represents signed data. More...
 
constexpr bool SDL::IsAudioInt (AudioFormatRaw x)
 Determine if an AudioFormat represents integer data. More...
 
constexpr bool SDL::IsAudioUnsigned (AudioFormatRaw x)
 Determine if an AudioFormat represents unsigned data. More...
 
constexpr int SDL::AudioFrameSize (const AudioSpec &x)
 Calculate the size of each audio frame (in bytes) from an AudioSpec. More...
 
int SDL::GetNumAudioDrivers ()
 Use this function to get the number of built-in audio drivers. More...
 
const char * SDL::GetAudioDriver (int index)
 Use this function to get the name of a built in audio driver. More...
 
const char * SDL::GetCurrentAudioDriver ()
 Get the name of the current audio driver. More...
 
OwnArray< AudioDeviceRefSDL::GetAudioPlaybackDevices ()
 Get a list of currently-connected audio playback devices. More...
 
OwnArray< AudioDeviceRefSDL::GetAudioRecordingDevices ()
 Get a list of currently-connected audio recording devices. More...
 
const char * SDL::GetAudioDeviceName (AudioDeviceParam devid)
 Get the human-readable name of a specific audio device. More...
 
AudioSpec SDL::GetAudioDeviceFormat (AudioDeviceParam devid, int *sample_frames=nullptr)
 Get the current audio format of a specific audio device. More...
 
OwnArray< int > SDL::GetAudioDeviceChannelMap (AudioDeviceParam devid)
 Get the current channel map of an audio device. More...
 
AudioDevice SDL::OpenAudioDevice (AudioDeviceParam devid, OptionalRef< const AudioSpec > spec)
 Open a specific audio device. More...
 
bool SDL::IsAudioDevicePhysical (AudioDeviceParam devid)
 Determine if an audio device is physical (instead of logical). More...
 
bool SDL::IsAudioDevicePlayback (AudioDeviceParam devid)
 Determine if an audio device is a playback device (instead of recording). More...
 
void SDL::PauseAudioDevice (AudioDeviceParam devid)
 Use this function to pause audio playback on a specified device. More...
 
void SDL::ResumeAudioDevice (AudioDeviceParam devid)
 Use this function to unpause audio playback on a specified device. More...
 
bool SDL::AudioDevicePaused (AudioDeviceParam devid)
 Use this function to query if an audio device is paused. More...
 
float SDL::GetAudioDeviceGain (AudioDeviceParam devid)
 Get the gain of an audio device. More...
 
void SDL::SetAudioDeviceGain (AudioDeviceParam devid, float gain)
 Change the gain of an audio device. More...
 
void SDL::CloseAudioDevice (AudioDeviceID devid)
 Close a previously-opened audio device. More...
 
void SDL::BindAudioStreams (AudioDeviceParam devid, std::span< AudioStreamRef > streams)
 Bind a list of audio streams to an audio device. More...
 
void SDL::BindAudioStream (AudioDeviceParam devid, AudioStreamParam stream)
 Bind a single audio stream to an audio device. More...
 
void SDL::UnbindAudioStreams (std::span< AudioStreamRef > streams)
 Unbind a list of audio streams from their audio devices. More...
 
void SDL::UnbindAudioStream (AudioStreamParam stream)
 Unbind a single audio stream from its audio device. More...
 
AudioDeviceRef SDL::GetAudioStreamDevice (AudioStreamParam stream)
 Query an audio stream for its currently-bound device. More...
 
AudioStream SDL::CreateAudioStream (OptionalRef< const AudioSpec > src_spec, OptionalRef< const AudioSpec > dst_spec)
 Create a new audio stream. More...
 
PropertiesRef SDL::GetAudioStreamProperties (AudioStreamParam stream)
 Get the properties associated with an audio stream. More...
 
void SDL::GetAudioStreamFormat (AudioStreamParam stream, AudioSpec *src_spec, AudioSpec *dst_spec)
 Query the current format of an audio stream. More...
 
void SDL::SetAudioStreamFormat (AudioStreamParam stream, OptionalRef< const AudioSpec > src_spec, OptionalRef< const AudioSpec > dst_spec)
 Change the input and output formats of an audio stream. More...
 
float SDL::GetAudioStreamFrequencyRatio (AudioStreamParam stream)
 Get the frequency ratio of an audio stream. More...
 
void SDL::SetAudioStreamFrequencyRatio (AudioStreamParam stream, float ratio)
 Change the frequency ratio of an audio stream. More...
 
float SDL::GetAudioStreamGain (AudioStreamParam stream)
 Get the gain of an audio stream. More...
 
void SDL::SetAudioStreamGain (AudioStreamParam stream, float gain)
 Change the gain of an audio stream. More...
 
OwnArray< int > SDL::GetAudioStreamInputChannelMap (AudioStreamParam stream)
 Get the current input channel map of an audio stream. More...
 
OwnArray< int > SDL::GetAudioStreamOutputChannelMap (AudioStreamParam stream)
 Get the current output channel map of an audio stream. More...
 
void SDL::SetAudioStreamInputChannelMap (AudioStreamParam stream, std::span< int > chmap)
 Set the current input channel map of an audio stream. More...
 
void SDL::SetAudioStreamOutputChannelMap (AudioStreamParam stream, std::span< int > chmap)
 Set the current output channel map of an audio stream. More...
 
void SDL::PutAudioStreamData (AudioStreamParam stream, SourceBytes buf)
 Add data to the stream. More...
 
int SDL::GetAudioStreamData (AudioStreamParam stream, TargetBytes buf)
 Get converted/resampled data from the stream. More...
 
int SDL::GetAudioStreamAvailable (AudioStreamParam stream)
 Get the number of converted/resampled bytes available. More...
 
int SDL::GetAudioStreamQueued (AudioStreamParam stream)
 Get the number of bytes currently queued. More...
 
void SDL::FlushAudioStream (AudioStreamParam stream)
 Tell the stream that you're done sending data, and anything being buffered should be converted/resampled and made available immediately. More...
 
void SDL::ClearAudioStream (AudioStreamParam stream)
 Clear any pending data in the stream. More...
 
void SDL::PauseAudioStreamDevice (AudioStreamParam stream)
 Use this function to pause audio playback on the audio device associated with an audio stream. More...
 
void SDL::ResumeAudioStreamDevice (AudioStreamParam stream)
 Use this function to unpause audio playback on the audio device associated with an audio stream. More...
 
bool SDL::AudioStreamDevicePaused (AudioStreamParam stream)
 Use this function to query if an audio device associated with a stream is paused. More...
 
void SDL::LockAudioStream (AudioStreamParam stream)
 Lock an audio stream for serialized access. More...
 
void SDL::UnlockAudioStream (AudioStreamParam stream)
 Unlock an audio stream for serialized access. More...
 
void SDL::SetAudioStreamGetCallback (AudioStreamParam stream, AudioStreamCallback callback, void *userdata)
 Set a callback that runs when data is requested from an audio stream. More...
 
void SDL::SetAudioStreamGetCallback (AudioStreamParam stream, AudioStreamCB callback)
 Set a callback that runs when data is requested from an audio stream. More...
 
void SDL::SetAudioStreamPutCallback (AudioStreamParam stream, AudioStreamCallback callback, void *userdata)
 Set a callback that runs when data is added to an audio stream. More...
 
void SDL::SetAudioStreamPutCallback (AudioStreamParam stream, AudioStreamCB callback)
 Set a callback that runs when data is added to an audio stream. More...
 
void SDL::DestroyAudioStream (AudioStreamRaw stream)
 Free an audio stream. More...
 
AudioStream SDL::OpenAudioDeviceStream (AudioDeviceParam devid, OptionalRef< const AudioSpec > spec, AudioStreamCallback callback=nullptr, void *userdata=nullptr)
 Convenience function for straightforward audio init for the common case. More...
 
AudioStream SDL::OpenAudioDeviceStream (AudioDeviceParam devid, OptionalRef< const AudioSpec > spec, AudioStreamCB callback)
 Convenience function for straightforward audio init for the common case. More...
 
void SDL::SetAudioPostmixCallback (AudioDeviceParam devid, AudioPostmixCallback callback, void *userdata)
 Set a callback that fires when data is about to be fed to an audio device. More...
 
void SDL::SetAudioPostmixCallback (AudioDeviceParam devid, AudioPostmixCB callback)
 Set a callback that fires when data is about to be fed to an audio device. More...
 
OwnArray< Uint8SDL::LoadWAV (IOStreamParam src, AudioSpec *spec, bool closeio=false)
 Load the audio data of a WAVE file into memory. More...
 
OwnArray< Uint8SDL::LoadWAV (StringParam path, AudioSpec *spec)
 Loads a WAV from a file path. More...
 
void SDL::MixAudio (Uint8 *dst, SourceBytes src, AudioFormat format, float volume)
 Mix audio data in a specified format. More...
 
void SDL::MixAudio (TargetBytes dst, SourceBytes src, AudioFormat format, float volume)
 Mix audio data in a specified format. More...
 
OwnArray< Uint8SDL::ConvertAudioSamples (const AudioSpec &src_spec, SourceBytes src_data, const AudioSpec &dst_spec)
 Convert some audio data of one format to another format. More...
 
const char * SDL::GetAudioFormatName (AudioFormatRaw format)
 Get the human readable name of an audio format. More...
 
int SDL::GetSilenceValueForFormat (AudioFormatRaw format)
 Get the appropriate memset value for silencing an audio format. More...
 
constexpr Uint16 SDL::AudioFormat::GetBitSize () const
 Retrieve the size, in bits, from an AudioFormat. More...
 
constexpr Uint16 SDL::AudioFormat::GetByteSize () const
 Retrieve the size, in bytes, from an AudioFormat. More...
 
constexpr bool SDL::AudioFormat::IsFloat () const
 Determine if an AudioFormat represents floating point data. More...
 
constexpr bool SDL::AudioFormat::IsBigEndian () const
 Determine if an AudioFormat represents bigendian data. More...
 
constexpr bool SDL::AudioFormat::IsLittleEndian () const
 Determine if an AudioFormat represents littleendian data. More...
 
constexpr bool SDL::AudioFormat::IsSigned () const
 Determine if an AudioFormat represents signed data. More...
 
constexpr bool SDL::AudioFormat::IsInt () const
 Determine if an AudioFormat represents integer data. More...
 
constexpr bool SDL::AudioFormat::IsUnsigned () const
 Determine if an AudioFormat represents unsigned data. More...
 
const char * SDL::AudioDevice::GetName () const
 Get the human-readable name of a specific audio device. More...
 
AudioSpec SDL::AudioDevice::GetFormat (int *sample_frames=nullptr) const
 Get the current audio format of a specific audio device. More...
 
OwnArray< int > SDL::AudioDevice::GetChannelMap () const
 Get the current channel map of an audio device. More...
 
bool SDL::AudioDevice::IsPhysical () const
 Determine if an audio device is physical (instead of logical). More...
 
bool SDL::AudioDevice::IsPlayback () const
 Determine if an audio device is a playback device (instead of recording). More...
 
void SDL::AudioDevice::Pause ()
 Use this function to pause audio playback on a specified device. More...
 
void SDL::AudioDevice::Resume ()
 Use this function to unpause audio playback on a specified device. More...
 
bool SDL::AudioDevice::Paused () const
 Use this function to query if an audio device is paused. More...
 
float SDL::AudioDevice::GetGain () const
 Get the gain of an audio device. More...
 
void SDL::AudioDevice::SetGain (float gain)
 Change the gain of an audio device. More...
 
void SDL::AudioDevice::Close ()
 Close a previously-opened audio device. More...
 
void SDL::AudioDevice::BindAudioStreams (std::span< AudioStreamRef > streams)
 Bind a list of audio streams to an audio device. More...
 
void SDL::AudioDevice::BindAudioStream (AudioStreamParam stream)
 Bind a single audio stream to an audio device. More...
 
void SDL::AudioStream::Unbind ()
 Unbind a single audio stream from its audio device. More...
 
AudioDeviceRef SDL::AudioStream::GetDevice () const
 Query an audio stream for its currently-bound device. More...
 
PropertiesRef SDL::AudioStream::GetProperties () const
 Get the properties associated with an audio stream. More...
 
void SDL::AudioStream::GetFormat (AudioSpec *src_spec, AudioSpec *dst_spec) const
 Query the current format of an audio stream. More...
 
void SDL::AudioStream::SetFormat (OptionalRef< const AudioSpec > src_spec, OptionalRef< const AudioSpec > dst_spec)
 Change the input and output formats of an audio stream. More...
 
float SDL::AudioStream::GetFrequencyRatio () const
 Get the frequency ratio of an audio stream. More...
 
void SDL::AudioStream::SetFrequencyRatio (float ratio)
 Change the frequency ratio of an audio stream. More...
 
float SDL::AudioStream::GetGain () const
 Get the gain of an audio stream. More...
 
void SDL::AudioStream::SetGain (float gain)
 Change the gain of an audio stream. More...
 
OwnArray< int > SDL::AudioStream::GetInputChannelMap () const
 Get the current input channel map of an audio stream. More...
 
OwnArray< int > SDL::AudioStream::GetOutputChannelMap () const
 Get the current output channel map of an audio stream. More...
 
void SDL::AudioStream::SetInputChannelMap (std::span< int > chmap)
 Set the current input channel map of an audio stream. More...
 
void SDL::AudioStream::SetOutputChannelMap (std::span< int > chmap)
 Set the current output channel map of an audio stream. More...
 
void SDL::AudioStream::PutData (SourceBytes buf)
 Add data to the stream. More...
 
int SDL::AudioStream::GetData (TargetBytes buf)
 Get converted/resampled data from the stream. More...
 
int SDL::AudioStream::GetAvailable () const
 Get the number of converted/resampled bytes available. More...
 
int SDL::AudioStream::GetQueued () const
 Get the number of bytes currently queued. More...
 
void SDL::AudioStream::Flush ()
 Tell the stream that you're done sending data, and anything being buffered should be converted/resampled and made available immediately. More...
 
void SDL::AudioStream::Clear ()
 Clear any pending data in the stream. More...
 
void SDL::AudioStream::PauseDevice ()
 Use this function to pause audio playback on the audio device associated with an audio stream. More...
 
void SDL::AudioStream::ResumeDevice ()
 Use this function to unpause audio playback on the audio device associated with an audio stream. More...
 
bool SDL::AudioStream::DevicePaused () const
 Use this function to query if an audio device associated with a stream is paused. More...
 
void SDL::AudioStream::Lock ()
 Lock an audio stream for serialized access. More...
 
void SDL::AudioStream::Unlock ()
 Unlock an audio stream for serialized access. More...
 
void SDL::AudioStream::SetGetCallback (AudioStreamCallback callback, void *userdata)
 Set a callback that runs when data is requested from an audio stream. More...
 
void SDL::AudioStream::SetGetCallback (AudioStreamCB callback)
 Set a callback that runs when data is requested from an audio stream. More...
 
void SDL::AudioStream::SetPutCallback (AudioStreamCallback callback, void *userdata)
 Set a callback that runs when data is added to an audio stream. More...
 
void SDL::AudioStream::SetPutCallback (AudioStreamCB callback)
 Set a callback that runs when data is added to an audio stream. More...
 
void SDL::AudioStream::Destroy ()
 Free an audio stream. More...
 
