SDL3pp
A slim C++ wrapper for SDL3
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Public Member Functions | Static Public Member Functions | List of all members
SDL::AudioDevice Struct Reference

Handle to an owned audioDevice. More...

Inheritance diagram for SDL::AudioDevice:
Inheritance graph
[legend]

Public Member Functions

void Close ()
 Close a previously-opened audio device.
 
AudioDeviceShared share ()
 Move this audioDevice into a AudioDeviceShared.
 
constexpr ResourceUnique (std::nullptr_t=nullptr)
 Default constructor.
 
constexpr ResourceUnique (base::value_type value, DELETER deleter={})
 Constructs from raw type.
 
constexpr ResourceUnique (ResourceUnique &&other)
 Move constructor.
 
 ResourceUnique (const ResourceUnique &other)=delete
 
- Public Member Functions inherited from SDL::ResourceUnique< AudioDeviceRef >
constexpr ResourceUnique (std::nullptr_t=nullptr)
 Default constructor.
 
constexpr ResourceUnique (base::value_type value, DefaultDeleter< AudioDeviceRef > deleter={})
 Constructs from raw type.
 
constexpr ResourceUnique (ResourceUnique &&other)
 Move constructor.
 
 ResourceUnique (const ResourceUnique &other)=delete
 
 ~ResourceUnique ()
 Destructor.
 
constexpr ResourceUniqueoperator= (ResourceUnique other)
 Assignment operator.
 
void reset ()
 Resets the value, destroying the resource if not nullptr.
 
- Public Member Functions inherited from SDL::ResourceOwnerBase< RESOURCE, DELETER >
RESOURCE release ()
 Returns reference and reset this.
 
- Public Member Functions inherited from SDL::ResourcePtrBase< RESOURCE >
constexpr operator bool () const
 Check if not null.
 
constexpr bool operator== (const ResourcePtrBase &other) const
 Comparison.
 
constexpr bool operator== (std::nullptr_t) const
 Comparison.
 
constexpr bool operator== (std::nullopt_t) const
 Comparison.
 
constexpr reference operator* () const
 Gets reference.
 
constexpr const referenceoperator-> () const
 Gets addressable reference.
 
constexpr referenceoperator-> ()
 Gets addressable reference.
 
reference get () const
 Get reference.
 

Static Public Member Functions

static AudioDevice Open (AudioDeviceRef devid, OptionalRef< const SDL_AudioSpec > spec)
 Open a specific audio device.
 

Additional Inherited Members

- Public Types inherited from SDL::ResourceOwnerBase< RESOURCE, DELETER >
using deleter = DELETER
 The deleter type.
 
- Public Types inherited from SDL::ResourcePtrBase< RESOURCE >
using reference = RESOURCE
 The reference resource type.
 
using value_type = typename reference::value_type
 The raw resource type.
 
- Protected Member Functions inherited from SDL::ResourceOwnerBase< RESOURCE, DELETER >
constexpr ResourceOwnerBase (base::value_type value={}, DELETER deleter={})
 Constructs from raw type.
 
void free ()
 Frees resource.
 
- Protected Member Functions inherited from SDL::ResourcePtrBase< RESOURCE >
constexpr ResourcePtrBase (value_type value={})
 Constructs from raw type.
 
referenceget ()
 Get reference.
 

Detailed Description

Category:
Resource
See also
AudioDeviceRef

Member Function Documentation

◆ 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.Open

◆ Open()

static AudioDevice SDL::AudioDevice::Open ( AudioDeviceRef  devid,
OptionalRef< const SDL_AudioSpec >  spec 
)
inlinestatic

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.OpenAudioDeviceStream 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. AudioDeviceRef.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
AudioDeviceRef.GetFormat

The documentation for this struct was generated from the following file: