version0.7.10

This commit is contained in:
Andreas Rumpf 2009-06-08 08:06:25 +02:00
commit 4d4b3b1c04
193 changed files with 9099 additions and 17637 deletions

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#******************************************************************************
# Copy of SDL_Mixer without smpeg dependency and mp3 support
#******************************************************************************
import
sdl
when defined(windows):
const SDL_MixerLibName = "SDL_mixer.dll"
elif defined(macosx):
const SDL_MixerLibName = "libSDL_mixer-1.2.0.dylib"
else:
const SDL_MixerLibName = "libSDL_mixer.so"
const
SDL_MIXER_MAJOR_VERSION* = 1'i8
SDL_MIXER_MINOR_VERSION* = 2'i8
SDL_MIXER_PATCHLEVEL* = 7'i8 # Backwards compatibility
MIX_MAJOR_VERSION* = SDL_MIXER_MAJOR_VERSION
MIX_MINOR_VERSION* = SDL_MIXER_MINOR_VERSION
MIX_PATCHLEVEL* = SDL_MIXER_PATCHLEVEL # SDL_Mixer.h constants
# The default mixer has 8 simultaneous mixing channels
MIX_CHANNELS* = 8 # Good default values for a PC soundcard
MIX_DEFAULT_FREQUENCY* = 22050
when defined(IA32):
const
MIX_DEFAULT_FORMAT* = AUDIO_S16LSB
else:
const
MIX_DEFAULT_FORMAT* = AUDIO_S16MSB
const
MIX_DEFAULT_CHANNELS* = 2
MIX_MAX_VOLUME* = 128 # Volume of a chunk
PATH_MAX* = 255 # mikmod.h constants
#*
# * Library version
# *
LIBMIKMOD_VERSION_MAJOR* = 3
LIBMIKMOD_VERSION_MINOR* = 1
LIBMIKMOD_REVISION* = 8
LIBMIKMOD_VERSION* = ((LIBMIKMOD_VERSION_MAJOR shl 16) or
(LIBMIKMOD_VERSION_MINOR shl 8) or (LIBMIKMOD_REVISION))
type #music_cmd.h types
PMusicCMD* = ptr TMusicCMD
TMusicCMD*{.final.} = object #wavestream.h types
filename*: array[0..PATH_MAX - 1, char]
cmd*: array[0..PATH_MAX - 1, char]
pid*: TSYS_ThreadHandle
PWAVStream* = ptr TWAVStream
TWAVStream*{.final.} = object #playmidi.h types
wavefp*: Pointer
start*: int32
stop*: int32
cvt*: TSDL_AudioCVT
PMidiEvent* = ptr TMidiEvent
TMidiEvent*{.final.} = object
time*: int32
channel*: uint8
type_*: uint8
a*: uint8
b*: uint8
PMidiSong* = ptr TMidiSong
TMidiSong*{.final.} = object #music_ogg.h types
samples*: int32
events*: PMidiEvent
POGG_Music* = ptr TOGG_Music
TOGG_Music*{.final.} = object # mikmod.h types
#*
# * Error codes
# *
playing*: int
volume*: int #vf: OggVorbis_File;
section*: int
cvt*: TSDL_AudioCVT
len_available*: int
snd_available*: PUint8
TErrorEnum* = enum
MMERR_OPENING_FILE, MMERR_OUT_OF_MEMORY, MMERR_DYNAMIC_LINKING,
MMERR_SAMPLE_TOO_BIG, MMERR_OUT_OF_HANDLES, MMERR_UNKNOWN_WAVE_TYPE,
MMERR_LOADING_PATTERN, MMERR_LOADING_TRACK, MMERR_LOADING_HEADER,
MMERR_LOADING_SAMPLEINFO, MMERR_NOT_A_MODULE, MMERR_NOT_A_STREAM,
MMERR_MED_SYNTHSAMPLES, MMERR_ITPACK_INVALID_DATA, MMERR_DETECTING_DEVICE,
MMERR_INVALID_DEVICE, MMERR_INITIALIZING_MIXER, MMERR_OPENING_AUDIO,
MMERR_8BIT_ONLY, MMERR_16BIT_ONLY, MMERR_STEREO_ONLY, MMERR_ULAW,
MMERR_NON_BLOCK, MMERR_AF_AUDIO_PORT, MMERR_AIX_CONFIG_INIT,
MMERR_AIX_CONFIG_CONTROL, MMERR_AIX_CONFIG_START, MMERR_GUS_SETTINGS,
MMERR_GUS_RESET, MMERR_GUS_TIMER, MMERR_HP_SETSAMPLESIZE, MMERR_HP_SETSPEED,
MMERR_HP_CHANNELS, MMERR_HP_AUDIO_OUTPUT, MMERR_HP_AUDIO_DESC,
MMERR_HP_BUFFERSIZE, MMERR_OSS_SETFRAGMENT, MMERR_OSS_SETSAMPLESIZE,
