sdlLoadWavIo function
- Pointer<
SdlIoStream> src, - bool closeio,
- Pointer<
SdlAudioSpec> spec, - Pointer<
Pointer< audioBuf,Uint8> > - Pointer<
Uint32> audioLen,
Load the audio data of a WAVE file into memory.
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 SDL_AudioSpec members freq
,
channels
, and format
are set to the values of the audio data in the
buffer.
It's necessary to use SDL_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 NULL on error and in all cases (with
the exception of src
being NULL), an appropriate error message will be
set.
It is required that the data source supports seeking.
Example:
SDL_LoadWAV_IO(SDL_IOFromFile("sample.wav", "rb"), true, &spec, &buf, &len);
Note that the SDL_LoadWAV function does this same thing for you, but in a less messy way:
SDL_LoadWAV("sample.wav", &spec, &buf, &len);
\param src the data source for the WAVE data.
\param closeio if true, calls SDL_CloseIO() on src
before returning, even
in the case of an error.
\param spec a pointer to an SDL_AudioSpec that will be set to the WAVE
data's format details on successful return.
\param audio_buf a pointer filled with the audio data, allocated by the
function.
\param audio_len a pointer filled with the length of the audio data buffer
in bytes.
\returns true on success. audio_buf
will be filled with a pointer to an
allocated buffer containing the audio data, and audio_len
is
filled with the length of that audio buffer in bytes.
This function returns false if the .WAV file cannot be opened, uses an unknown data format, or is corrupt; call SDL_GetError() for more information.
When the application is done with the data returned in
audio_buf
, it should call SDL_free() to dispose of it.
\threadsafety It is safe to call this function from any thread.
\since This function is available since SDL 3.1.3.
\sa SDL_free \sa SDL_LoadWAV
extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV_IO(SDL_IOStream *src, bool closeio, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len)
Implementation
bool sdlLoadWavIo(
Pointer<SdlIoStream> src,
bool closeio,
Pointer<SdlAudioSpec> spec,
Pointer<Pointer<Uint8>> audioBuf,
Pointer<Uint32> audioLen) {
final sdlLoadWavIoLookupFunction = libSdl3.lookupFunction<
Uint8 Function(
Pointer<SdlIoStream> src,
Uint8 closeio,
Pointer<SdlAudioSpec> spec,
Pointer<Pointer<Uint8>> audioBuf,
Pointer<Uint32> audioLen),
int Function(
Pointer<SdlIoStream> src,
int closeio,
Pointer<SdlAudioSpec> spec,
Pointer<Pointer<Uint8>> audioBuf,
Pointer<Uint32> audioLen)>('SDL_LoadWAV_IO');
return sdlLoadWavIoLookupFunction(
src, closeio ? 1 : 0, spec, audioBuf, audioLen) ==
1;
}