AudioStream SDL::AudioDevice::OpenStream (OptionalRef< const AudioSpec > spec, AudioStreamCallback callback, void *userdata)
 Convenience function for straightforward audio init for the common case. More...
 
AudioStream SDL::AudioDevice::OpenStream (OptionalRef< const AudioSpec > spec, AudioStreamCB callback)
 Convenience function for straightforward audio init for the common case. More...
 
 SDL::AudioStream::AudioStream (AudioDeviceParam devid, OptionalRef< const AudioSpec > spec, AudioStreamCB callback)
 Convenience function for straightforward audio init for the common case. More...
 
void SDL::AudioDevice::SetPostmixCallback (AudioPostmixCallback callback, void *userdata)
 Set a callback that fires when data is about to be fed to an audio device. More...
 
void SDL::AudioDevice::SetPostmixCallback (AudioPostmixCB callback)
 Set a callback that fires when data is about to be fed to an audio device. More...
 
const char * SDL::AudioFormat::GetName () const
 Get the human readable name of an audio format. More...
 
int SDL::AudioFormat::GetSilenceValue () const
 Get the appropriate memset value for silencing an audio format. More...
 

Variables

constexpr Uint32 SDL::AUDIO_MASK_BITSIZE = SDL_AUDIO_MASK_BITSIZE
 Mask of bits in an AudioFormat that contains the format bit size. More...
 
constexpr Uint32 SDL::AUDIO_MASK_FLOAT = SDL_AUDIO_MASK_FLOAT
 Mask of bits in an AudioFormat that contain the floating point flag. More...
 
constexpr Uint32 SDL::AUDIO_MASK_BIG_ENDIAN = SDL_AUDIO_MASK_BIG_ENDIAN
 Mask of bits in an AudioFormat that contain the bigendian flag. More...
 
constexpr Uint32 SDL::AUDIO_MASK_SIGNED = SDL_AUDIO_MASK_SIGNED
 Mask of bits in an AudioFormat that contain the signed data flag. More...
 
constexpr AudioFormat SDL::AUDIO_UNKNOWN
 Unspecified audio format. More...
 
constexpr AudioFormat SDL::AUDIO_U8 = SDL_AUDIO_U8
 Unsigned 8-bit samples.
 
constexpr AudioFormat SDL::AUDIO_S8 = SDL_AUDIO_S8
 Signed 8-bit samples.
 
constexpr AudioFormat SDL::AUDIO_S16LE = SDL_AUDIO_S16LE
 Signed 16-bit samples.
 
constexpr AudioFormat SDL::AUDIO_S16BE
 As above, but big-endian byte order. More...
 
constexpr AudioFormat SDL::AUDIO_S32LE = SDL_AUDIO_S32LE
 32-bit integer samples
 
constexpr AudioFormat SDL::AUDIO_S32BE
 As above, but big-endian byte order. More...
 
constexpr AudioFormat SDL::AUDIO_F32LE
 32-bit floating point samples More...
 
constexpr AudioFormat SDL::AUDIO_F32BE
 As above, but big-endian byte order. More...
 
constexpr AudioFormat SDL::AUDIO_S16 = SDL_AUDIO_S16
 AUDIO_S16.
 
constexpr AudioFormat SDL::AUDIO_S32 = SDL_AUDIO_S32
 AUDIO_S32.
 
constexpr AudioFormat SDL::AUDIO_F32 = SDL_AUDIO_F32
 AUDIO_F32.
 
constexpr AudioDeviceID SDL::AUDIO_DEVICE_DEFAULT_PLAYBACK
 A value used to request a default playback audio device. More...
 
constexpr AudioDeviceID SDL::AUDIO_DEVICE_DEFAULT_RECORDING
 A value used to request a default recording audio device. More...
 

Detailed Description

All audio in SDL3 revolves around AudioStream. Whether you want to play or record audio, convert it, stream it, buffer it, or mix it, you're going to be passing it through an audio stream.

Audio streams are quite flexible; they can accept any amount of data at a time, in any supported format, and output it as needed in any other format, even if the data format changes on either side halfway through.

An app opens an audio device and binds any number of audio streams to it, feeding more data to the streams as available. When the device needs more data, it will pull it from all bound streams and mix them together for playback.

Audio streams can also use an app-provided callback to supply data on-demand, which maps pretty closely to the SDL2 audio model.

SDL also provides a simple .WAV loader in LoadWAV (and LoadWAV if you aren't reading from a file) as a basic means to load sound data into your program.

Logical audio devices

In SDL3, opening a physical device (like a SoundBlaster 16 Pro) gives you a logical device ID that you can bind audio streams to. In almost all cases, logical devices can be used anywhere in the API that a physical device is normally used. However, since each device opening generates a new logical device, different parts of the program (say, a VoIP library, or text-to-speech framework, or maybe some other sort of mixer on top of SDL) can have their own device opens that do not interfere with each other; each logical device will mix its separate audio down to a single buffer, fed to the physical device, behind the scenes. As many logical devices as you like can come and go; SDL will only have to open the physical device at the OS level once, and will manage all the logical devices on top of it internally.

One other benefit of logical devices: if you don't open a specific physical device, instead opting for the default, SDL can automatically migrate those logical devices to different hardware as circumstances change: a user plugged in headphones? The system default changed? SDL can transparently migrate the logical devices to the correct physical device seamlessly and keep playing; the app doesn't even have to know it happened if it doesn't want to.

Simplified audio

As a simplified model for when a single source of audio is all that's needed, an app can use AudioStream.AudioStream, which is a single function to open an audio device, create an audio stream, bind that stream to the newly-opened device, and (optionally) provide a callback for obtaining audio data. When using this function, the primary interface is the AudioStream and the device handle is mostly hidden away; destroying a stream created through this function will also close the device, stream bindings cannot be changed, etc. One other quirk of this is that the device is started in a paused state and must be explicitly resumed; this is partially to offer a clean migration for SDL2 apps and partially because the app might have to do more setup before playback begins; in the non-simplified form, nothing will play until a stream is bound to a device, so they start unpaused.

Channel layouts

Audio data passing through SDL is uncompressed PCM data, interleaved. One can provide their own decompression through an MP3, etc, decoder, but SDL does not provide this directly. Each interleaved channel of data is meant to be in a specific order.

Abbreviations:

These are listed in the order they are laid out in memory, so "FL, FR" means "the front left speaker is laid out in memory first, then the front right, then it repeats for the next audio frame".

This is the same order as DirectSound expects, but applied to all platforms; SDL will swizzle the channels as necessary if a platform expects something different.

AudioStream can also be provided channel maps to change this ordering to whatever is necessary, in other audio processing scenarios.

Typedef Documentation

◆ AudioPostmixCallback

using SDL::AudioPostmixCallback = typedef SDL_AudioPostmixCallback

This is useful for accessing the final mix, perhaps for writing a visualizer or applying a final effect to the audio data before playback.

This callback should run as quickly as possible and not block for any significant time, as this callback delays submission of data to the audio device, which can cause audio playback problems.

The postmix callback must be able to handle any audio data format specified in spec, which can change between callbacks if the audio device changed. However, this only covers frequency and channel count; data is always provided here in AUDIO_F32 format.

The postmix callback runs after logical device gain and audiostream gain have been applied, which is to say you can make the output data louder at this point than the gain settings would suggest.

Parameters
userdataa pointer provided by the app through AudioDevice.SetPostmixCallback, for its own use.
specthe current format of audio that is to be submitted to the audio device.
bufferthe buffer of audio samples to be submitted. The callback can inspect and/or modify this data.
buflenthe size of buffer in bytes.
Thread safety:
This will run from a background thread owned by SDL. The application is responsible for locking resources the callback touches that need to be protected.
Since
This datatype is available since SDL 3.2.0.
See also
AudioDevice.SetPostmixCallback

◆ AudioPostmixCB

using SDL::AudioPostmixCB = typedef std::function<void(const AudioSpec& spec, std::span<float> buffer)>

This is useful for accessing the final mix, perhaps for writing a visualizer or applying a final effect to the audio data before playback.

This callback should run as quickly as possible and not block for any significant time, as this callback delays submission of data to the audio device, which can cause audio playback problems.

The postmix callback must be able to handle any audio data format specified in spec, which can change between callbacks if the audio device changed. However, this only covers frequency and channel count; data is always provided here in AUDIO_F32 format.

The postmix callback runs after logical device gain and audiostream gain have been applied, which is to say you can make the output data louder at this point than the gain settings would suggest.

Parameters
specthe current format of audio that is to be submitted to the audio device.
bufferthe buffer of audio samples to be submitted. The callback can inspect and/or modify this data.
Thread safety:
This will run from a background thread owned by SDL. The application is responsible for locking resources the callback touches that need to be protected.
Since
This datatype is available since SDL 3.2.0.
See also
AudioDevice.SetPostmixCallback
AudioPostmixCallback

◆ AudioSpec

using SDL::AudioSpec = typedef SDL_AudioSpec
Since
This struct is available since SDL 3.2.0.
See also
AudioFormat

◆ AudioStreamCallback

using SDL::AudioStreamCallback = typedef SDL_AudioStreamCallback

Apps can (optionally) register a callback with an audio stream that is called when data is added with AudioStream.PutData, or requested with AudioStream.GetData.

Two values are offered here: one is the amount of additional data needed to satisfy the immediate request (which might be zero if the stream already has enough data queued) and the other is the total amount being requested. In a Get call triggering a Put callback, these values can be different. In a Put call triggering a Get callback, these values are always the same.

Byte counts might be slightly overestimated due to buffering or resampling, and may change from call to call.

This callback is not required to do anything. Generally this is useful for adding/reading data on demand, and the app will often put/get data as appropriate, but the system goes on with the data currently available to it if this callback does nothing.

Parameters
streamthe SDL audio stream associated with this callback.
additional_amountthe amount of data, in bytes, that is needed right now.
total_amountthe total amount of data requested, in bytes, that is requested or available.
userdataan opaque pointer provided by the app for their personal use.
Thread safety:
This callbacks may run from any thread, so if you need to protect shared data, you should use AudioStream.Lock to serialize access; this lock will be held before your callback is called, so your callback does not need to manage the lock explicitly.
Since
This datatype is available since SDL 3.2.0.
See also
AudioStream.SetGetCallback
AudioStream.SetPutCallback

◆ AudioStreamCB

using SDL::AudioStreamCB = typedef std::function< void(AudioStreamRef stream, int additional_amount, int total_amount)>

Apps can (optionally) register a callback with an audio stream that is called when data is added with AudioStream.PutData, or requested with AudioStream.GetData.

Two values are offered here: one is the amount of additional data needed to satisfy the immediate request (which might be zero if the stream already has enough data queued) and the other is the total amount being requested. In a Get call triggering a Put callback, these values can be different. In a Put call triggering a Get callback, these values are always the same.

Byte counts might be slightly overestimated due to buffering or resampling, and may change from call to call.

This callback is not required to do anything. Generally this is useful for adding/reading data on demand, and the app will often put/get data as appropriate, but the system goes on with the data currently available to it if this callback does nothing.

Parameters
streamthe SDL audio stream associated with this callback.
additional_amountthe amount of data, in bytes, that is needed right now.
total_amountthe total amount of data requested, in bytes, that is requested or available.
Thread safety:
This callbacks may run from any thread, so if you need to protect shared data, you should use AudioStream.Lock to serialize access; this lock will be held before your callback is called, so your callback does not need to manage the lock explicitly.
Since
This datatype is available since SDL 3.2.0.
See also
AudioStream.SetGetCallback
AudioStream.SetPutCallback
AudioStreamCallback

Function Documentation

◆ AudioBitSize()

constexpr Uint16 SDL::AudioBitSize ( AudioFormatRaw  x)
constexpr

For example, AudioFormat.GetBitSize(AUDIO_S16) returns 16.

Parameters
xan AudioFormat value.
Returns
data size in bits.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ AudioByteSize()

constexpr Uint16 SDL::AudioByteSize ( AudioFormatRaw  x)
constexpr

For example, AudioFormat.GetByteSize(AUDIO_S16) returns 2.

Parameters
xan AudioFormat value.
Returns
data size in bytes.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ AudioDevicePaused()

bool SDL::AudioDevicePaused ( AudioDeviceParam  devid)
inline

Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow.

Physical devices can not be paused or unpaused, only logical devices created through AudioDevice.AudioDevice() can be. Physical and invalid device IDs will report themselves as unpaused here.

Parameters
devida device opened by AudioDevice.AudioDevice().
Returns
true if device is valid and paused, false otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.Pause
AudioDevice.Resume

◆ AudioFrameSize()

constexpr int SDL::AudioFrameSize ( const AudioSpec x)
constexpr

This reports on the size of an audio sample frame: stereo Sint16 data (2 channels of 2 bytes each) would be 4 bytes per frame, for example.

Parameters
xan AudioSpec to query.
Returns
the number of bytes used per sample frame.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ AudioStream()

SDL::AudioStream::AudioStream ( AudioDeviceParam  devid,
OptionalRef< const AudioSpec spec,
AudioStreamCB  callback 
)
inline

If all your app intends to do is provide a single source of PCM audio, this function allows you to do all your audio setup in a single call.