MMERR_OSS_SETSTEREO, MMERR_OSS_SETSPEED, MMERR_SGI_SPEED, MMERR_SGI_16BIT,
MMERR_SGI_8BIT, MMERR_SGI_STEREO, MMERR_SGI_MONO, MMERR_SUN_INIT,
MMERR_OS2_MIXSETUP, MMERR_OS2_SEMAPHORE, MMERR_OS2_TIMER, MMERR_OS2_THREAD,
MMERR_DS_PRIORITY, MMERR_DS_BUFFER, MMERR_DS_FORMAT, MMERR_DS_NOTIFY,
MMERR_DS_EVENT, MMERR_DS_THREAD, MMERR_DS_UPDATE, MMERR_WINMM_HANDLE,
MMERR_WINMM_ALLOCATED, MMERR_WINMM_DEVICEID, MMERR_WINMM_FORMAT,
MMERR_WINMM_UNKNOWN, MMERR_MAC_SPEED, MMERR_MAC_START, MMERR_MAX
PMODULE* = ptr TMODULE
TMODULE*{.final.} = object
PUNIMOD* = ptr TUNIMOD
TUNIMOD* = TMODULE #SDL_mixer.h types
# The internal format for an audio chunk
PMix_Chunk* = ptr TMix_Chunk
TMix_Chunk*{.final.} = object
allocated*: int
abuf*: PUint8
alen*: Uint32
volume*: Uint8 # Per-sample volume, 0-128
Mix_Chunk* = TMix_Chunk # The different fading types supported
TMix_Fading* = enum
MIX_NO_FADING, MIX_FADING_OUT, MIX_FADING_IN
Mix_Fading* = TMix_Fading
TMix_MusicType* = enum
MUS_NONE, MUS_CMD, MUS_WAV, MUS_MOD, MUS_MID, MUS_OGG
PMix_Music* = ptr TMix_Music
TMix_Music*{.final.} = object
type_*: TMix_MusicType
TMixFunction* = proc (udata: Pointer, stream: PUint8, length: int): Pointer{.
cdecl.} # This macro can be used to fill a version structure with the compile-time
# version of the SDL_mixer library.
proc SDL_MIXER_VERSION*(X: var TSDL_Version)
# 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 Mix_Linked_Version*(): PSDL_version{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Open the mixer with a certain audio format
proc Mix_OpenAudio*(frequency: int, format: Uint16, channels: int,
chunksize: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# 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 Mix_AllocateChannels*(numchannels: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Find out what the actual audio device parameters are.
# This function returns 1 if the audio has been opened, 0 otherwise.
#
proc Mix_QuerySpec*(frequency: var int, format: var Uint16, channels: var int): int{.
cdecl, importc, dynlib: SDL_MixerLibName.}
# Load a wave file or a music (.mod .s3m .it .xm) file
proc Mix_LoadWAV_RW*(src: PSDL_RWops, freesrc: int): PMix_Chunk{.cdecl,
importc, dynlib: SDL_MixerLibName.}
proc Mix_LoadWAV*(filename: cstring): PMix_Chunk
proc Mix_LoadMUS*(filename: cstring): PMix_Music{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Load a wave file of the mixer format from a memory buffer
proc Mix_QuickLoad_WAV*(mem: PUint8): PMix_Chunk{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Free an audio chunk previously loaded
proc Mix_FreeChunk*(chunk: PMix_Chunk){.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_FreeMusic*(music: PMix_Music){.cdecl, importc, dynlib: SDL_MixerLibName.}
# Find out the music format of a mixer music, or the currently playing
# music, if 'music' is NULL.
proc Mix_GetMusicType*(music: PMix_Music): TMix_MusicType{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# 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 Mix_SetPostMix*(mix_func: TMixFunction, arg: Pointer){.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Add your own music player or additional mixer function.
