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-/*
- SDL_mixer: An audio mixer library based on the SDL library
- Copyright (C) 1997-2004 Sam Lantinga
-
- This library is free software; you can redistribute it and/or
- modify it under the terms of the GNU Library General Public
- License as published by the Free Software Foundation; either
- version 2 of the License, or (at your option) any later version.
-
- This library is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Library General Public License for more details.
-
- You should have received a copy of the GNU Library General Public
- License along with this library; if not, write to the Free
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-
- Sam Lantinga
- slouken@libsdl.org
-*/
-
-/* $Id: SDL_mixer.h 1599 2005-07-09 01:09:32Z icculus $ */
-
-#ifndef _SDL_MIXER_H
-#define _SDL_MIXER_H
-
-#include "SDL_types.h"
-#include "SDL_rwops.h"
-#include "SDL_audio.h"
-#include "SDL_byteorder.h"
-#include "SDL_version.h"
-#include "begin_code.h"
-
-/* Set up for C function definitions, even when using C++ */
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
-*/
-#define SDL_MIXER_MAJOR_VERSION 1
-#define SDL_MIXER_MINOR_VERSION 2
-#define SDL_MIXER_PATCHLEVEL 7
-
-/* This macro can be used to fill a version structure with the compile-time
- * version of the SDL_mixer library.
- */
-#define SDL_MIXER_VERSION(X) \
-{ \
- (X)->major = SDL_MIXER_MAJOR_VERSION; \
- (X)->minor = SDL_MIXER_MINOR_VERSION; \
- (X)->patch = SDL_MIXER_PATCHLEVEL; \
-}
-
-/* Backwards compatibility */
-#define MIX_MAJOR_VERSION SDL_MIXER_MAJOR_VERSION
-#define MIX_MINOR_VERSION SDL_MIXER_MINOR_VERSION
-#define MIX_PATCHLEVEL SDL_MIXER_PATCHLEVEL
-#define MIX_VERSION(X) SDL_MIXER_VERSION(X)
-
-/* 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.
- */
-extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void);
-
-
-/* The default mixer has 8 simultaneous mixing channels */
-#ifndef MIX_CHANNELS
-#define MIX_CHANNELS 8
-#endif
-
-/* Good default values for a PC soundcard */
-#define MIX_DEFAULT_FREQUENCY 22050
-#if SDL_BYTEORDER == SDL_LIL_ENDIAN
-#define MIX_DEFAULT_FORMAT AUDIO_S16LSB
-#else
-#define MIX_DEFAULT_FORMAT AUDIO_S16MSB
-#endif
-#define MIX_DEFAULT_CHANNELS 2
-#define MIX_MAX_VOLUME 128 /* Volume of a chunk */
-
-/* The internal format for an audio chunk */
-typedef struct Mix_Chunk {
- int allocated;
- Uint8 *abuf;
- Uint32 alen;
- Uint8 volume; /* Per-sample volume, 0-128 */
-} Mix_Chunk;
-
-/* The different fading types supported */
-typedef enum {
- MIX_NO_FADING,
- MIX_FADING_OUT,
- MIX_FADING_IN
-} Mix_Fading;
-
-typedef enum {
- MUS_NONE,
- MUS_CMD,
- MUS_WAV,
- MUS_MOD,
- MUS_MID,
- MUS_OGG,
- MUS_MP3
-} Mix_MusicType;
-
-/* The internal format for a music chunk interpreted via mikmod */
-typedef struct _Mix_Music Mix_Music;
-
-/* Open the mixer with a certain audio format */
-extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels,
- int chunksize);
-
-/* 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.
- */
-extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans);
-
-/* Find out what the actual audio device parameters are.
- This function returns 1 if the audio has been opened, 0 otherwise.
- */
-extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency,Uint16 *format,int *channels);
-
-/* Load a wave file or a music (.mod .s3m .it .xm) file */
-extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc);
-#define Mix_LoadWAV(file) Mix_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1)
-extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file);
-
-/* Load a music file from an SDL_RWop object (Ogg and MikMod specific currently)
- Matt Campbell (matt@campbellhome.dhs.org) April 2000 */
-extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *rw);
-
-/* Load a wave file of the mixer format from a memory buffer */
-extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem);
-
-/* Load raw audio data of the mixer format from a memory buffer */
-extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len);
-
-/* Free an audio chunk previously loaded */
-extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk);
-extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music);
-
-/* Find out the music format of a mixer music, or the currently playing
- music, if 'music' is NULL.
-*/
-extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music);
-
-/* 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.
-*/
-extern DECLSPEC void SDLCALL Mix_SetPostMix(void (*mix_func)
- (void *udata, Uint8 *stream, int len), void *arg);
-
-/* Add your own music player or additional mixer function.
- If 'mix_func' is NULL, the default music player is re-enabled.