This is also intended to be a clean means to migrate apps from SDL2.

This function will open an audio device, create a stream and bind it. Unlike other methods of setup, the audio device will be closed when this stream is destroyed, so the app can treat the returned AudioStream as the only object needed to manage audio playback.

Also unlike other functions, the audio device begins paused. This is to map more closely to SDL2-style behavior, since there is no extra step here to bind a stream to begin audio flowing. The audio device should be resumed with AudioStream.ResumeDevice(stream);

This function works with both playback and recording devices.

The spec parameter represents the app's side of the audio stream. That is, for recording audio, this will be the output format, and for playing audio, this will be the input format. If spec is nullptr, the system will choose the format, and the app can use AudioStream.GetFormat() to obtain this information later.

If you don't care about opening a specific audio device, you can (and probably should), use AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and AUDIO_DEVICE_DEFAULT_RECORDING for recording.

One can optionally provide a callback function; if nullptr, the app is expected to queue audio data for playback (or unqueue audio data if capturing). Otherwise, the callback will begin to fire once the device is unpaused.

Destroying the returned stream with AudioStream.Destroy will also close the audio device associated with this stream.

Parameters
devidan audio device to open, or AUDIO_DEVICE_DEFAULT_PLAYBACK or AUDIO_DEVICE_DEFAULT_RECORDING.
specthe audio stream's data format. Can be nullptr.
callbacka callback where the app will provide new data for playback, or receive new data for recording.
Postcondition
an audio stream on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetDevice
AudioStream.ResumeDevice

◆ AudioStreamDevicePaused()

bool SDL::AudioStreamDevicePaused ( AudioStreamParam  stream)
inline

Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow.

Parameters
streamthe audio stream associated with the audio device to query.
Returns
true if device is valid and paused, false otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PauseDevice
AudioStream.ResumeDevice

◆ BindAudioStream() [1/2]

void SDL::BindAudioStream ( AudioDeviceParam  devid,
AudioStreamParam  stream 
)
inline

This is a convenience function, equivalent to calling AudioDevice.BindAudioStreams(devid, &stream, 1).

Parameters
devidan audio device to bind a stream to.
streaman audio stream to bind to a device.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStreams
AudioStream.Unbind
AudioStream.GetDevice

◆ BindAudioStream() [2/2]

void SDL::AudioDevice::BindAudioStream ( AudioStreamParam  stream)
inline

This is a convenience function, equivalent to calling AudioDevice.BindAudioStreams(devid, &stream, 1).

Parameters
streaman audio stream to bind to a device.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStreams
AudioStream.Unbind
AudioStream.GetDevice

◆ BindAudioStreams() [1/2]

void SDL::BindAudioStreams ( AudioDeviceParam  devid,
std::span< AudioStreamRef streams 
)
inline

Audio data will flow through any bound streams. For a playback device, data for all bound streams will be mixed together and fed to the device. For a recording device, a copy of recorded data will be provided to each bound stream.

Audio streams can only be bound to an open device. This operation is atomic–all streams bound in the same call will start processing at the same time, so they can stay in sync. Also: either all streams will be bound or none of them will be.

It is an error to bind an already-bound stream; it must be explicitly unbound first.

Binding a stream to a device will set its output format for playback devices, and its input format for recording devices, so they match the device's settings. The caller is welcome to change the other end of the stream's format at any time with AudioStream.SetFormat(). If the other end of the stream's format has never been set (the audio stream was created with a nullptr audio spec), this function will set it to match the device end's format.

Parameters
devidan audio device to bind a stream to.
streamsan array of audio streams to bind.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStreams
AudioStream.Unbind
AudioStream.GetDevice

◆ BindAudioStreams() [2/2]

void SDL::AudioDevice::BindAudioStreams ( std::span< AudioStreamRef streams)
inline

Audio data will flow through any bound streams. For a playback device, data for all bound streams will be mixed together and fed to the device. For a recording device, a copy of recorded data will be provided to each bound stream.

Audio streams can only be bound to an open device. This operation is atomic–all streams bound in the same call will start processing at the same time, so they can stay in sync. Also: either all streams will be bound or none of them will be.

It is an error to bind an already-bound stream; it must be explicitly unbound first.

Binding a stream to a device will set its output format for playback devices, and its input format for recording devices, so they match the device's settings. The caller is welcome to change the other end of the stream's format at any time with AudioStream.SetFormat(). If the other end of the stream's format has never been set (the audio stream was created with a nullptr audio spec), this function will set it to match the device end's format.

Parameters
streamsan array of audio streams to bind.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStreams
AudioStream.Unbind
AudioStream.GetDevice

◆ Clear()

void SDL::AudioStream::Clear ( )
inline

This drops any queued data, so there will be nothing to read from the stream until more is added.

Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetAvailable
AudioStream.GetData
AudioStream.GetQueued
AudioStream.PutData

◆ ClearAudioStream()

void SDL::ClearAudioStream ( AudioStreamParam  stream)
inline

This drops any queued data, so there will be nothing to read from the stream until more is added.

Parameters
streamthe audio stream to clear.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetAvailable
AudioStream.GetData
AudioStream.GetQueued
AudioStream.PutData

◆ Close()

void SDL::AudioDevice::Close ( )
inline

The application should close open audio devices once they are no longer needed.

This function may block briefly while pending audio data is played by the hardware, so that applications don't drop the last buffer of data they supplied if terminating immediately afterwards.

Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.AudioDevice

◆ CloseAudioDevice()

void SDL::CloseAudioDevice ( AudioDeviceID  devid)
inline

The application should close open audio devices once they are no longer needed.

This function may block briefly while pending audio data is played by the hardware, so that applications don't drop the last buffer of data they supplied if terminating immediately afterwards.

Parameters
devidan audio device id previously returned by AudioDevice.AudioDevice().
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.AudioDevice

◆ ConvertAudioSamples()

OwnArray< Uint8 > SDL::ConvertAudioSamples ( const AudioSpec src_spec,
SourceBytes  src_data,
const AudioSpec dst_spec 
)
inline

Please note that this function is for convenience, but should not be used to resample audio in blocks, as it will introduce audio artifacts on the boundaries. You should only use this function if you are converting audio data in its entirety in one call. If you want to convert audio in smaller chunks, use an AudioStream, which is designed for this situation.

Internally, this function creates and destroys an AudioStream on each use, so it's also less efficient than using one directly, if you need to convert multiple times.

Parameters
src_specthe format details of the input audio.
src_datathe audio data to be converted.
dst_specthe format details of the output audio.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ CreateAudioStream()

AudioStream SDL::CreateAudioStream ( OptionalRef< const AudioSpec src_spec,
OptionalRef< const AudioSpec dst_spec 
)
inline
Parameters
src_specthe format details of the input audio.
dst_specthe format details of the output audio.
Returns
a new audio stream on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PutData
AudioStream.GetData
AudioStream.GetAvailable
AudioStream.Flush
AudioStream.Clear
AudioStream.SetFormat
AudioStream.Destroy

◆ DefineAudioFormat()

constexpr AudioFormat SDL::DefineAudioFormat ( bool  sign,
bool  bigendian,
bool  flt,
Uint16  size 
)
constexpr

SDL does not support custom audio formats, so this macro is not of much use externally, but it can be illustrative as to what the various bits of an AudioFormat mean.

For example, AUDIO_S32LE looks like this:

Audio format.
Definition: SDL3pp_audio.h:261
constexpr AudioFormat(AudioFormatRaw audioFormat={})
Wraps AudioFormat.
Definition: SDL3pp_audio.h:270
Parameters
sign1 for signed data, 0 for unsigned data.
bigendian1 for bigendian data, 0 for littleendian data.
flt1 for floating point data, 0 for integer data.
sizenumber of bits per sample.
Returns
a format value in the style of AudioFormat.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ Destroy()

void SDL::AudioStream::Destroy ( )
inline

This will release all allocated data, including any audio that is still queued. You do not need to manually clear the stream first.

If this stream was bound to an audio device, it is unbound during this call. If this stream was created with AudioStream.AudioStream, the audio device that was opened alongside this stream's creation will be closed, too.

Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.AudioStream

◆ DestroyAudioStream()

void SDL::DestroyAudioStream ( AudioStreamRaw  stream)
inline

This will release all allocated data, including any audio that is still queued. You do not need to manually clear the stream first.

If this stream was bound to an audio device, it is unbound during this call. If this stream was created with AudioStream.AudioStream, the audio device that was opened alongside this stream's creation will be closed, too.

Parameters
streamthe audio stream to destroy.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.AudioStream

◆ DevicePaused()

bool SDL::AudioStream::DevicePaused ( ) const
inline

Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow.

Returns
true if device is valid and paused, false otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PauseDevice
AudioStream.ResumeDevice

◆ Flush()

void SDL::AudioStream::Flush ( )
inline

It is legal to add more data to a stream after flushing, but there may be audio gaps in the output. Generally this is intended to signal the end of input, so the complete output becomes available.

Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PutData

◆ FlushAudioStream()

void SDL::FlushAudioStream ( AudioStreamParam  stream)
inline

It is legal to add more data to a stream after flushing, but there may be audio gaps in the output. Generally this is intended to signal the end of input, so the complete output becomes available.

Parameters
streamthe audio stream to flush.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PutData

◆ GetAudioDeviceChannelMap()

OwnArray< int > SDL::GetAudioDeviceChannelMap ( AudioDeviceParam  devid)
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

Audio devices usually have no remapping applied. This is represented by returning nullptr, and does not signify an error.

Parameters
devidthe instance ID of the device to query.
Returns
an array of the current channel mapping, with as many elements as the current output spec's channels, or nullptr if default
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ GetAudioDeviceFormat()

AudioSpec SDL::GetAudioDeviceFormat ( AudioDeviceParam  devid,
int *  sample_frames = nullptr 
)
inline

For an opened device, this will report the format the device is currently using. If the device isn't yet opened, this will report the device's preferred format (or a reasonable default if this can't be determined).

You may also specify AUDIO_DEVICE_DEFAULT_PLAYBACK or AUDIO_DEVICE_DEFAULT_RECORDING here, which is useful for getting a reasonable recommendation before opening the system-recommended default device.

You can also use this to request the current device buffer size. This is specified in sample frames and represents the amount of data SDL will feed to the physical hardware in each chunk. This can be converted to milliseconds of audio with the following equation:

ms = (int) ((((Sint64) frames) * 1000) / spec.freq);

Buffer size is only important if you need low-level control over the audio playback timing. Most apps do not need this.

Parameters
devidthe instance ID of the device to query.
sample_framespointer to store device buffer size, in sample frames. Can be nullptr.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetAudioDeviceGain()

float SDL::GetAudioDeviceGain ( AudioDeviceParam  devid)
inline

The gain of a device is its volume; a larger gain means a louder output, with a gain of zero being silence.

Audio devices default to a gain of 1.0f (no change in output).

Physical devices may not have their gain changed, only logical devices, and this function will always return -1.0f when used on physical devices.

Parameters
devidthe audio device to query.
Returns
the gain of the device or -1.0f on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.SetGain

◆ GetAudioDeviceName()

const char * SDL::GetAudioDeviceName ( AudioDeviceParam  devid)
inline
Parameters
devidthe instance ID of the device to query.
Returns
the name of the audio device on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
GetAudioPlaybackDevices
GetAudioRecordingDevices

◆ GetAudioDriver()

const char * SDL::GetAudioDriver ( int  index)
inline

The list of audio drivers is given in the order that they are normally initialized by default; the drivers that seem more reasonable to choose first (as far as the SDL developers believe) are earlier in the list.

The names of drivers are all simple, low-ASCII identifiers, like "alsa", "coreaudio" or "wasapi". These never have Unicode characters, and are not meant to be proper names.

Parameters
indexthe index of the audio driver; the value ranges from 0 to GetNumAudioDrivers() - 1.
Returns
the name of the audio driver at the requested index, or nullptr if an invalid index was specified.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
GetNumAudioDrivers

◆ GetAudioFormatName()

const char * SDL::GetAudioFormatName ( AudioFormatRaw  format)
inline
Parameters
formatthe audio format to query.
Returns
the human readable name of the specified audio format or "AUDIO_UNKNOWN" if the format isn't recognized.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetAudioPlaybackDevices()

OwnArray< AudioDeviceRef > SDL::GetAudioPlaybackDevices ( )
inline

This returns of list of available devices that play sound, perhaps to speakers or headphones ("playback" devices). If you want devices that record audio, like a microphone ("recording" devices), use GetAudioRecordingDevices() instead.

This only returns a list of physical devices; it will not have any device IDs returned by AudioDevice.AudioDevice().

If this function returns nullptr, to signify an error, *count will be set to zero.

Returns
a 0 terminated array of device instance IDs on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.AudioDevice
GetAudioRecordingDevices

◆ GetAudioRecordingDevices()

OwnArray< AudioDeviceRef > SDL::GetAudioRecordingDevices ( )
inline

This returns of list of available devices that record audio, like a microphone ("recording" devices). If you want devices that play sound, perhaps to speakers or headphones ("playback" devices), use GetAudioPlaybackDevices() instead.

This only returns a list of physical devices; it will not have any device IDs returned by AudioDevice.AudioDevice().

If this function returns nullptr, to signify an error, *count will be set to zero.

Returns
a 0 terminated array of device instance IDs on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.AudioDevice
GetAudioPlaybackDevices

◆ GetAudioStreamAvailable()

int SDL::GetAudioStreamAvailable ( AudioStreamParam  stream)
inline

The stream may be buffering data behind the scenes until it has enough to resample correctly, so this number might be lower than what you expect, or even be zero. Add more data or flush the stream if you need the data now.

If the stream has so much data that it would overflow an int, the return value is clamped to a maximum value, but no queued data is lost; if there are gigabytes of data queued, the app might need to read some of it with AudioStream.GetData before this function's return value is no longer clamped.

Parameters
streamthe audio stream to query.
Returns
the number of converted/resampled bytes available or -1 on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetData
AudioStream.PutData

◆ GetAudioStreamData()

int SDL::GetAudioStreamData ( AudioStreamParam  stream,
TargetBytes  buf 
)
inline

The input/output data format/channels/samplerate is specified when creating the stream, and can be changed after creation by calling AudioStream.SetFormat.