# If 'mix_func' is NULL, the default music player is re-enabled.
#
proc Mix_HookMusic*(mix_func: TMixFunction, arg: Pointer){.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Add your own callback when the music has finished playing.
#
proc Mix_HookMusicFinished*(music_finished: Pointer){.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Get a pointer to the user data for the current music hook
proc Mix_GetMusicHookData*(): Pointer{.cdecl, importc, dynlib: SDL_MixerLibName.}
#* Add your own callback when a channel has finished playing. NULL
# * to disable callback.*
type
TChannel_finished* = proc (channel: int){.cdecl.}
proc Mix_ChannelFinished*(channel_finished: TChannel_finished){.cdecl,
importc, dynlib: SDL_MixerLibName.}
const
MIX_CHANNEL_POST* = - 2 #* This is the format of a special effect callback:
# *
# * myeffect(int chan, void *stream, int len, void *udata);
# *
# * (chan) is the channel number that your effect is affecting. (stream) is
# * the buffer of data to work upon. (len) is the size of (stream), and
# * (udata) is a user-defined bit of data, which you pass as the last arg of
# * Mix_RegisterEffect(), and is passed back unmolested to your callback.
# * Your effect changes the contents of (stream) based on whatever parameters
# * are significant, or just leaves it be, if you prefer. You can do whatever
# * you like to the buffer, though, and it will continue in its changed state
# * down the mixing pipeline, through any other effect functions, then finally
# * to be mixed with the rest of the channels and music for the final output
# * stream.
# *
type
TMix_EffectFunc* = proc (chan: int, stream: Pointer, length: int,
udata: Pointer): Pointer{.cdecl.}
# * This is a callback that signifies that a channel has finished all its
# * loops and has completed playback. This gets called if the buffer
# * plays out normally, or if you call Mix_HaltChannel(), implicitly stop
# * a channel via Mix_AllocateChannels(), or unregister a callback while
# * it's still playing.
TMix_EffectDone* = proc (chan: int, udata: Pointer): Pointer{.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.
# *
# * returns zero if error (no such channel), nonzero if added.
# * Error messages can be retrieved from Mix_GetError().
proc Mix_RegisterEffect*(chan: int, f: TMix_EffectFunc, d: TMix_EffectDone,
arg: Pointer): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
#* 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 Mix_UnregisterEffect*(channel: int, f: TMix_EffectFunc): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
#* 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 Mix_UnregisterAllEffects*(channel: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
const
MIX_EFFECTSMAXSPEED* = "MIX_EFFECTSMAXSPEED"
# * 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 Mix_SetPanning*(channel: int, left: Uint8, right: Uint8): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# * set the position ofa 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 Mix_SetPosition*(channel: int, angle: Sint16, distance: Uint8): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
#* 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 Mix_SetDistance*(channel: int, distance: Uint8): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# *
# * !!! FIXME : Haven't implemented, since the effect goes past the
# * end of the sound buffer.Will have to think about this.
# * - -ryan.
# * /
# { if 0
# { * Causes an echo effect to be mixed into a sound.( echo ) is the amount
# * of echo to mix.0 is no echo, 255 is infinite( and probably not
# * what you want ).
# *
# * Setting( channel ) to MIX_CHANNEL_POST registers this as a posteffect, and
# * the reverbing will be done to the final mixed stream before passing it on
# * to the audio device.
# *
# * This uses the Mix_RegisterEffect( )API internally.If you specify an echo
# * of zero, the effect is unregistered, as the data is already in that state.
# *
# * returns zero if error( no such channel or Mix_RegisterEffect( )fails ),
# * nonzero if reversing effect is enabled.
# * Error messages can be retrieved from Mix_GetError( ).
# *
# extern no_parse_DECLSPEC int Mix_SetReverb( int channel, Uint8 echo );
# #E ndif
# * 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 Mix_SetReverseStereo*(channel: int, flip: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# 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 Mix_ReserveChannels*(num: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# 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 Mix_GroupChannel*(which: int, tag: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Assign several consecutive channels to a group
proc Mix_GroupChannels*(`from`: int, `to`: int, tag: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Finds the first available channel in a group of channels
proc Mix_GroupAvailable*(tag: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# 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 Mix_GroupCount*(tag: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Finds the "oldest" sample playing in a group of channels
proc Mix_GroupOldest*(tag: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Finds the "most recent" (i.e. last) sample playing in a group of channels
proc Mix_GroupNewer*(tag: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# The same as above, but the sound is played at most 'ticks' milliseconds
proc Mix_PlayChannelTimed*(channel: int, chunk: PMix_Chunk, loops: int,
ticks: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Play an audio chunk on a specific channel.