- */
-extern DECLSPEC void SDLCALL Mix_HookMusic(void (*mix_func)
- (void *udata, Uint8 *stream, int len), void *arg);
-
-/* Add your own callback when the music has finished playing.
- This callback is only called if the music finishes naturally.
- */
-extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (*music_finished)(void));
-
-/* Get a pointer to the user data for the current music hook */
-extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void);
-
-/*
- * 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.
- */
-extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (*channel_finished)(int channel));
-
-
-/* Special Effects API by ryan c. gordon. (icculus@linuxgames.com) */
-
-#define 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.
- *
- * DO NOT EVER call SDL_LockAudio() from your callback function!
- */
-typedef void (*Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata);
-
-/*
- * 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.
- *
- * DO NOT EVER call SDL_LockAudio() from your callback function!
- */
-typedef void (*Mix_EffectDone_t)(int chan, void *udata);
-
-
-/* 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().
- */
-extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f,
- Mix_EffectDone_t d, void *arg);
-
-
-/* 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().
- */
-extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f);
-
-
-/* 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().
- */
-extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel);
-
-
-#define 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().
- */
-extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right);
-
-
-/* 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().
- */
-extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance);
-
-
-/* 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().
- */
-extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance);
-
-
-/*
- * !!! 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 SDLCALL Mix_SetReverb(int channel, Uint8 echo);
-#endif
-
-/* 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().
- */
-extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip);
-
-/* 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.
- */
-extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num);
-
-/* 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.
- */
-extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag);
-/* Assign several consecutive channels to a group */
-extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag);
-/* Finds the first available channel in a group of channels,
- returning -1 if none are available.
- */
-extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag);
-/* 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
- */
-extern DECLSPEC int SDLCALL Mix_GroupCount(int tag);
-/* Finds the "oldest" sample playing in a group of channels */
-extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag);
-/* Finds the "most recent" (i.e. last) sample playing in a group of channels */
-extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag);
-
-/* 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.
-*/
-#define Mix_PlayChannel(channel,chunk,loops) Mix_PlayChannelTimed(channel,chunk,loops,-1)
-/* The same as above, but the sound is played at most 'ticks' milliseconds */
-extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks);
-extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);
-
-/* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */
-extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms);
-extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position);
-#define Mix_FadeInChannel(channel,chunk,loops,ms) Mix_FadeInChannelTimed(channel,chunk,loops,ms,-1)
-extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);
-
-/* 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.
-*/
-extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume);
-extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume);
-extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume);
-
-/* Halt playing of a particular channel */
-extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel);
-extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag);
-extern DECLSPEC int SDLCALL Mix_HaltMusic(void);
-
-/* 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
-*/
-extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks);
-
-/* Halt a channel, fading it out progressively till it's silent
- The ms parameter indicates the number of milliseconds the fading
- will take.
- */
-extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms);
-extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms);
-extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms);
-
-/* Query the fading status of a channel */
-extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void);
-extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which);
-
-/* Pause/Resume a particular channel */
-extern DECLSPEC void SDLCALL Mix_Pause(int channel);
-extern DECLSPEC void SDLCALL Mix_Resume(int channel);
-extern DECLSPEC int SDLCALL Mix_Paused(int channel);
-
-/* Pause/Resume the music stream */
-extern DECLSPEC void SDLCALL Mix_PauseMusic(void);
-extern DECLSPEC void SDLCALL Mix_ResumeMusic(void);
-extern DECLSPEC void SDLCALL Mix_RewindMusic(void);
-extern DECLSPEC int SDLCALL Mix_PausedMusic(void);
-
-/* 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.
-*/
-extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position);
-
-/* Check the status of a specific channel.
- If the specified channel is -1, check all channels.
-*/
-extern DECLSPEC int SDLCALL Mix_Playing(int channel);
-extern DECLSPEC int SDLCALL Mix_PlayingMusic(void);
-
-/* Stop music and set external music playback command */
-extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command);
-
-/* Synchro value is set by MikMod from modules while playing */
-extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value);
-extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void);
-
-/* Get the Mix_Chunk currently associated with a mixer channel
- Returns NULL if it's an invalid channel, or there's no chunk associated.
-*/
-extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel);
-
-/* Close the mixer, halting all playing audio */
-extern DECLSPEC void SDLCALL Mix_CloseAudio(void);
-
-/* We'll use SDL for reporting errors */
-#define Mix_SetError SDL_SetError
-#define Mix_GetError SDL_GetError
-
-/* Ends C function definitions when using C++ */
-#ifdef __cplusplus
-}
-#endif
-#include "close_code.h"
-
-#endif /* _SDL_MIXER_H */