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

Handle to a non owned audioDevice. More...

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

Public Member Functions

constexpr AudioDeviceRef (const AudioDeviceRef &other)
 Copy constructor.
 
constexpr AudioDeviceRef (AudioDeviceRef &&other)
 Move constructor.
 
constexpr ~AudioDeviceRef ()=default
 Default constructor.
 
AudioDeviceRefoperator= (AudioDeviceRef other)
 Assignment operator.
 
void reset (SDL_AudioDeviceID newResource={})
 Close a previously-opened audio device.
 
 AudioDeviceBase (const AudioDeviceBase &devid, OptionalRef< const SDL_AudioSpec > spec)
 Open a specific audio device.
 
- Public Member Functions inherited from SDL::AudioDeviceBase
 AudioDeviceBase (const AudioDeviceBase &devid, OptionalRef< const SDL_AudioSpec > spec)
 Open a specific audio device.
 
constexpr auto operator<=> (const AudioDeviceBase &other) const
 Comparison.
 
const char * GetName () const
 Get the human-readable name of a specific audio device.
 
AudioSpec GetFormat (int *sample_frames=nullptr) const
 Get the current audio format of a specific audio device.
 
OwnArray< int > GetChannelMap () const
 Get the current channel map of an audio device.
 
bool IsPhysical () const
 Determine if an audio device is physical (instead of logical).
 
bool IsPlayback () const
 Determine if an audio device is a playback device (instead of recording).
 
void Pause ()
 Use this function to pause audio playback on a specified device.
 
void Resume ()
 Use this function to unpause audio playback on a specified device.
 
bool Paused () const
 Use this function to query if an audio device is paused.
 
float GetGain () const
 Get the gain of an audio device.
 
void SetGain (float gain)
 Change the gain of an audio device.
 
void BindAudioStreams (std::span< AudioStreamRef > streams)
 Bind a list of audio streams to an audio device.
 
void BindAudioStream (AudioStreamBase &stream)
 Bind a single audio stream to an audio device.
 
void SetPostmixCallback (AudioPostmixCB callback)
 Set a callback that fires when data is about to be fed to an audio device.
 
void SetPostmixCallback (AudioPostmixCallback callback, void *userdata)
 Set a callback that fires when data is about to be fed to an audio device.
 
constexpr Resource (T resource={})
 Constructs the underlying resource.
 
constexpr Resource (std::nullptr_t)
 Equivalent to default ctor.
 
constexpr Resource (std::nullopt_t)
 Equivalent to default ctor.
 
 Resource (const Resource &other)=delete
 
 Resource (Resource &&other)=delete
 
- Public Member Functions inherited from SDL::Resource< SDL_AudioDeviceID >
constexpr Resource (SDL_AudioDeviceID resource={})
 Constructs the underlying resource.
 
constexpr Resource (std::nullptr_t)
 Equivalent to default ctor.
 
constexpr Resource (std::nullopt_t)
 Equivalent to default ctor.
 
 Resource (const Resource &other)=delete
 
 Resource (Resource &&other)=delete
 
Resourceoperator= (const Resource &other)=delete
 
Resourceoperator= (Resource &&other)=delete
 
constexpr operator bool () const
 True if contains a valid resource.
 
constexpr bool operator== (const Resource &other) const=default
 Comparison.
 
constexpr bool operator== (std::nullopt_t) const
 Comparison.
 
constexpr bool operator== (std::nullptr_t) const
 Comparison.
 
constexpr SDL_AudioDeviceID get () const
 Return contained resource;.
 
constexpr SDL_AudioDeviceID release (SDL_AudioDeviceID newResource={})
 Return contained resource and empties or replace value.
 
constexpr const SDL_AudioDeviceID operator-> () const
 Access to fields.
 
constexpr SDL_AudioDeviceID operator-> ()
 Access to fields.
 

Detailed Description

Category:
Resource
See also
AudioDeviceBase
AudioDevice

Member Function Documentation

◆ AudioDeviceBase()

SDL::AudioDeviceBase::AudioDeviceBase ( const AudioDeviceBase devid,
OptionalRef< const SDL_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 AudioStreamBase.AudioStreamBase 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. AudioDeviceBase.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 AudioDeviceBase 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 AudioDeviceBase 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 AudioDeviceRef.reset() 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.
Postcondition
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
AudioDeviceRef.reset
AudioDeviceBase.GetFormat

◆ reset()

void SDL::AudioDeviceRef::reset ( SDL_AudioDeviceID  newResource = {})
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
AudioDeviceBase.AudioDeviceBase

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