# If the specified channel is -1, play on the first free channel.
# If 'loops' is greater than zero, loop the sound that many times.
# If 'loops' is -1, loop inifinitely (~65000 times).
# Returns which channel was used to play the sound.
#
proc Mix_PlayChannel*(channel: int, chunk: PMix_Chunk, loops: int): int
proc Mix_PlayMusic*(music: PMix_Music, loops: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions
proc Mix_FadeInMusic*(music: PMix_Music, loops: int, ms: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
proc Mix_FadeInChannelTimed*(channel: int, chunk: PMix_Chunk, loops: int,
ms: int, ticks: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
proc Mix_FadeInChannel*(channel: int, chunk: PMix_Chunk, loops: int, ms: int): int
# 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 Mix_Volume*(channel: int, volume: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
proc Mix_VolumeChunk*(chunk: PMix_Chunk, volume: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
proc Mix_VolumeMusic*(volume: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Halt playing of a particular channel
proc Mix_HaltChannel*(channel: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_HaltGroup*(tag: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_HaltMusic*(): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# 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 Mix_ExpireChannel*(channel: int, ticks: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Halt a channel, fading it out progressively till it's silent
# The ms parameter indicates the number of milliseconds the fading
# will take.
#
proc Mix_FadeOutChannel*(which: int, ms: int): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
proc Mix_FadeOutGroup*(tag: int, ms: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_FadeOutMusic*(ms: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Query the fading status of a channel
proc Mix_FadingMusic*(): TMix_Fading{.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_FadingChannel*(which: int): TMix_Fading{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Pause/Resume a particular channel
proc Mix_Pause*(channel: int){.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_Resume*(channel: int){.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_Paused*(channel: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Pause/Resume the music stream
proc Mix_PauseMusic*(){.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_ResumeMusic*(){.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_RewindMusic*(){.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_PausedMusic*(): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# 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 music (set position in seconds), at the
# moment.
#
proc Mix_SetMusicPosition*(position: float64): int{.cdecl,
importc, dynlib: SDL_MixerLibName.}
# Check the status of a specific channel.
# If the specified channel is -1, check all channels.
#
proc Mix_Playing*(channel: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_PlayingMusic*(): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Stop music and set external music playback command
proc Mix_SetMusicCMD*(command: cstring): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Synchro value is set by MikMod from modules while playing
proc Mix_SetSynchroValue*(value: int): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
proc Mix_GetSynchroValue*(): int{.cdecl, importc, dynlib: SDL_MixerLibName.}
#
# Get the Mix_Chunk currently associated with a mixer channel
# Returns nil if it's an invalid channel, or there's no chunk associated.
#
proc Mix_GetChunk*(channel: int): PMix_Chunk{.cdecl, importc, dynlib: SDL_MixerLibName.}
# Close the mixer, halting all playing audio
proc Mix_CloseAudio*(){.cdecl, importc, dynlib: SDL_MixerLibName.}
# We'll use SDL for reporting errors
proc Mix_SetError*(fmt: cstring)
proc Mix_GetError*(): cstring
# implementation
proc SDL_MIXER_VERSION(X: var TSDL_version) =
X.major = SDL_MIXER_MAJOR_VERSION
X.minor = SDL_MIXER_MINOR_VERSION
X.patch = SDL_MIXER_PATCHLEVEL
proc Mix_LoadWAV(filename: cstring): PMix_Chunk =
result = Mix_LoadWAV_RW(SDL_RWFromFile(filename, "rb"), 1)
proc Mix_PlayChannel(channel: int, chunk: PMix_Chunk, loops: int): int =
result = Mix_PlayChannelTimed(channel, chunk, loops, - 1)
proc Mix_FadeInChannel(channel: int, chunk: PMix_Chunk, loops: int, ms: int): int =
result = Mix_FadeInChannelTimed(channel, chunk, loops, ms, - 1)
proc Mix_SetError(fmt: cstring) =
SDL_SetError(fmt)
proc Mix_GetError(): cstring =
result = SDL_GetError()