proc linked_Version(): ptr Version {...}{.importc: "Mix_Linked_Version", cdecl.}
-
This function gets the version of the dynamically linked SDL_mixer library.
it should NOT be used to fill a version structure, instead you should
use the SDL_MIXER_VERSION() macro.
proc init(flags: cint): cint {...}{.importc: "Mix_Init", cdecl.}
-
Loads dynamic libraries and prepares them for use. Flags should be
one or more flags from MIX_InitFlags OR'd together.
It returns the flags successfully initialized, or 0 on failure.
proc quit() {...}{.importc: "Mix_Quit", cdecl.}
-
Unloads libraries loaded with Mix_Init
proc openAudio(frequency: cint; format: Uint16; channels: cint; chunksize: cint): cint {...}{.
importc: "Mix_OpenAudio", cdecl.}
-
Open the mixer with a certain audio format
proc openAudioDevice(frequency: cint; format: Uint16; channels: cint; chunksize: cint;
device: cstring; allowedChanges: cint): cint {...}{.
importc: "Mix_OpenAudioDevice", cdecl.}
-
Open the mixer with specific device and certain audio format
proc allocateChannels(numchans: cint): cint {...}{.importc: "Mix_AllocateChannels", cdecl.}
-
Dynamically change the number of channels managed by the mixer.
If decreasing the number of channels, the upper channels are
stopped.
This function returns the new number of allocated channels.
proc querySpec(frequency: ptr cint; format: ptr Uint16; channels: ptr cint): cint {...}{.
importc: "Mix_QuerySpec", cdecl.}
-
Find out what the actual audio device parameters are.
This function returns 1 if the audio has been opened, 0 otherwise.
proc loadWAV_RW(src: ptr RWops; freesrc: cint): ptr Chunk {...}{.importc: "Mix_LoadWAV_RW",
cdecl.}
-
Load a wave file or a music (.mod .s3m .it .xm) file
proc loadMUS(file: cstring): ptr Music {...}{.importc: "Mix_LoadMUS", cdecl.}
-
proc loadMUS_RW(src: ptr RWops; freesrc: cint): ptr Music {...}{.importc: "Mix_LoadMUS_RW",
cdecl.}
-
Load a music file from an SDL_RWop object (Ogg and MikMod specific currently)
Matt Campbell (matt@campbellhome.dhs.org) April 2000
proc loadMUSType_RW(src: ptr RWops; kind: MusicType; freesrc: cint): ptr Music {...}{.
importc: "Mix_LoadMUSType_RW", cdecl.}
-
Load a music file from an SDL_RWop object assuming a specific format
proc quickLoad_WAV(mem: ptr Uint8): ptr Chunk {...}{.importc: "Mix_QuickLoad_WAV", cdecl.}
-
Load a wave file of the mixer format from a memory buffer
proc quickLoad_RAW(mem: ptr Uint8; len: Uint32): ptr Chunk {...}{.
importc: "Mix_QuickLoad_RAW", cdecl.}
-
Load raw audio data of the mixer format from a memory buffer
proc freeChunk(chunk: ptr Chunk) {...}{.importc: "Mix_FreeChunk", cdecl.}
-
Free an audio chunk previously loaded
proc freeMusic(music: ptr Music) {...}{.importc: "Mix_FreeMusic", cdecl.}
-
proc getNumChunkDecoders(): cint {...}{.importc: "Mix_GetNumChunkDecoders", cdecl.}
-
Get a list of chunk/music decoders that this build of SDL_mixer provides.
This list can change between builds AND runs of the program, if external
libraries that add functionality become available.
You must successfully call Mix_OpenAudio() before calling these functions.
This API is only available in SDL_mixer 1.2.9 and later.
usage...
int i;
const int total = Mix_GetNumChunkDecoders();
for (i = 0; i < total; i++)
printf("Supported chunk decoder: [%s]\n", Mix_GetChunkDecoder(i));
Appearing in this list doesn't promise your specific audio file will
decode...but it's handy to know if you have, say, a functioning Timidity
install.
These return values are static, read-only data; do not modify or free it.