Note that any conversion and resampling necessary is done during this call, and AudioStream.PutData simply queues unconverted data for later. This is different than SDL2, where that work was done while inputting new data to the stream and requesting the output just copied the converted data.

Parameters
streamthe stream the audio is being requested from.
bufa buffer to fill with audio data.
Returns
the number of bytes read from the stream or -1 on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread, but if the stream has a callback set, the caller might need to manage extra locking.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.Clear
AudioStream.GetAvailable
AudioStream.PutData

◆ GetAudioStreamDevice()

AudioDeviceRef SDL::GetAudioStreamDevice ( AudioStreamParam  stream)
inline

This reports the logical audio device that an audio stream is currently bound to.

If not bound, or invalid, this returns zero, which is not a valid device ID.

Parameters
streamthe audio stream to query.
Returns
the bound audio device, or 0 if not bound or invalid.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStream
AudioDevice.BindAudioStreams

◆ GetAudioStreamFormat()

void SDL::GetAudioStreamFormat ( AudioStreamParam  stream,
AudioSpec src_spec,
AudioSpec dst_spec 
)
inline
Parameters
streamthe AudioStream to query.
src_specwhere to store the input audio format; ignored if nullptr.
dst_specwhere to store the output audio format; ignored if nullptr.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetFormat

◆ GetAudioStreamFrequencyRatio()

float SDL::GetAudioStreamFrequencyRatio ( AudioStreamParam  stream)
inline
Parameters
streamthe AudioStream to query.
Returns
the frequency ratio of the stream or 0.0 on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetFrequencyRatio

◆ GetAudioStreamGain()

float SDL::GetAudioStreamGain ( AudioStreamParam  stream)
inline

The gain of a stream is its volume; a larger gain means a louder output, with a gain of zero being silence.

Audio streams default to a gain of 1.0f (no change in output).

Parameters
streamthe AudioStream to query.
Returns
the gain of the stream or -1.0f on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetGain

◆ GetAudioStreamInputChannelMap()

OwnArray< int > SDL::GetAudioStreamInputChannelMap ( AudioStreamParam  stream)
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

Audio streams default to no remapping applied. This is represented by returning nullptr, and does not signify an error.

Parameters
streamthe AudioStream to query.
Returns
an array of the current channel mapping, with as many elements as the current output spec's channels, or nullptr if default.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ GetAudioStreamOutputChannelMap()

OwnArray< int > SDL::GetAudioStreamOutputChannelMap ( AudioStreamParam  stream)
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

Audio streams default to no remapping applied. This is represented by returning nullptr, and does not signify an error.

Parameters
streamthe AudioStream to query.
Returns
an array of the current channel mapping, with as many elements as the current output spec's channels, or nullptr if default.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ GetAudioStreamProperties()

PropertiesRef SDL::GetAudioStreamProperties ( AudioStreamParam  stream)
inline
Parameters
streamthe AudioStream to query.
Returns
a valid property ID on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetAudioStreamQueued()

int SDL::GetAudioStreamQueued ( AudioStreamParam  stream)
inline

This is the number of bytes put into a stream as input, not the number that can be retrieved as output. Because of several details, it's not possible to calculate one number directly from the other. If you need to know how much usable data can be retrieved right now, you should use AudioStream.GetAvailable() and not this function.

Note that audio streams can change their input format at any time, even if there is still data queued in a different format, so the returned byte count will not necessarily match the number of sample frames available. Users of this API should be aware of format changes they make when feeding a stream and plan accordingly.

Queued data is not converted until it is consumed by AudioStream.GetData, so this value should be representative of the exact data that was put into the stream.

If the stream has so much data that it would overflow an int, the return value is clamped to a maximum value, but no queued data is lost; if there are gigabytes of data queued, the app might need to read some of it with AudioStream.GetData before this function's return value is no longer clamped.

Parameters
streamthe audio stream to query.
Returns
the number of bytes queued or -1 on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PutData
AudioStream.Clear

◆ GetAvailable()

int SDL::AudioStream::GetAvailable ( ) const
inline

The stream may be buffering data behind the scenes until it has enough to resample correctly, so this number might be lower than what you expect, or even be zero. Add more data or flush the stream if you need the data now.

If the stream has so much data that it would overflow an int, the return value is clamped to a maximum value, but no queued data is lost; if there are gigabytes of data queued, the app might need to read some of it with AudioStream.GetData before this function's return value is no longer clamped.

Returns
the number of converted/resampled bytes available or -1 on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetData
AudioStream.PutData

◆ GetBitSize()

constexpr Uint16 SDL::AudioFormat::GetBitSize ( ) const
constexpr

For example, AudioFormat.GetBitSize(AUDIO_S16) returns 16.

Returns
data size in bits.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetByteSize()

constexpr Uint16 SDL::AudioFormat::GetByteSize ( ) const
constexpr

For example, AudioFormat.GetByteSize(AUDIO_S16) returns 2.

Returns
data size in bytes.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetChannelMap()

OwnArray< int > SDL::AudioDevice::GetChannelMap ( ) const
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

Audio devices usually have no remapping applied. This is represented by returning nullptr, and does not signify an error.

Returns
an array of the current channel mapping, with as many elements as the current output spec's channels, or nullptr if default
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ GetCurrentAudioDriver()

const char * SDL::GetCurrentAudioDriver ( )
inline

The names of drivers are all simple, low-ASCII identifiers, like "alsa", "coreaudio" or "wasapi". These never have Unicode characters, and are not meant to be proper names.

Returns
the name of the current audio driver or nullptr if no driver has been initialized.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetData()

int SDL::AudioStream::GetData ( TargetBytes  buf)
inline

The input/output data format/channels/samplerate is specified when creating the stream, and can be changed after creation by calling AudioStream.SetFormat.

Note that any conversion and resampling necessary is done during this call, and AudioStream.PutData simply queues unconverted data for later. This is different than SDL2, where that work was done while inputting new data to the stream and requesting the output just copied the converted data.

Parameters
bufa buffer to fill with audio data.
Returns
the number of bytes read from the stream or -1 on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread, but if the stream has a callback set, the caller might need to manage extra locking.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.Clear
AudioStream.GetAvailable
AudioStream.PutData

◆ GetDevice()

AudioDeviceRef SDL::AudioStream::GetDevice ( ) const
inline

This reports the logical audio device that an audio stream is currently bound to.

If not bound, or invalid, this returns zero, which is not a valid device ID.

Returns
the bound audio device, or 0 if not bound or invalid.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStream
AudioDevice.BindAudioStreams

◆ GetFormat() [1/2]

void SDL::AudioStream::GetFormat ( AudioSpec src_spec,
AudioSpec dst_spec 
) const
inline
Parameters
src_specwhere to store the input audio format; ignored if nullptr.
dst_specwhere to store the output audio format; ignored if nullptr.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetFormat

◆ GetFormat() [2/2]

AudioSpec SDL::AudioDevice::GetFormat ( int *  sample_frames = nullptr) const
inline

For an opened device, this will report the format the device is currently using. If the device isn't yet opened, this will report the device's preferred format (or a reasonable default if this can't be determined).

You may also specify AUDIO_DEVICE_DEFAULT_PLAYBACK or AUDIO_DEVICE_DEFAULT_RECORDING here, which is useful for getting a reasonable recommendation before opening the system-recommended default device.

You can also use this to request the current device buffer size. This is specified in sample frames and represents the amount of data SDL will feed to the physical hardware in each chunk. This can be converted to milliseconds of audio with the following equation:

ms = (int) ((((Sint64) frames) * 1000) / spec.freq);

Buffer size is only important if you need low-level control over the audio playback timing. Most apps do not need this.

Parameters
sample_framespointer to store device buffer size, in sample frames. Can be nullptr.
Returns
the device format details on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetFrequencyRatio()

float SDL::AudioStream::GetFrequencyRatio ( ) const
inline
Returns
the frequency ratio of the stream or 0.0 on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetFrequencyRatio

◆ GetGain() [1/2]

float SDL::AudioDevice::GetGain ( ) const
inline

The gain of a device is its volume; a larger gain means a louder output, with a gain of zero being silence.

Audio devices default to a gain of 1.0f (no change in output).

Physical devices may not have their gain changed, only logical devices, and this function will always return -1.0f when used on physical devices.

Returns
the gain of the device or -1.0f on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.SetGain

◆ GetGain() [2/2]

float SDL::AudioStream::GetGain ( ) const
inline

The gain of a stream is its volume; a larger gain means a louder output, with a gain of zero being silence.

Audio streams default to a gain of 1.0f (no change in output).

Returns
the gain of the stream or -1.0f on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetGain

◆ GetInputChannelMap()

OwnArray< int > SDL::AudioStream::GetInputChannelMap ( ) const
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

Audio streams default to no remapping applied. This is represented by returning nullptr, and does not signify an error.

Returns
an array of the current channel mapping, with as many elements as the current output spec's channels, or nullptr if default.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ GetName() [1/2]

const char * SDL::AudioFormat::GetName ( ) const
inline
Returns
the human readable name of the specified audio format or "AUDIO_UNKNOWN" if the format isn't recognized.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetName() [2/2]

const char * SDL::AudioDevice::GetName ( ) const
inline
Returns
the name of the audio device on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
GetAudioPlaybackDevices
GetAudioRecordingDevices

◆ GetNumAudioDrivers()

int SDL::GetNumAudioDrivers ( )
inline

This function returns a hardcoded number. This never returns a negative value; if there are no drivers compiled into this build of SDL, this function returns zero. The presence of a driver in this list does not mean it will function, it just means SDL is capable of interacting with that interface. For example, a build of SDL might have esound support, but if there's no esound server available, SDL's esound driver would fail if used.

By default, SDL tries all drivers, in its preferred order, until one is found to be usable.

Returns
the number of built-in audio drivers.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
GetAudioDriver

◆ GetOutputChannelMap()

OwnArray< int > SDL::AudioStream::GetOutputChannelMap ( ) const
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

Audio streams default to no remapping applied. This is represented by returning nullptr, and does not signify an error.

Returns
an array of the current channel mapping, with as many elements as the current output spec's channels, or nullptr if default.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ GetProperties()

PropertiesRef SDL::AudioStream::GetProperties ( ) const
inline
Returns
a valid property ID on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetQueued()

int SDL::AudioStream::GetQueued ( ) const
inline

This is the number of bytes put into a stream as input, not the number that can be retrieved as output. Because of several details, it's not possible to calculate one number directly from the other. If you need to know how much usable data can be retrieved right now, you should use AudioStream.GetAvailable() and not this function.

Note that audio streams can change their input format at any time, even if there is still data queued in a different format, so the returned byte count will not necessarily match the number of sample frames available. Users of this API should be aware of format changes they make when feeding a stream and plan accordingly.

Queued data is not converted until it is consumed by AudioStream.GetData, so this value should be representative of the exact data that was put into the stream.

If the stream has so much data that it would overflow an int, the return value is clamped to a maximum value, but no queued data is lost; if there are gigabytes of data queued, the app might need to read some of it with AudioStream.GetData before this function's return value is no longer clamped.

Returns
the number of bytes queued or -1 on failure; call GetError() for more information.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PutData
AudioStream.Clear

◆ GetSilenceValue()

int SDL::AudioFormat::GetSilenceValue ( ) const
inline

The value returned by this function can be used as the second argument to memset (or memset) to set an audio buffer in a specific format to silence.

Returns
a byte value that can be passed to memset.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ GetSilenceValueForFormat()

int SDL::GetSilenceValueForFormat ( AudioFormatRaw  format)
inline

The value returned by this function can be used as the second argument to memset (or memset) to set an audio buffer in a specific format to silence.

Parameters
formatthe audio data format to query.
Returns
a byte value that can be passed to memset.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsAudioBigENDIAN()

constexpr bool SDL::IsAudioBigENDIAN ( AudioFormatRaw  x)
constexpr

For example, AudioFormat.IsBigEndian(AUDIO_S16LE) returns 0.

Parameters
xan AudioFormat value.
Returns
non-zero if format is bigendian, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsAudioDevicePhysical()

bool SDL::IsAudioDevicePhysical ( AudioDeviceParam  devid)
inline

An AudioDevice that represents physical hardware is a physical device; there is one for each piece of hardware that SDL can see. Logical devices are created by calling AudioDevice.AudioDevice or AudioStream.AudioStream, and while each is associated with a physical device, there can be any number of logical devices on one physical device.

For the most part, logical and physical IDs are interchangeable–if you try to open a logical device, SDL understands to assign that effort to the underlying physical device, etc. However, it might be useful to know if an arbitrary device ID is physical or logical. This function reports which.

This function may return either true or false for invalid device IDs.

Parameters
devidthe device ID to query.
Returns
true if devid is a physical device, false if it is logical.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsAudioDevicePlayback()

bool SDL::IsAudioDevicePlayback ( AudioDeviceParam  devid)
inline

This function may return either true or false for invalid device IDs.

Parameters
devidthe device ID to query.
Returns
true if devid is a playback device, false if it is recording.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsAudioFloat()

constexpr bool SDL::IsAudioFloat ( AudioFormatRaw  x)
constexpr

For example, AudioFormat.IsFloat(AUDIO_S16) returns 0.

Parameters
xan AudioFormat value.
Returns
non-zero if format is floating point, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsAudioInt()

constexpr bool SDL::IsAudioInt ( AudioFormatRaw  x)
constexpr

For example, AudioFormat.IsInt(AUDIO_F32) returns 0.

Parameters
xan AudioFormat value.
Returns
non-zero if format is integer, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsAudioLittleEndian()

constexpr bool SDL::IsAudioLittleEndian ( AudioFormatRaw  x)
constexpr

For example, AudioFormat.IsLittleEndian(AUDIO_S16BE) returns 0.

Parameters
xan AudioFormat value.
Returns
non-zero if format is littleendian, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsAudioSigned()

constexpr bool SDL::IsAudioSigned ( AudioFormatRaw  x)
constexpr

For example, AudioFormat.IsSigned(AUDIO_U8) returns 0.

Parameters
xan AudioFormat value.
Returns
non-zero if format is signed, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsAudioUnsigned()

constexpr bool SDL::IsAudioUnsigned ( AudioFormatRaw  x)
constexpr

For example, AudioFormat.IsUnsigned(AUDIO_S16) returns 0.

Parameters
xan AudioFormat value.
Returns
non-zero if format is unsigned, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsBigEndian()

constexpr bool SDL::AudioFormat::IsBigEndian ( ) const
constexpr

For example, AudioFormat.IsBigEndian(AUDIO_S16LE) returns 0.

Returns
non-zero if format is bigendian, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsFloat()

constexpr bool SDL::AudioFormat::IsFloat ( ) const
constexpr

For example, AudioFormat.IsFloat(AUDIO_S16) returns 0.

Returns
non-zero if format is floating point, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsInt()

constexpr bool SDL::AudioFormat::IsInt ( ) const
constexpr

For example, AudioFormat.IsInt(AUDIO_F32) returns 0.

Returns
non-zero if format is integer, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsLittleEndian()

constexpr bool SDL::AudioFormat::IsLittleEndian ( ) const
constexpr

For example, AudioFormat.IsLittleEndian(AUDIO_S16BE) returns 0.

Returns
non-zero if format is littleendian, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsPhysical()

bool SDL::AudioDevice::IsPhysical ( ) const
inline

An AudioDevice that represents physical hardware is a physical device; there is one for each piece of hardware that SDL can see. Logical devices are created by calling AudioDevice.AudioDevice or AudioStream.AudioStream, and while each is associated with a physical device, there can be any number of logical devices on one physical device.

For the most part, logical and physical IDs are interchangeable–if you try to open a logical device, SDL understands to assign that effort to the underlying physical device, etc. However, it might be useful to know if an arbitrary device ID is physical or logical. This function reports which.

This function may return either true or false for invalid device IDs.

Returns
true if devid is a physical device, false if it is logical.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsPlayback()

bool SDL::AudioDevice::IsPlayback ( ) const
inline

This function may return either true or false for invalid device IDs.

Returns
true if devid is a playback device, false if it is recording.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsSigned()

constexpr bool SDL::AudioFormat::IsSigned ( ) const
constexpr

For example, AudioFormat.IsSigned(AUDIO_U8) returns 0.

Returns
non-zero if format is signed, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ IsUnsigned()

constexpr bool SDL::AudioFormat::IsUnsigned ( ) const
constexpr

For example, AudioFormat.IsUnsigned(AUDIO_S16) returns 0.

Returns
non-zero if format is unsigned, zero otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ LoadWAV() [1/2]

OwnArray< Uint8 > SDL::LoadWAV ( IOStreamParam  src,
AudioSpec spec,
bool  closeio = false 
)
inline

Loading a WAVE file requires src, spec, audio_buf and audio_len to be valid pointers. The entire data portion of the file is then loaded into memory and decoded if necessary.

Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and A-law and mu-law (8 bits). Other formats are currently unsupported and cause an error.

If this function succeeds, the return value is zero and the pointer to the audio data allocated by the function is written to audio_buf and its length in bytes to audio_len. The AudioSpec members freq, channels, and format are set to the values of the audio data in the buffer.

It's necessary to use free() to free the audio data returned in audio_buf when it is no longer used.

Because of the underspecification of the .WAV format, there are many problematic files in the wild that cause issues with strict decoders. To provide compatibility with these files, this decoder is lenient in regards to the truncation of the file, the fact chunk, and the size of the RIFF chunk. The hints SDL_HINT_WAVE_RIFF_CHUNK_SIZE, SDL_HINT_WAVE_TRUNCATION, and SDL_HINT_WAVE_FACT_CHUNK can be used to tune the behavior of the loading process.

Any file that is invalid (due to truncation, corruption, or wrong values in the headers), too big, or unsupported causes an error. Additionally, any critical I/O error from the data source will terminate the loading process with an error. The function returns nullptr on error and in all cases (with the exception of src being nullptr), an appropriate error message will be set.

It is required that the data source supports seeking.

Example:

LoadWAV(IOStream.FromFile("sample.wav", "rb"), spec);
The read/write operation structure.
Definition: SDL3pp_iostream.h:131
OwnArray< Uint8 > LoadWAV(IOStreamParam src, AudioSpec *spec, bool closeio=false)
Load the audio data of a WAVE file into memory.
Definition: SDL3pp_audio.h:4873
static IOStream FromFile(StringParam file, StringParam mode)
Use this function to create a new IOStream structure for reading from and/or writing to a named file.
Definition: SDL3pp_iostream.h:1739

Note that the LoadWAV function does this same thing for you, but in a less messy way:

LoadWAV("sample.wav", &spec);
Parameters
srcthe data source for the WAVE data.
speca pointer to an AudioSpec that will be set to the WAVE data's format details on successful return.
closeioif true, calls IOStream.Close() on src before returning, even in the case of an error.
Exceptions
Erroron failure.

This function throws if the .WAV file cannot be opened, uses an unknown data format, or is corrupt; call GetError() for more information.

Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
LoadWAV

◆ LoadWAV() [2/2]

OwnArray< Uint8 > SDL::LoadWAV ( StringParam  path,
AudioSpec spec 
)
inline

This is a convenience function that is effectively the same as:

LoadWAV(IOStream.FromFile(path, "rb"), true, spec, audio_buf, audio_len);
Parameters
paththe file path of the WAV file to open.
speca pointer to an AudioSpec that will be set to the WAVE data's format details on successful return.
Exceptions
Erroron failure.

This function throws if the .WAV file cannot be opened, uses an unknown data format, or is corrupt,

Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
LoadWAV

◆ Lock()

void SDL::AudioStream::Lock ( )
inline

Each AudioStream has an internal mutex it uses to protect its data structures from threading conflicts. This function allows an app to lock that mutex, which could be useful if registering callbacks on this stream.

One does not need to lock a stream to use in it most cases, as the stream manages this lock internally. However, this lock is held during callbacks, which may run from arbitrary threads at any time, so if an app needs to protect shared data during those callbacks, locking the stream guarantees that the callback is not running while the lock is held.

As this is just a wrapper over Mutex.Lock for an internal lock; it has all the same attributes (recursive locks are allowed, etc).

Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.Unlock

◆ LockAudioStream()

void SDL::LockAudioStream ( AudioStreamParam  stream)
inline

Each AudioStream has an internal mutex it uses to protect its data structures from threading conflicts. This function allows an app to lock that mutex, which could be useful if registering callbacks on this stream.

One does not need to lock a stream to use in it most cases, as the stream manages this lock internally. However, this lock is held during callbacks, which may run from arbitrary threads at any time, so if an app needs to protect shared data during those callbacks, locking the stream guarantees that the callback is not running while the lock is held.

As this is just a wrapper over Mutex.Lock for an internal lock; it has all the same attributes (recursive locks are allowed, etc).

Parameters
streamthe audio stream to lock.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.Unlock

◆ MixAudio() [1/2]

void SDL::MixAudio ( TargetBytes  dst,
SourceBytes  src,
AudioFormat  format,
float  volume 
)
inline

This takes an audio buffer src of len bytes of format data and mixes it into dst, performing addition, volume adjustment, and overflow clipping. The buffer pointed to by dst must also be len bytes of format data.

This is provided for convenience – you can mix your own audio data.

Do not use this function for mixing together more than two streams of sample data. The output from repeated application of this function may be distorted by clipping, because there is no accumulator with greater range than the input (not to mention this being an inefficient way of doing it).

It is a common misconception that this function is required to write audio data to an output stream in an audio callback. While you can do that, MixAudio() is really only needed when you're mixing a single audio stream with a volume adjustment.

Parameters
dstthe destination for the mixed audio.
srcthe source audio buffer to be mixed.
formatthe AudioFormat structure representing the desired audio format.
volumeranges from 0.0 - 1.0, and should be set to 1.0 for full audio volume.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ MixAudio() [2/2]

void SDL::MixAudio ( Uint8 dst,
SourceBytes  src,
AudioFormat  format,
float  volume 
)
inline

This takes an audio buffer src of len bytes of format data and mixes it into dst, performing addition, volume adjustment, and overflow clipping. The buffer pointed to by dst must also be len bytes of format data.

This is provided for convenience – you can mix your own audio data.

Do not use this function for mixing together more than two streams of sample data. The output from repeated application of this function may be distorted by clipping, because there is no accumulator with greater range than the input (not to mention this being an inefficient way of doing it).

It is a common misconception that this function is required to write audio data to an output stream in an audio callback. While you can do that, MixAudio() is really only needed when you're mixing a single audio stream with a volume adjustment.

Parameters
dstthe destination for the mixed audio.
srcthe source audio buffer to be mixed.
formatthe AudioFormat structure representing the desired audio format.
volumeranges from 0.0 - 1.0, and should be set to 1.0 for full audio volume.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ OpenAudioDevice()

AudioDevice SDL::OpenAudioDevice ( AudioDeviceParam  devid,
OptionalRef< const AudioSpec spec 
)
inline

You can open both playback and recording devices through this function. Playback devices will take data from bound audio streams, mix it, and send it to the hardware. Recording devices will feed any bound audio streams with a copy of any incoming data.

An opened audio device starts out with no audio streams bound. To start audio playing, bind a stream and supply audio data to it. Unlike SDL2, there is no audio callback; you only bind audio streams and make sure they have data flowing into them (however, you can simulate SDL2's semantics fairly closely by using AudioStream.AudioStream instead of this function).

If you don't care about opening a specific device, pass a devid of either AUDIO_DEVICE_DEFAULT_PLAYBACK or AUDIO_DEVICE_DEFAULT_RECORDING. In this case, SDL will try to pick the most reasonable default, and may also switch between physical devices seamlessly later, if the most reasonable default changes during the lifetime of this opened device (user changed the default in the OS's system preferences, the default got unplugged so the system jumped to a new default, the user plugged in headphones on a mobile device, etc). Unless you have a good reason to choose a specific device, this is probably what you want.

You may request a specific format for the audio device, but there is no promise the device will honor that request for several reasons. As such, it's only meant to be a hint as to what data your app will provide. Audio streams will accept data in whatever format you specify and manage conversion for you as appropriate. AudioDevice.GetFormat can tell you the preferred format for the device before opening and the actual format the device is using after opening.

It's legal to open the same device ID more than once; each successful open will generate a new logical AudioDevice that is managed separately from others on the same physical device. This allows libraries to open a device separately from the main app and bind its own streams without conflicting.

It is also legal to open a device ID returned by a previous call to this function; doing so just creates another logical device on the same physical device. This may be useful for making logical groupings of audio streams.

This function returns the opened device ID on success. This is a new, unique AudioDevice that represents a logical device.

Some backends might offer arbitrary devices (for example, a networked audio protocol that can connect to an arbitrary server). For these, as a change from SDL2, you should open a default device ID and use an SDL hint to specify the target if you care, or otherwise let the backend figure out a reasonable default. Most backends don't offer anything like this, and often this would be an end user setting an environment variable for their custom need, and not something an application should specifically manage.

When done with an audio device, possibly at the end of the app's life, one should call AudioDevice.Close() on the returned device id.

Parameters
devidthe device instance id to open, or AUDIO_DEVICE_DEFAULT_PLAYBACK or AUDIO_DEVICE_DEFAULT_RECORDING for the most reasonable default device.
specthe requested device configuration. Can be nullptr to use reasonable defaults.
Returns
the device ID on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.Close
AudioDevice.GetFormat

◆ OpenAudioDeviceStream() [1/2]

AudioStream SDL::OpenAudioDeviceStream ( AudioDeviceParam  devid,
OptionalRef< const AudioSpec spec,
AudioStreamCallback  callback = nullptr,
void *  userdata = nullptr 
)
inline

If all your app intends to do is provide a single source of PCM audio, this function allows you to do all your audio setup in a single call.

This is also intended to be a clean means to migrate apps from SDL2.

This function will open an audio device, create a stream and bind it. Unlike other methods of setup, the audio device will be closed when this stream is destroyed, so the app can treat the returned AudioStream as the only object needed to manage audio playback.

Also unlike other functions, the audio device begins paused. This is to map more closely to SDL2-style behavior, since there is no extra step here to bind a stream to begin audio flowing. The audio device should be resumed with AudioStream.ResumeDevice(stream);

This function works with both playback and recording devices.

The spec parameter represents the app's side of the audio stream. That is, for recording audio, this will be the output format, and for playing audio, this will be the input format. If spec is nullptr, the system will choose the format, and the app can use AudioStream.GetFormat() to obtain this information later.

If you don't care about opening a specific audio device, you can (and probably should), use AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and AUDIO_DEVICE_DEFAULT_RECORDING for recording.

One can optionally provide a callback function; if nullptr, the app is expected to queue audio data for playback (or unqueue audio data if capturing). Otherwise, the callback will begin to fire once the device is unpaused.

Destroying the returned stream with AudioStream.Destroy will also close the audio device associated with this stream.

Parameters
devidan audio device to open, or AUDIO_DEVICE_DEFAULT_PLAYBACK or AUDIO_DEVICE_DEFAULT_RECORDING.
specthe audio stream's data format. Can be nullptr.
callbacka callback where the app will provide new data for playback, or receive new data for recording. Can be nullptr, in which case the app will need to call AudioStream.PutData or AudioStream.GetData as necessary.
userdataapp-controlled pointer passed to callback. Can be nullptr. Ignored if callback is nullptr.
Returns
an audio stream on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetDevice
AudioStream.ResumeDevice

◆ OpenAudioDeviceStream() [2/2]

AudioStream SDL::OpenAudioDeviceStream ( AudioDeviceParam  devid,
OptionalRef< const AudioSpec spec,
AudioStreamCB  callback 
)
inline

If all your app intends to do is provide a single source of PCM audio, this function allows you to do all your audio setup in a single call.

This is also intended to be a clean means to migrate apps from SDL2.

This function will open an audio device, create a stream and bind it. Unlike other methods of setup, the audio device will be closed when this stream is destroyed, so the app can treat the returned AudioStream as the only object needed to manage audio playback.

Also unlike other functions, the audio device begins paused. This is to map more closely to SDL2-style behavior, since there is no extra step here to bind a stream to begin audio flowing. The audio device should be resumed with AudioStream.ResumeDevice(stream);

This function works with both playback and recording devices.

The spec parameter represents the app's side of the audio stream. That is, for recording audio, this will be the output format, and for playing audio, this will be the input format. If spec is nullptr, the system will choose the format, and the app can use AudioStream.GetFormat() to obtain this information later.