The pointers remain valid until you call Mix_CloseAudio().
proc getChunkDecoder(index: cint): cstring {...}{.importc: "Mix_GetChunkDecoder", cdecl.}
-
proc hasChunkDecoder(name: cstring): bool {...}{.importc: "Mix_HasChunkDecoder", cdecl.}
-
proc getNumMusicDecoders(): cint {...}{.importc: "Mix_GetNumMusicDecoders", cdecl.}
-
proc getMusicDecoder(index: cint): cstring {...}{.importc: "Mix_GetMusicDecoder", cdecl.}
-
proc hasMusicDecoder(name: cstring): bool {...}{.importc: "Mix_HasMusicDecoder", cdecl.}
-
proc getMusicType(music: ptr Music): MusicType {...}{.importc: "Mix_GetMusicType", cdecl.}
-
Find out the music format of a mixer music, or the currently playing
music, if 'music' is NULL.
proc setPostMix(mixFunc: proc (udata: pointer; stream: ptr Uint8; len: cint) {...}{.cdecl.};
arg: pointer) {...}{.importc: "Mix_SetPostMix", cdecl.}
-
Set a function that is called after all mixing is performed.
This can be used to provide real-time visual display of the audio stream
or add a custom mixer filter for the stream data.
proc hookMusic(mixFunc: proc (udata: pointer; stream: ptr Uint8; len: cint) {...}{.cdecl.};
arg: pointer) {...}{.importc: "Mix_HookMusic", cdecl.}
-
Add your own music player or additional mixer function.
If 'mix_func' is NULL, the default music player is re-enabled.
proc hookMusicFinished(musicFinished: proc () {...}{.cdecl.}) {...}{.
importc: "Mix_HookMusicFinished", cdecl.}
-
Add your own callback for when the music has finished playing or when it is
stopped from a call to Mix_HaltMusic.
proc getMusicHookData(): pointer {...}{.importc: "Mix_GetMusicHookData", cdecl.}
-
Get a pointer to the user data for the current music hook
proc channelFinished(channelFinished: proc (channel: cint) {...}{.cdecl.}) {...}{.
importc: "Mix_ChannelFinished", cdecl.}
-
Add your own callback when a channel has finished playing. NULL
to disable callback. The callback may be called from the mixer's audio
callback or it could be called as a result of Mix_HaltChannel(), etc.
do not call SDL_LockAudio() from this callback; you will either be
inside the audio callback, or SDL_mixer will explicitly lock the audio
before calling your callback.
proc registerEffect(chan: cint; f: EffectFunc_t; d: EffectDone_t; arg: pointer): cint {...}{.
importc: "Mix_RegisterEffect", cdecl.}
-
Register a special effect function. At mixing time, the channel data is
copied into a buffer and passed through each registered effect function.
After it passes through all the functions, it is mixed into the final
output stream. The copy to buffer is performed once, then each effect
function performs on the output of the previous effect. Understand that
this extra copy to a buffer is not performed if there are no effects
registered for a given chunk, which saves CPU cycles, and any given
effect will be extra cycles, too, so it is crucial that your code run
fast. Also note that the data that your function is given is in the
format of the sound device, and not the format you gave to Mix_OpenAudio(),
although they may in reality be the same. This is an unfortunate but
necessary speed concern. Use Mix_QuerySpec() to determine if you can
handle the data before you register your effect, and take appropriate
actions.
You may also specify a callback (Mix_EffectDone_t) that is called when
the channel finishes playing. This gives you a more fine-grained control
than Mix_ChannelFinished(), in case you need to free effect-specific
resources, etc. If you don't need this, you can specify NULL.
You may set the callbacks before or after calling Mix_PlayChannel().
Things like Mix_SetPanning() are just internal special effect functions,
so if you are using that, you've already incurred the overhead of a copy
to a separate buffer, and that these effects will be in the queue with
any functions you've registered. The list of registered effects for a
channel is reset when a chunk finishes playing, so you need to explicitly
set them with each call to Mix_PlayChannel().
You may also register a special effect function that is to be run after
final mixing occurs. The rules for these callbacks are identical to those
in Mix_RegisterEffect, but they are run after all the channels and the
music have been mixed into a single stream, whereas channel-specific
effects run on a given channel before any other mixing occurs. These
global effect callbacks are call "posteffects". Posteffects only have
their Mix_EffectDone_t function called when they are unregistered (since
the main output stream is never "done" in the same sense as a channel).
You must unregister them manually when you've had enough. Your callback
will be told that the channel being mixed is (MIX_CHANNEL_POST) if the
processing is considered a posteffect.
After all these effects have finished processing, the callback registered
through Mix_SetPostMix() runs, and then the stream goes to the audio
device.
DO NOT EVER call SDL_LockAudio() from your callback function!
returns zero if error (no such channel), nonzero if added.
Error messages can be retrieved from Mix_GetError().
proc unregisterEffect(channel: cint; f: EffectFunc_t): cint {...}{.
importc: "Mix_UnregisterEffect", cdecl.}
-
You may not need to call this explicitly, unless you need to stop an
effect from processing in the middle of a chunk's playback.
Posteffects are never implicitly unregistered as they are for channels,
but they may be explicitly unregistered through this function by
specifying MIX_CHANNEL_POST for a channel.
returns zero if error (no such channel or effect), nonzero if removed.
Error messages can be retrieved from Mix_GetError().
proc unregisterAllEffects(channel: cint): cint {...}{.
importc: "Mix_UnregisterAllEffects", cdecl.}
-
You may not need to call this explicitly, unless you need to stop all
effects from processing in the middle of a chunk's playback. Note that
this will also shut off some internal effect processing, since
Mix_SetPanning() and others may use this API under the hood. This is
called internally when a channel completes playback.
Posteffects are never implicitly unregistered as they are for channels,
but they may be explicitly unregistered through this function by
specifying MIX_CHANNEL_POST for a channel.
returns zero if error (no such channel), nonzero if all effects removed.
Error messages can be retrieved from Mix_GetError().
proc setPanning(channel: cint; left: Uint8; right: Uint8): cint {...}{.
importc: "Mix_SetPanning", cdecl.}
-
These are the internally-defined mixing effects. They use the same API that
effects defined in the application use, but are provided here as a
convenience. Some effects can reduce their quality or use more memory in
the name of speed; to enable this, make sure the environment variable
MIX_EFFECTSMAXSPEED (see above) is defined before you call
Mix_OpenAudio().
Set the panning of a channel. The left and right channels are specified
as integers between 0 and 255, quietest to loudest, respectively.
Technically, this is just individual volume control for a sample with
two (stereo) channels, so it can be used for more than just panning.
If you want real panning, call it like this:
Mix_SetPanning(channel, left, 255 - left);
...which isn't so hard.
Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
the panning will be done to the final mixed stream before passing it on
to the audio device.
This uses the Mix_RegisterEffect() API internally, and returns without
registering the effect function if the audio device is not configured
for stereo output. Setting both (left) and (right) to 255 causes this
effect to be unregistered, since that is the data's normal state.
returns zero if error (no such channel or Mix_RegisterEffect() fails),
nonzero if panning effect enabled. Note that an audio device in mono
mode is a no-op, but this call will return successful in that case.
Error messages can be retrieved from Mix_GetError().
proc setPosition(channel: cint; angle: Sint16; distance: Uint8): cint {...}{.
importc: "Mix_SetPosition", cdecl.}
-
Set the position of a channel. (angle) is an integer from 0 to 360, that
specifies the location of the sound in relation to the listener. (angle)
will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260).
Angle 0 is due north, and rotates clockwise as the value increases.
For efficiency, the precision of this effect may be limited (angles 1
through 7 might all produce the same effect, 8 through 15 are equal, etc).
(distance) is an integer between 0 and 255 that specifies the space
between the sound and the listener. The larger the number, the further
away the sound is. Using 255 does not guarantee that the channel will be
culled from the mixing process or be completely silent. For efficiency,
the precision of this effect may be limited (distance 0 through 5 might
all produce the same effect, 6 through 10 are equal, etc). Setting (angle)
and (distance) to 0 unregisters this effect, since the data would be
unchanged.
If you need more precise positional audio, consider using OpenAL for
spatialized effects instead of SDL_mixer. This is only meant to be a
basic effect for simple "3D" games.
If the audio device is configured for mono output, then you won't get
any effectiveness from the angle; however, distance attenuation on the
channel will still occur. While this effect will function with stereo
voices, it makes more sense to use voices with only one channel of sound,
so when they are mixed through this effect, the positioning will sound
correct. You can convert them to mono through SDL before giving them to
the mixer in the first place if you like.
Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
the positioning will be done to the final mixed stream before passing it
on to the audio device.
This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning().
returns zero if error (no such channel or Mix_RegisterEffect() fails),
nonzero if position effect is enabled.
Error messages can be retrieved from Mix_GetError().
proc setDistance(channel: cint; distance: Uint8): cint {...}{.importc: "Mix_SetDistance",
cdecl.}
-
Set the "distance" of a channel. (distance) is an integer from 0 to 255
that specifies the location of the sound in relation to the listener.
Distance 0 is overlapping the listener, and 255 is as far away as possible
A distance of 255 does not guarantee silence; in such a case, you might
want to try changing the chunk's volume, or just cull the sample from the
mixing process with Mix_HaltChannel().
For efficiency, the precision of this effect may be limited (distances 1
through 7 might all produce the same effect, 8 through 15 are equal, etc).