If you don't care about opening a specific audio device, you can (and probably should), use AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and AUDIO_DEVICE_DEFAULT_RECORDING for recording.

One can optionally provide a callback function; if nullptr, the app is expected to queue audio data for playback (or unqueue audio data if capturing). Otherwise, the callback will begin to fire once the device is unpaused.

Destroying the returned stream with AudioStream.Destroy will also close the audio device associated with this stream.

Parameters
devidan audio device to open, or AUDIO_DEVICE_DEFAULT_PLAYBACK or AUDIO_DEVICE_DEFAULT_RECORDING.
specthe audio stream's data format. Can be nullptr.
callbacka callback where the app will provide new data for playback, or receive new data for recording.
Returns
an audio stream on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetDevice
AudioStream.ResumeDevice

◆ OpenStream() [1/2]

AudioStream SDL::AudioDevice::OpenStream ( OptionalRef< const AudioSpec spec,
AudioStreamCallback  callback,
void *  userdata 
)
inline

If all your app intends to do is provide a single source of PCM audio, this function allows you to do all your audio setup in a single call.

This is also intended to be a clean means to migrate apps from SDL2.

This function will open an audio device, create a stream and bind it. Unlike other methods of setup, the audio device will be closed when this stream is destroyed, so the app can treat the returned AudioStream as the only object needed to manage audio playback.

Also unlike other functions, the audio device begins paused. This is to map more closely to SDL2-style behavior, since there is no extra step here to bind a stream to begin audio flowing. The audio device should be resumed with AudioStream.ResumeDevice(stream);

This function works with both playback and recording devices.

The spec parameter represents the app's side of the audio stream. That is, for recording audio, this will be the output format, and for playing audio, this will be the input format. If spec is nullptr, the system will choose the format, and the app can use AudioStream.GetFormat() to obtain this information later.

If you don't care about opening a specific audio device, you can (and probably should), use AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and AUDIO_DEVICE_DEFAULT_RECORDING for recording.

One can optionally provide a callback function; if nullptr, the app is expected to queue audio data for playback (or unqueue audio data if capturing). Otherwise, the callback will begin to fire once the device is unpaused.

Destroying the returned stream with AudioStream.Destroy will also close the audio device associated with this stream.

Parameters
specthe audio stream's data format. Can be nullptr.
callbacka callback where the app will provide new data for playback, or receive new data for recording. Can be nullptr, in which case the app will need to call AudioStream.PutData or AudioStream.GetData as necessary.
userdataapp-controlled pointer passed to callback. Can be nullptr. Ignored if callback is nullptr.
Returns
an audio stream on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetDevice
AudioStream.ResumeDevice

◆ OpenStream() [2/2]

AudioStream SDL::AudioDevice::OpenStream ( OptionalRef< const AudioSpec spec,
AudioStreamCB  callback 
)
inline

If all your app intends to do is provide a single source of PCM audio, this function allows you to do all your audio setup in a single call.

This is also intended to be a clean means to migrate apps from SDL2.

This function will open an audio device, create a stream and bind it. Unlike other methods of setup, the audio device will be closed when this stream is destroyed, so the app can treat the returned AudioStream as the only object needed to manage audio playback.

Also unlike other functions, the audio device begins paused. This is to map more closely to SDL2-style behavior, since there is no extra step here to bind a stream to begin audio flowing. The audio device should be resumed with AudioStream.ResumeDevice(stream);

This function works with both playback and recording devices.

The spec parameter represents the app's side of the audio stream. That is, for recording audio, this will be the output format, and for playing audio, this will be the input format. If spec is nullptr, the system will choose the format, and the app can use AudioStream.GetFormat() to obtain this information later.

If you don't care about opening a specific audio device, you can (and probably should), use AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and AUDIO_DEVICE_DEFAULT_RECORDING for recording.

One can optionally provide a callback function; if nullptr, the app is expected to queue audio data for playback (or unqueue audio data if capturing). Otherwise, the callback will begin to fire once the device is unpaused.

Destroying the returned stream with AudioStream.Destroy will also close the audio device associated with this stream.

Parameters
specthe audio stream's data format. Can be nullptr.
callbacka callback where the app will provide new data for playback, or receive new data for recording.
Returns
an audio stream on success.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetDevice
AudioStream.ResumeDevice

◆ Pause()

void SDL::AudioDevice::Pause ( )
inline

This function pauses audio processing for a given device. Any bound audio streams will not progress, and no audio will be generated. Pausing one device does not prevent other unpaused devices from running.

Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow. Pausing a paused device is a legal no-op.

Pausing a device can be useful to halt all audio without unbinding all the audio streams. This might be useful while a game is paused, or a level is loading, etc.

Physical devices can not be paused or unpaused, only logical devices created through AudioDevice.AudioDevice() can be.

Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.Resume
AudioDevice.Paused

◆ PauseAudioDevice()

void SDL::PauseAudioDevice ( AudioDeviceParam  devid)
inline

This function pauses audio processing for a given device. Any bound audio streams will not progress, and no audio will be generated. Pausing one device does not prevent other unpaused devices from running.

Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow. Pausing a paused device is a legal no-op.

Pausing a device can be useful to halt all audio without unbinding all the audio streams. This might be useful while a game is paused, or a level is loading, etc.

Physical devices can not be paused or unpaused, only logical devices created through AudioDevice.AudioDevice() can be.

Parameters
devida device opened by AudioDevice.AudioDevice().
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.Resume
AudioDevice.Paused

◆ PauseAudioStreamDevice()

void SDL::PauseAudioStreamDevice ( AudioStreamParam  stream)
inline

This function pauses audio processing for a given device. Any bound audio streams will not progress, and no audio will be generated. Pausing one device does not prevent other unpaused devices from running.

Pausing a device can be useful to halt all audio without unbinding all the audio streams. This might be useful while a game is paused, or a level is loading, etc.

Parameters
streamthe audio stream associated with the audio device to pause.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.ResumeDevice

◆ Paused()

bool SDL::AudioDevice::Paused ( ) const
inline

Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow.

Physical devices can not be paused or unpaused, only logical devices created through AudioDevice.AudioDevice() can be. Physical and invalid device IDs will report themselves as unpaused here.

Returns
true if device is valid and paused, false otherwise.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.Pause
AudioDevice.Resume

◆ PauseDevice()

void SDL::AudioStream::PauseDevice ( )
inline

This function pauses audio processing for a given device. Any bound audio streams will not progress, and no audio will be generated. Pausing one device does not prevent other unpaused devices from running.

Pausing a device can be useful to halt all audio without unbinding all the audio streams. This might be useful while a game is paused, or a level is loading, etc.

Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.ResumeDevice

◆ PutAudioStreamData()

void SDL::PutAudioStreamData ( AudioStreamParam  stream,
SourceBytes  buf 
)
inline

This data must match the format/channels/samplerate specified in the latest call to AudioStream.SetFormat, or the format specified when creating the stream if it hasn't been changed.

Note that this call simply copies the unconverted data for later. This is different than SDL2, where data was converted during the Put call and the Get call would just dequeue the previously-converted data.

Parameters
streamthe stream the audio data is being added to.
bufa pointer to the audio data to add.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, but if the stream has a callback set, the caller might need to manage extra locking.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.Clear
AudioStream.Flush
AudioStream.GetData
AudioStream.GetQueued

◆ PutData()

void SDL::AudioStream::PutData ( SourceBytes  buf)
inline

This data must match the format/channels/samplerate specified in the latest call to AudioStream.SetFormat, or the format specified when creating the stream if it hasn't been changed.

Note that this call simply copies the unconverted data for later. This is different than SDL2, where data was converted during the Put call and the Get call would just dequeue the previously-converted data.

Parameters
bufa pointer to the audio data to add.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, but if the stream has a callback set, the caller might need to manage extra locking.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.Clear
AudioStream.Flush
AudioStream.GetData
AudioStream.GetQueued

◆ Resume()

void SDL::AudioDevice::Resume ( )
inline

This function unpauses audio processing for a given device that has previously been paused with AudioDevice.Pause(). Once unpaused, any bound audio streams will begin to progress again, and audio can be generated.

Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow. Unpausing an unpaused device is a legal no-op.

Physical devices can not be paused or unpaused, only logical devices created through AudioDevice.AudioDevice() can be.

Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.Paused
AudioDevice.Pause

◆ ResumeAudioDevice()

void SDL::ResumeAudioDevice ( AudioDeviceParam  devid)
inline

This function unpauses audio processing for a given device that has previously been paused with AudioDevice.Pause(). Once unpaused, any bound audio streams will begin to progress again, and audio can be generated.

Unlike in SDL2, audio devices start in an unpaused state, since an app has to bind a stream before any audio will flow. Unpausing an unpaused device is a legal no-op.

Physical devices can not be paused or unpaused, only logical devices created through AudioDevice.AudioDevice() can be.

Parameters
devida device opened by AudioDevice.AudioDevice().
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.Paused
AudioDevice.Pause

◆ ResumeAudioStreamDevice()

void SDL::ResumeAudioStreamDevice ( AudioStreamParam  stream)
inline

This function unpauses audio processing for a given device that has previously been paused. Once unpaused, any bound audio streams will begin to progress again, and audio can be generated.

Remember, AudioStream.AudioStream opens device in a paused state, so this function call is required for audio playback to begin on such device.

Parameters
streamthe audio stream associated with the audio device to resume.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PauseDevice

◆ ResumeDevice()

void SDL::AudioStream::ResumeDevice ( )
inline

This function unpauses audio processing for a given device that has previously been paused. Once unpaused, any bound audio streams will begin to progress again, and audio can be generated.

Remember, AudioStream.AudioStream opens device in a paused state, so this function call is required for audio playback to begin on such device.

Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.PauseDevice

◆ SetAudioDeviceGain()

void SDL::SetAudioDeviceGain ( AudioDeviceParam  devid,
float  gain 
)
inline

The gain of a device is its volume; a larger gain means a louder output, with a gain of zero being silence.

Audio devices default to a gain of 1.0f (no change in output).

Physical devices may not have their gain changed, only logical devices, and this function will always return false when used on physical devices. While it might seem attractive to adjust several logical devices at once in this way, it would allow an app or library to interfere with another portion of the program's otherwise-isolated devices.

This is applied, along with any per-audiostream gain, during playback to the hardware, and can be continuously changed to create various effects. On recording devices, this will adjust the gain before passing the data into an audiostream; that recording audiostream can then adjust its gain further when outputting the data elsewhere, if it likes, but that second gain is not applied until the data leaves the audiostream again.

Parameters
devidthe audio device on which to change gain.
gainthe gain. 1.0f is no change, 0.0f is silence.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.GetGain

◆ SetAudioPostmixCallback() [1/2]

void SDL::SetAudioPostmixCallback ( AudioDeviceParam  devid,
AudioPostmixCallback  callback,
void *  userdata 
)
inline

This is useful for accessing the final mix, perhaps for writing a visualizer or applying a final effect to the audio data before playback.

The buffer is the final mix of all bound audio streams on an opened device; this callback will fire regularly for any device that is both opened and unpaused. If there is no new data to mix, either because no streams are bound to the device or all the streams are empty, this callback will still fire with the entire buffer set to silence.

This callback is allowed to make changes to the data; the contents of the buffer after this call is what is ultimately passed along to the hardware.

The callback is always provided the data in float format (values from -1.0f to 1.0f), but the number of channels or sample rate may be different than the format the app requested when opening the device; SDL might have had to manage a conversion behind the scenes, or the playback might have jumped to new physical hardware when a system default changed, etc. These details may change between calls. Accordingly, the size of the buffer might change between calls as well.

This callback can run at any time, and from any thread; if you need to serialize access to your app's data, you should provide and use a mutex or other synchronization device.

All of this to say: there are specific needs this callback can fulfill, but it is not the simplest interface. Apps should generally provide audio in their preferred format through an AudioStream and let SDL handle the difference.

This function is extremely time-sensitive; the callback should do the least amount of work possible and return as quickly as it can. The longer the callback runs, the higher the risk of audio dropouts or other problems.

This function will block until the audio device is in between iterations, so any existing callback that might be running will finish before this function sets the new callback and returns.

Setting a nullptr callback function disables any previously-set callback.

Parameters
devidthe ID of an opened audio device.
callbacka callback function to be called. Can be nullptr.
userdataapp-controlled pointer passed to callback. Can be nullptr.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ SetAudioPostmixCallback() [2/2]

void SDL::SetAudioPostmixCallback ( AudioDeviceParam  devid,
AudioPostmixCB  callback 
)
inline

This is useful for accessing the final mix, perhaps for writing a visualizer or applying a final effect to the audio data before playback.

The buffer is the final mix of all bound audio streams on an opened device; this callback will fire regularly for any device that is both opened and unpaused. If there is no new data to mix, either because no streams are bound to the device or all the streams are empty, this callback will still fire with the entire buffer set to silence.

This callback is allowed to make changes to the data; the contents of the buffer after this call is what is ultimately passed along to the hardware.

The callback is always provided the data in float format (values from -1.0f to 1.0f), but the number of channels or sample rate may be different than the format the app requested when opening the device; SDL might have had to manage a conversion behind the scenes, or the playback might have jumped to new physical hardware when a system default changed, etc. These details may change between calls. Accordingly, the size of the buffer might change between calls as well.

This callback can run at any time, and from any thread; if you need to serialize access to your app's data, you should provide and use a mutex or other synchronization device.

All of this to say: there are specific needs this callback can fulfill, but it is not the simplest interface. Apps should generally provide audio in their preferred format through an AudioStream and let SDL handle the difference.

This function is extremely time-sensitive; the callback should do the least amount of work possible and return as quickly as it can. The longer the callback runs, the higher the risk of audio dropouts or other problems.

This function will block until the audio device is in between iterations, so any existing callback that might be running will finish before this function sets the new callback and returns.

Setting a nullptr callback function disables any previously-set callback.

Parameters
devidthe ID of an opened audio device.
callbacka callback function to be called. Can be nullptr.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ SetAudioStreamFormat()

void SDL::SetAudioStreamFormat ( AudioStreamParam  stream,
OptionalRef< const AudioSpec src_spec,
OptionalRef< const AudioSpec dst_spec 
)
inline

Future calls to and AudioStream.GetAvailable and AudioStream.GetData will reflect the new format, and future calls to AudioStream.PutData must provide data in the new input formats.

Data that was previously queued in the stream will still be operated on in the format that was current when it was added, which is to say you can put the end of a sound file in one format to a stream, change formats for the next sound file, and start putting that new data while the previous sound file is still queued, and everything will still play back correctly.

If a stream is bound to a device, then the format of the side of the stream bound to a device cannot be changed (src_spec for recording devices, dst_spec for playback devices). Attempts to make a change to this side will be ignored, but this will not report an error. The other side's format can be changed.

Parameters
streamthe stream the format is being changed.
src_specthe new format of the audio input; if nullptr, it is not changed.
dst_specthe new format of the audio output; if nullptr, it is not changed.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetFormat
AudioStream.SetFrequencyRatio

◆ SetAudioStreamFrequencyRatio()

void SDL::SetAudioStreamFrequencyRatio ( AudioStreamParam  stream,
float  ratio 
)
inline

The frequency ratio is used to adjust the rate at which input data is consumed. Changing this effectively modifies the speed and pitch of the audio. A value greater than 1.0 will play the audio faster, and at a higher pitch. A value less than 1.0 will play the audio slower, and at a lower pitch.

This is applied during AudioStream.GetData, and can be continuously changed to create various effects.

Parameters
streamthe stream the frequency ratio is being changed.
ratiothe frequency ratio. 1.0 is normal speed. Must be between 0.01 and 100.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetFrequencyRatio
AudioStream.SetFormat

◆ SetAudioStreamGain()

void SDL::SetAudioStreamGain ( AudioStreamParam  stream,
float  gain 
)
inline

The gain of a stream is its volume; a larger gain means a louder output, with a gain of zero being silence.

Audio streams default to a gain of 1.0f (no change in output).

This is applied during AudioStream.GetData, and can be continuously changed to create various effects.

Parameters
streamthe stream on which the gain is being changed.
gainthe gain. 1.0f is no change, 0.0f is silence.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetGain

◆ SetAudioStreamGetCallback() [1/2]

void SDL::SetAudioStreamGetCallback ( AudioStreamParam  stream,
AudioStreamCallback  callback,
void *  userdata 
)
inline

This callback is called before data is obtained from the stream, giving the callback the chance to add more on-demand.

The callback can (optionally) call AudioStream.PutData() to add more audio to the stream during this call; if needed, the request that triggered this callback will obtain the new data immediately.

The callback's additional_amount argument is roughly how many bytes of unconverted data (in the stream's input format) is needed by the caller, although this may overestimate a little for safety. This takes into account how much is already in the stream and only asks for any extra necessary to resolve the request, which means the callback may be asked for zero bytes, and a different amount on each call.

The callback is not required to supply exact amounts; it is allowed to supply too much or too little or none at all. The caller will get what's available, up to the amount they requested, regardless of this callback's outcome.

Clearing or flushing an audio stream does not call this callback.

This function obtains the stream's lock, which means any existing callback (get or put) in progress will finish running before setting the new callback.

Setting a nullptr function turns off the callback.

Parameters
streamthe audio stream to set the new callback on.
callbackthe new callback function to call when data is requested from the stream.
userdataan opaque pointer provided to the callback for its own personal use.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetPutCallback

◆ SetAudioStreamGetCallback() [2/2]

void SDL::SetAudioStreamGetCallback ( AudioStreamParam  stream,
AudioStreamCB  callback 
)
inline

This callback is called before data is obtained from the stream, giving the callback the chance to add more on-demand.

The callback can (optionally) call AudioStream.PutData() to add more audio to the stream during this call; if needed, the request that triggered this callback will obtain the new data immediately.

The callback's additional_amount argument is roughly how many bytes of unconverted data (in the stream's input format) is needed by the caller, although this may overestimate a little for safety. This takes into account how much is already in the stream and only asks for any extra necessary to resolve the request, which means the callback may be asked for zero bytes, and a different amount on each call.

The callback is not required to supply exact amounts; it is allowed to supply too much or too little or none at all. The caller will get what's available, up to the amount they requested, regardless of this callback's outcome.

Clearing or flushing an audio stream does not call this callback.

This function obtains the stream's lock, which means any existing callback (get or put) in progress will finish running before setting the new callback.

Setting a nullptr function turns off the callback.

Parameters
streamthe audio stream to set the new callback on.
callbackthe new callback function to call when data is requested from the stream.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetPutCallback

◆ SetAudioStreamInputChannelMap()

void SDL::SetAudioStreamInputChannelMap ( AudioStreamParam  stream,
std::span< int >  chmap 
)
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

The input channel map reorders data that is added to a stream via AudioStream.PutData. Future calls to AudioStream.PutData must provide data in the new channel order.

Each item in the array represents an input channel, and its value is the channel that it should be remapped to. To reverse a stereo signal's left and right values, you'd have an array of { 1, 0 }. It is legal to remap multiple channels to the same thing, so { 1, 1 } would duplicate the right channel to both channels of a stereo signal. An element in the channel map set to -1 instead of a valid channel will mute that channel, setting it to a silence value.

You cannot change the number of channels through a channel map, just reorder/mute them.

Data that was previously queued in the stream will still be operated on in the order that was current when it was added, which is to say you can put the end of a sound file in one order to a stream, change orders for the next sound file, and start putting that new data while the previous sound file is still queued, and everything will still play back correctly.

Audio streams default to no remapping applied. Passing a nullptr channel map is legal, and turns off remapping.

SDL will copy the channel map; the caller does not have to save this array after this call.

If count is not equal to the current number of channels in the audio stream's format, this will fail. This is a safety measure to make sure a race condition hasn't changed the format while this call is setting the channel map.

Unlike attempting to change the stream's format, the input channel map on a stream bound to a recording device is permitted to change at any time; any data added to the stream from the device after this call will have the new mapping, but previously-added data will still have the prior mapping.

Parameters
streamthe AudioStream to change.
chmapthe new channel map, nullptr to reset to default.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running. Don't change the stream's format to have a different number of channels from a a different thread at the same time, though!
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ SetAudioStreamOutputChannelMap()

void SDL::SetAudioStreamOutputChannelMap ( AudioStreamParam  stream,
std::span< int >  chmap 
)
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

The output channel map reorders data that leaving a stream via AudioStream.GetData.

Each item in the array represents an input channel, and its value is the channel that it should be remapped to. To reverse a stereo signal's left and right values, you'd have an array of { 1, 0 }. It is legal to remap multiple channels to the same thing, so { 1, 1 } would duplicate the right channel to both channels of a stereo signal. An element in the channel map set to -1 instead of a valid channel will mute that channel, setting it to a silence value.

You cannot change the number of channels through a channel map, just reorder/mute them.

The output channel map can be changed at any time, as output remapping is applied during AudioStream.GetData.

Audio streams default to no remapping applied. Passing a nullptr channel map is legal, and turns off remapping.

SDL will copy the channel map; the caller does not have to save this array after this call.

If count is not equal to the current number of channels in the audio stream's format, this will fail. This is a safety measure to make sure a race condition hasn't changed the format while this call is setting the channel map.

Unlike attempting to change the stream's format, the output channel map on a stream bound to a recording device is permitted to change at any time; any data added to the stream after this call will have the new mapping, but previously-added data will still have the prior mapping. When the channel map doesn't match the hardware's channel layout, SDL will convert the data before feeding it to the device for playback.

Parameters
streamthe AudioStream to change.
chmapthe new channel map, nullptr to reset to default.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running. Don't change the stream's format to have a different number of channels from a a different thread at the same time, though!
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ SetAudioStreamPutCallback() [1/2]

void SDL::SetAudioStreamPutCallback ( AudioStreamParam  stream,
AudioStreamCallback  callback,
void *  userdata 
)
inline

This callback is called after the data is added to the stream, giving the callback the chance to obtain it immediately.

The callback can (optionally) call AudioStream.GetData() to obtain audio from the stream during this call.

The callback's additional_amount argument is how many bytes of converted data (in the stream's output format) was provided by the caller, although this may underestimate a little for safety. This value might be less than what is currently available in the stream, if data was already there, and might be less than the caller provided if the stream needs to keep a buffer to aid in resampling. Which means the callback may be provided with zero bytes, and a different amount on each call.

The callback may call AudioStream.GetAvailable to see the total amount currently available to read from the stream, instead of the total provided by the current call.

The callback is not required to obtain all data. It is allowed to read less or none at all. Anything not read now simply remains in the stream for later access.

Clearing or flushing an audio stream does not call this callback.

This function obtains the stream's lock, which means any existing callback (get or put) in progress will finish running before setting the new callback.

Setting a nullptr function turns off the callback.

Parameters
streamthe audio stream to set the new callback on.
callbackthe new callback function to call when data is added to the stream.
userdataan opaque pointer provided to the callback for its own personal use.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetGetCallback

◆ SetAudioStreamPutCallback() [2/2]

void SDL::SetAudioStreamPutCallback ( AudioStreamParam  stream,
AudioStreamCB  callback 
)
inline

This callback is called after the data is added to the stream, giving the callback the chance to obtain it immediately.

The callback can (optionally) call AudioStream.GetData() to obtain audio from the stream during this call.

The callback's additional_amount argument is how many bytes of converted data (in the stream's output format) was provided by the caller, although this may underestimate a little for safety. This value might be less than what is currently available in the stream, if data was already there, and might be less than the caller provided if the stream needs to keep a buffer to aid in resampling. Which means the callback may be provided with zero bytes, and a different amount on each call.

The callback may call AudioStream.GetAvailable to see the total amount currently available to read from the stream, instead of the total provided by the current call.

The callback is not required to obtain all data. It is allowed to read less or none at all. Anything not read now simply remains in the stream for later access.

Clearing or flushing an audio stream does not call this callback.

This function obtains the stream's lock, which means any existing callback (get or put) in progress will finish running before setting the new callback.

Setting a nullptr function turns off the callback.

Parameters
streamthe audio stream to set the new callback on.
callbackthe new callback function to call when data is added to the stream.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetGetCallback

◆ SetFormat()

void SDL::AudioStream::SetFormat ( OptionalRef< const AudioSpec src_spec,
OptionalRef< const AudioSpec dst_spec 
)
inline

Future calls to and AudioStream.GetAvailable and AudioStream.GetData will reflect the new format, and future calls to AudioStream.PutData must provide data in the new input formats.

Data that was previously queued in the stream will still be operated on in the format that was current when it was added, which is to say you can put the end of a sound file in one format to a stream, change formats for the next sound file, and start putting that new data while the previous sound file is still queued, and everything will still play back correctly.

If a stream is bound to a device, then the format of the side of the stream bound to a device cannot be changed (src_spec for recording devices, dst_spec for playback devices). Attempts to make a change to this side will be ignored, but this will not report an error. The other side's format can be changed.

Parameters
src_specthe new format of the audio input; if nullptr, it is not changed.
dst_specthe new format of the audio output; if nullptr, it is not changed.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetFormat
AudioStream.SetFrequencyRatio

◆ SetFrequencyRatio()

void SDL::AudioStream::SetFrequencyRatio ( float  ratio)
inline

The frequency ratio is used to adjust the rate at which input data is consumed. Changing this effectively modifies the speed and pitch of the audio. A value greater than 1.0 will play the audio faster, and at a higher pitch. A value less than 1.0 will play the audio slower, and at a lower pitch.

This is applied during AudioStream.GetData, and can be continuously changed to create various effects.

Parameters
ratiothe frequency ratio. 1.0 is normal speed. Must be between 0.01 and 100.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetFrequencyRatio
AudioStream.SetFormat

◆ SetGain() [1/2]

void SDL::AudioDevice::SetGain ( float  gain)
inline

The gain of a device is its volume; a larger gain means a louder output, with a gain of zero being silence.

Audio devices default to a gain of 1.0f (no change in output).

Physical devices may not have their gain changed, only logical devices, and this function will always return false when used on physical devices. While it might seem attractive to adjust several logical devices at once in this way, it would allow an app or library to interfere with another portion of the program's otherwise-isolated devices.

This is applied, along with any per-audiostream gain, during playback to the hardware, and can be continuously changed to create various effects. On recording devices, this will adjust the gain before passing the data into an audiostream; that recording audiostream can then adjust its gain further when outputting the data elsewhere, if it likes, but that second gain is not applied until the data leaves the audiostream again.

Parameters
gainthe gain. 1.0f is no change, 0.0f is silence.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.GetGain

◆ SetGain() [2/2]

void SDL::AudioStream::SetGain ( float  gain)
inline

The gain of a stream is its volume; a larger gain means a louder output, with a gain of zero being silence.

Audio streams default to a gain of 1.0f (no change in output).

This is applied during AudioStream.GetData, and can be continuously changed to create various effects.

Parameters
gainthe gain. 1.0f is no change, 0.0f is silence.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.GetGain

◆ SetGetCallback() [1/2]

void SDL::AudioStream::SetGetCallback ( AudioStreamCallback  callback,
void *  userdata 
)
inline

This callback is called before data is obtained from the stream, giving the callback the chance to add more on-demand.

The callback can (optionally) call AudioStream.PutData() to add more audio to the stream during this call; if needed, the request that triggered this callback will obtain the new data immediately.

The callback's additional_amount argument is roughly how many bytes of unconverted data (in the stream's input format) is needed by the caller, although this may overestimate a little for safety. This takes into account how much is already in the stream and only asks for any extra necessary to resolve the request, which means the callback may be asked for zero bytes, and a different amount on each call.

The callback is not required to supply exact amounts; it is allowed to supply too much or too little or none at all. The caller will get what's available, up to the amount they requested, regardless of this callback's outcome.

Clearing or flushing an audio stream does not call this callback.

This function obtains the stream's lock, which means any existing callback (get or put) in progress will finish running before setting the new callback.

Setting a nullptr function turns off the callback.

Parameters
callbackthe new callback function to call when data is requested from the stream.
userdataan opaque pointer provided to the callback for its own personal use.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetPutCallback

◆ SetGetCallback() [2/2]

void SDL::AudioStream::SetGetCallback ( AudioStreamCB  callback)
inline

This callback is called before data is obtained from the stream, giving the callback the chance to add more on-demand.