(distance) is an integer between 0 and 255 that specifies the space
between the sound and the listener. The larger the number, the further
away the sound is.
Setting (distance) to 0 unregisters this effect, since the data would be
unchanged.
If you need more precise positional audio, consider using OpenAL for
spatialized effects instead of SDL_mixer. This is only meant to be a
basic effect for simple "3D" games.
Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
the distance attenuation will be done to the final mixed stream before
passing it on to the audio device.
This uses the Mix_RegisterEffect() API internally.
returns zero if error (no such channel or Mix_RegisterEffect() fails),
nonzero if position effect is enabled.
Error messages can be retrieved from Mix_GetError().
proc setReverseStereo(channel: cint; flip: cint): cint {...}{.
importc: "Mix_SetReverseStereo", cdecl.}
-
!!! FIXME : Haven't implemented, since the effect goes past the
end of the sound buffer. Will have to think about this.
--ryan.
Causes a channel to reverse its stereo. This is handy if the user has his
speakers hooked up backwards, or you would like to have a minor bit of
psychedelia in your sound code. :) Calling this function with (flip)
set to non-zero reverses the chunks's usual channels. If (flip) is zero,
the effect is unregistered.
This uses the Mix_RegisterEffect() API internally, and thus is probably
more CPU intensive than having the user just plug in his speakers
correctly. Mix_SetReverseStereo() returns without registering the effect
function if the audio device is not configured for stereo output.
If you specify MIX_CHANNEL_POST for (channel), then this the effect is used
on the final mixed stream before sending it on to the audio device (a
posteffect).
returns zero if error (no such channel or Mix_RegisterEffect() fails),
nonzero if reversing effect is enabled. Note that an audio device in mono
mode is a no-op, but this call will return successful in that case.
Error messages can be retrieved from Mix_GetError().
proc reserveChannels(num: cint): cint {...}{.importc: "Mix_ReserveChannels", cdecl.}
-
end of effects API. --ryan.
Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate
them dynamically to the next sample if requested with a -1 value below.
Returns the number of reserved channels.
proc groupChannel(which: cint; tag: cint): cint {...}{.importc: "Mix_GroupChannel", cdecl.}
-
Channel grouping functions
Attach a tag to a channel. A tag can be assigned to several mixer
channels, to form groups of channels.
If 'tag' is -1, the tag is removed (actually -1 is the tag used to
represent the group of all the channels).
Returns true if everything was OK.
proc groupChannels(`from`: cint; to: cint; tag: cint): cint {...}{.
importc: "Mix_GroupChannels", cdecl.}
-
Assign several consecutive channels to a group
proc groupAvailable(tag: cint): cint {...}{.importc: "Mix_GroupAvailable", cdecl.}
-
Finds the first available channel in a group of channels,
returning -1 if none are available.
proc groupCount(tag: cint): cint {...}{.importc: "Mix_GroupCount", cdecl.}
-
Returns the number of channels in a group. This is also a subtle
way to get the total number of channels when 'tag' is -1
proc groupOldest(tag: cint): cint {...}{.importc: "Mix_GroupOldest", cdecl.}
-
Finds the "oldest" sample playing in a group of channels
proc groupNewer(tag: cint): cint {...}{.importc: "Mix_GroupNewer", cdecl.}
-
Finds the "most recent" (i.e. last) sample playing in a group of channels
proc playChannelTimed(channel: cint; chunk: ptr Chunk; loops: cint; ticks: cint): cint {...}{.
importc: "Mix_PlayChannelTimed", cdecl.}
-
The same as above, but the sound is played at most 'ticks' milliseconds
proc playMusic(music: ptr Music; loops: cint): cint {...}{.importc: "Mix_PlayMusic", cdecl.}
-
proc fadeInMusic(music: ptr Music; loops: cint; ms: cint): cint {...}{.
importc: "Mix_FadeInMusic", cdecl.}
-
Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions
proc fadeInMusicPos(music: ptr Music; loops: cint; ms: cint; position: cdouble): cint {...}{.
importc: "Mix_FadeInMusicPos", cdecl.}
-
proc fadeInChannelTimed(channel: cint; chunk: ptr Chunk; loops: cint; ms: cint;
ticks: cint): cint {...}{.importc: "Mix_FadeInChannelTimed", cdecl.}
-
proc volume(channel: cint; volume: cint): cint {...}{.importc: "Mix_Volume", cdecl.}
-
Set the volume in the range of 0-128 of a specific channel or chunk.