The callback can (optionally) call AudioStream.PutData() to add more audio to the stream during this call; if needed, the request that triggered this callback will obtain the new data immediately.

The callback's additional_amount argument is roughly how many bytes of unconverted data (in the stream's input format) is needed by the caller, although this may overestimate a little for safety. This takes into account how much is already in the stream and only asks for any extra necessary to resolve the request, which means the callback may be asked for zero bytes, and a different amount on each call.

The callback is not required to supply exact amounts; it is allowed to supply too much or too little or none at all. The caller will get what's available, up to the amount they requested, regardless of this callback's outcome.

Clearing or flushing an audio stream does not call this callback.

This function obtains the stream's lock, which means any existing callback (get or put) in progress will finish running before setting the new callback.

Setting a nullptr function turns off the callback.

Parameters
callbackthe new callback function to call when data is requested from the stream.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetPutCallback

◆ SetInputChannelMap()

void SDL::AudioStream::SetInputChannelMap ( std::span< int >  chmap)
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

The input channel map reorders data that is added to a stream via AudioStream.PutData. Future calls to AudioStream.PutData must provide data in the new channel order.

Each item in the array represents an input channel, and its value is the channel that it should be remapped to. To reverse a stereo signal's left and right values, you'd have an array of { 1, 0 }. It is legal to remap multiple channels to the same thing, so { 1, 1 } would duplicate the right channel to both channels of a stereo signal. An element in the channel map set to -1 instead of a valid channel will mute that channel, setting it to a silence value.

You cannot change the number of channels through a channel map, just reorder/mute them.

Data that was previously queued in the stream will still be operated on in the order that was current when it was added, which is to say you can put the end of a sound file in one order to a stream, change orders for the next sound file, and start putting that new data while the previous sound file is still queued, and everything will still play back correctly.

Audio streams default to no remapping applied. Passing a nullptr channel map is legal, and turns off remapping.

SDL will copy the channel map; the caller does not have to save this array after this call.

If count is not equal to the current number of channels in the audio stream's format, this will fail. This is a safety measure to make sure a race condition hasn't changed the format while this call is setting the channel map.

Unlike attempting to change the stream's format, the input channel map on a stream bound to a recording device is permitted to change at any time; any data added to the stream from the device after this call will have the new mapping, but previously-added data will still have the prior mapping.

Parameters
chmapthe new channel map, nullptr to reset to default.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running. Don't change the stream's format to have a different number of channels from a a different thread at the same time, though!
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ SetOutputChannelMap()

void SDL::AudioStream::SetOutputChannelMap ( std::span< int >  chmap)
inline

Channel maps are optional; most things do not need them, instead passing data in the order that SDL expects.

The output channel map reorders data that leaving a stream via AudioStream.GetData.

Each item in the array represents an input channel, and its value is the channel that it should be remapped to. To reverse a stereo signal's left and right values, you'd have an array of { 1, 0 }. It is legal to remap multiple channels to the same thing, so { 1, 1 } would duplicate the right channel to both channels of a stereo signal. An element in the channel map set to -1 instead of a valid channel will mute that channel, setting it to a silence value.

You cannot change the number of channels through a channel map, just reorder/mute them.

The output channel map can be changed at any time, as output remapping is applied during AudioStream.GetData.

Audio streams default to no remapping applied. Passing a nullptr channel map is legal, and turns off remapping.

SDL will copy the channel map; the caller does not have to save this array after this call.

If count is not equal to the current number of channels in the audio stream's format, this will fail. This is a safety measure to make sure a race condition hasn't changed the format while this call is setting the channel map.

Unlike attempting to change the stream's format, the output channel map on a stream bound to a recording device is permitted to change at any time; any data added to the stream after this call will have the new mapping, but previously-added data will still have the prior mapping. When the channel map doesn't match the hardware's channel layout, SDL will convert the data before feeding it to the device for playback.

Parameters
chmapthe new channel map, nullptr to reset to default.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread, as it holds a stream-specific mutex while running. Don't change the stream's format to have a different number of channels from a a different thread at the same time, though!
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetInputChannelMap

◆ SetPostmixCallback() [1/2]

void SDL::AudioDevice::SetPostmixCallback ( AudioPostmixCallback  callback,
void *  userdata 
)
inline

This is useful for accessing the final mix, perhaps for writing a visualizer or applying a final effect to the audio data before playback.

The buffer is the final mix of all bound audio streams on an opened device; this callback will fire regularly for any device that is both opened and unpaused. If there is no new data to mix, either because no streams are bound to the device or all the streams are empty, this callback will still fire with the entire buffer set to silence.

This callback is allowed to make changes to the data; the contents of the buffer after this call is what is ultimately passed along to the hardware.

The callback is always provided the data in float format (values from -1.0f to 1.0f), but the number of channels or sample rate may be different than the format the app requested when opening the device; SDL might have had to manage a conversion behind the scenes, or the playback might have jumped to new physical hardware when a system default changed, etc. These details may change between calls. Accordingly, the size of the buffer might change between calls as well.

This callback can run at any time, and from any thread; if you need to serialize access to your app's data, you should provide and use a mutex or other synchronization device.

All of this to say: there are specific needs this callback can fulfill, but it is not the simplest interface. Apps should generally provide audio in their preferred format through an AudioStream and let SDL handle the difference.

This function is extremely time-sensitive; the callback should do the least amount of work possible and return as quickly as it can. The longer the callback runs, the higher the risk of audio dropouts or other problems.

This function will block until the audio device is in between iterations, so any existing callback that might be running will finish before this function sets the new callback and returns.

Setting a nullptr callback function disables any previously-set callback.

Parameters
callbacka callback function to be called. Can be nullptr.
userdataapp-controlled pointer passed to callback. Can be nullptr.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ SetPostmixCallback() [2/2]

void SDL::AudioDevice::SetPostmixCallback ( AudioPostmixCB  callback)
inline

This is useful for accessing the final mix, perhaps for writing a visualizer or applying a final effect to the audio data before playback.

The buffer is the final mix of all bound audio streams on an opened device; this callback will fire regularly for any device that is both opened and unpaused. If there is no new data to mix, either because no streams are bound to the device or all the streams are empty, this callback will still fire with the entire buffer set to silence.

This callback is allowed to make changes to the data; the contents of the buffer after this call is what is ultimately passed along to the hardware.

The callback is always provided the data in float format (values from -1.0f to 1.0f), but the number of channels or sample rate may be different than the format the app requested when opening the device; SDL might have had to manage a conversion behind the scenes, or the playback might have jumped to new physical hardware when a system default changed, etc. These details may change between calls. Accordingly, the size of the buffer might change between calls as well.

This callback can run at any time, and from any thread; if you need to serialize access to your app's data, you should provide and use a mutex or other synchronization device.

All of this to say: there are specific needs this callback can fulfill, but it is not the simplest interface. Apps should generally provide audio in their preferred format through an AudioStream and let SDL handle the difference.

This function is extremely time-sensitive; the callback should do the least amount of work possible and return as quickly as it can. The longer the callback runs, the higher the risk of audio dropouts or other problems.

This function will block until the audio device is in between iterations, so any existing callback that might be running will finish before this function sets the new callback and returns.

Setting a nullptr callback function disables any previously-set callback.

Parameters
callbacka callback function to be called. Can be nullptr.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.

◆ SetPutCallback() [1/2]

void SDL::AudioStream::SetPutCallback ( AudioStreamCallback  callback,
void *  userdata 
)
inline

This callback is called after the data is added to the stream, giving the callback the chance to obtain it immediately.

The callback can (optionally) call AudioStream.GetData() to obtain audio from the stream during this call.

The callback's additional_amount argument is how many bytes of converted data (in the stream's output format) was provided by the caller, although this may underestimate a little for safety. This value might be less than what is currently available in the stream, if data was already there, and might be less than the caller provided if the stream needs to keep a buffer to aid in resampling. Which means the callback may be provided with zero bytes, and a different amount on each call.

The callback may call AudioStream.GetAvailable to see the total amount currently available to read from the stream, instead of the total provided by the current call.

The callback is not required to obtain all data. It is allowed to read less or none at all. Anything not read now simply remains in the stream for later access.

Clearing or flushing an audio stream does not call this callback.

This function obtains the stream's lock, which means any existing callback (get or put) in progress will finish running before setting the new callback.

Setting a nullptr function turns off the callback.

Parameters
callbackthe new callback function to call when data is added to the stream.
userdataan opaque pointer provided to the callback for its own personal use.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetGetCallback

◆ SetPutCallback() [2/2]

void SDL::AudioStream::SetPutCallback ( AudioStreamCB  callback)
inline

This callback is called after the data is added to the stream, giving the callback the chance to obtain it immediately.

The callback can (optionally) call AudioStream.GetData() to obtain audio from the stream during this call.

The callback's additional_amount argument is how many bytes of converted data (in the stream's output format) was provided by the caller, although this may underestimate a little for safety. This value might be less than what is currently available in the stream, if data was already there, and might be less than the caller provided if the stream needs to keep a buffer to aid in resampling. Which means the callback may be provided with zero bytes, and a different amount on each call.

The callback may call AudioStream.GetAvailable to see the total amount currently available to read from the stream, instead of the total provided by the current call.

The callback is not required to obtain all data. It is allowed to read less or none at all. Anything not read now simply remains in the stream for later access.

Clearing or flushing an audio stream does not call this callback.

This function obtains the stream's lock, which means any existing callback (get or put) in progress will finish running before setting the new callback.

Setting a nullptr function turns off the callback.

Parameters
callbackthe new callback function to call when data is added to the stream.
Exceptions
Erroron failure.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.SetGetCallback

◆ Unbind()

void SDL::AudioStream::Unbind ( )
inline

This is a convenience function, equivalent to calling UnbindAudioStreams(&stream, 1).

Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStream

◆ UnbindAudioStream()

void SDL::UnbindAudioStream ( AudioStreamParam  stream)
inline

This is a convenience function, equivalent to calling UnbindAudioStreams(&stream, 1).

Parameters
streaman audio stream to unbind from a device. Can be nullptr.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStream

◆ UnbindAudioStreams()

void SDL::UnbindAudioStreams ( std::span< AudioStreamRef streams)
inline

The streams being unbound do not all have to be on the same device. All streams on the same device will be unbound atomically (data will stop flowing through all unbound streams on the same device at the same time).

Unbinding a stream that isn't bound to a device is a legal no-op.

Parameters
streamsan array of audio streams to unbind. Can be nullptr or contain nullptr.
Thread safety:
It is safe to call this function from any thread.
Since
This function is available since SDL 3.2.0.
See also
AudioDevice.BindAudioStreams

◆ Unlock()

void SDL::AudioStream::Unlock ( )
inline

This unlocks an audio stream after a call to AudioStream.Lock.

Exceptions
Erroron failure.
Thread safety:
You should only call this from the same thread that previously called AudioStream.Lock.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.Lock

◆ UnlockAudioStream()

void SDL::UnlockAudioStream ( AudioStreamParam  stream)
inline

This unlocks an audio stream after a call to AudioStream.Lock.

Parameters
streamthe audio stream to unlock.
Exceptions
Erroron failure.
Thread safety:
You should only call this from the same thread that previously called AudioStream.Lock.
Since
This function is available since SDL 3.2.0.
See also
AudioStream.Lock

Variable Documentation

◆ AUDIO_DEVICE_DEFAULT_PLAYBACK

constexpr AudioDeviceID SDL::AUDIO_DEVICE_DEFAULT_PLAYBACK
constexpr
Initial value:
=
SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK

Several functions that require an AudioDevice will accept this value to signify the app just wants the system to choose a default device instead of the app providing a specific one.

Since
This constant is available since SDL 3.2.0.

◆ AUDIO_DEVICE_DEFAULT_RECORDING

constexpr AudioDeviceID SDL::AUDIO_DEVICE_DEFAULT_RECORDING
constexpr
Initial value:
=
SDL_AUDIO_DEVICE_DEFAULT_RECORDING

Several functions that require an AudioDevice will accept this value to signify the app just wants the system to choose a default device instead of the app providing a specific one.

Since
This constant is available since SDL 3.2.0.

◆ AUDIO_F32BE

constexpr AudioFormat SDL::AUDIO_F32BE
constexpr
Initial value:
=
SDL_AUDIO_F32BE

◆ AUDIO_F32LE

constexpr AudioFormat SDL::AUDIO_F32LE
constexpr
Initial value:
=
SDL_AUDIO_F32LE

◆ AUDIO_MASK_BIG_ENDIAN

constexpr Uint32 SDL::AUDIO_MASK_BIG_ENDIAN = SDL_AUDIO_MASK_BIG_ENDIAN
constexpr

Generally one should use AudioFormat.IsBigEndian or AudioFormat.IsLittleEndian instead of this constant directly.

Since
This constant is available since SDL 3.2.0.

◆ AUDIO_MASK_BITSIZE

constexpr Uint32 SDL::AUDIO_MASK_BITSIZE = SDL_AUDIO_MASK_BITSIZE
constexpr

Generally one should use AudioFormat.GetBitSize instead of this constant directly.

Since
This constant is available since SDL 3.2.0.

◆ AUDIO_MASK_FLOAT

constexpr Uint32 SDL::AUDIO_MASK_FLOAT = SDL_AUDIO_MASK_FLOAT
constexpr

Generally one should use AudioFormat.IsFloat instead of this constant directly.

Since
This constant is available since SDL 3.2.0.

◆ AUDIO_MASK_SIGNED

constexpr Uint32 SDL::AUDIO_MASK_SIGNED = SDL_AUDIO_MASK_SIGNED
constexpr

Generally one should use AudioFormat.IsSigned instead of this constant directly.

Since
This constant is available since SDL 3.2.0.

◆ AUDIO_S16BE

constexpr AudioFormat SDL::AUDIO_S16BE
constexpr
Initial value:
=
SDL_AUDIO_S16BE

◆ AUDIO_S32BE

constexpr AudioFormat SDL::AUDIO_S32BE
constexpr
Initial value:
=
SDL_AUDIO_S32BE

◆ AUDIO_UNKNOWN

constexpr AudioFormat SDL::AUDIO_UNKNOWN
constexpr
Initial value:
=
SDL_AUDIO_UNKNOWN