If the specified channel is -1, set volume for all channels.
Returns the original volume.
If the specified volume is -1, just return the current volume.
proc volumeChunk(chunk: ptr Chunk; volume: cint): cint {...}{.importc: "Mix_VolumeChunk",
cdecl.}
-
proc volumeMusic(volume: cint): cint {...}{.importc: "Mix_VolumeMusic", cdecl.}
-
proc haltChannel(channel: cint): cint {...}{.importc: "Mix_HaltChannel", cdecl.}
-
Halt playing of a particular channel
proc haltGroup(tag: cint): cint {...}{.importc: "Mix_HaltGroup", cdecl.}
-
proc haltMusic(): cint {...}{.importc: "Mix_HaltMusic", cdecl.}
-
proc expireChannel(channel: cint; ticks: cint): cint {...}{.importc: "Mix_ExpireChannel",
cdecl.}
-
Change the expiration delay for a particular channel.
The sample will stop playing after the 'ticks' milliseconds have elapsed,
or remove the expiration if 'ticks' is -1
proc fadeOutChannel(which: cint; ms: cint): cint {...}{.importc: "Mix_FadeOutChannel", cdecl.}
-
Halt a channel, fading it out progressively till it's silent
The ms parameter indicates the number of milliseconds the fading
will take.
proc fadeOutGroup(tag: cint; ms: cint): cint {...}{.importc: "Mix_FadeOutGroup", cdecl.}
-
proc fadeOutMusic(ms: cint): cint {...}{.importc: "Mix_FadeOutMusic", cdecl.}
-
proc fadingMusic(): Fading {...}{.importc: "Mix_FadingMusic", cdecl.}
-
Query the fading status of a channel
proc fadingChannel(which: cint): Fading {...}{.importc: "Mix_FadingChannel", cdecl.}
-
proc pause(channel: cint) {...}{.importc: "Mix_Pause", cdecl.}
-
Pause/Resume a particular channel
proc resume(channel: cint) {...}{.importc: "Mix_Resume", cdecl.}
-
proc paused(channel: cint): cint {...}{.importc: "Mix_Paused", cdecl.}
-
proc pauseMusic() {...}{.importc: "Mix_PauseMusic", cdecl.}
-
Pause/Resume the music stream
proc resumeMusic() {...}{.importc: "Mix_ResumeMusic", cdecl.}
-
proc rewindMusic() {...}{.importc: "Mix_RewindMusic", cdecl.}
-
proc pausedMusic(): cint {...}{.importc: "Mix_PausedMusic", cdecl.}
-
proc setMusicPosition(position: cdouble): cint {...}{.importc: "Mix_SetMusicPosition",
cdecl.}
-
Set the current position in the music stream.
This returns 0 if successful, or -1 if it failed or isn't implemented.
This function is only implemented for MOD music formats (set pattern
order number) and for OGG, FLAC, MP3_MAD, MP3_MPG and MODPLUG music
(set position in seconds), at the moment.
proc playing(channel: cint): cint {...}{.importc: "Mix_Playing", cdecl.}
-
Check the status of a specific channel.
If the specified channel is -1, check all channels.
proc playingMusic(): cint {...}{.importc: "Mix_PlayingMusic", cdecl.}
-
proc setMusicCMD(command: cstring): cint {...}{.importc: "Mix_SetMusicCMD", cdecl.}
-
Stop music and set external music playback command
proc setSynchroValue(value: cint): cint {...}{.importc: "Mix_SetSynchroValue", cdecl.}
-
Synchro value is set by MikMod from modules while playing
proc getSynchroValue(): cint {...}{.importc: "Mix_GetSynchroValue", cdecl.}
-
proc setSoundFonts(paths: cstring): cint {...}{.importc: "Mix_SetSoundFonts", cdecl.}
-
Set/Get/Iterate SoundFonts paths to use by supported MIDI backends
proc getSoundFonts(): cstring {...}{.importc: "Mix_GetSoundFonts", cdecl.}
-
proc eachSoundFont(function: proc (a1: cstring; a2: pointer): cint {...}{.cdecl.};
data: pointer): cint {...}{.importc: "Mix_EachSoundFont", cdecl.}
-
proc getChunk(channel: cint): ptr Chunk {...}{.importc: "Mix_GetChunk", cdecl.}
-
Get the Mix_Chunk currently associated with a mixer channel
Returns NULL if it's an invalid channel, or there's no chunk associated.
proc closeAudio() {...}{.importc: "Mix_CloseAudio", cdecl.}
-
Close the mixer, halting all playing audio