/*
  SDL_mixer:  An audio mixer library based on the SDL library
  Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/

/**
 *  \file SDL_mixer.h
 *
 *  Header file for SDL_mixer library
 *
 * A simple library to play and mix sounds and musics
 */
#ifndef SDL_MIXER_H_
#define SDL_MIXER_H_

#include "SDL_stdinc.h"
#include "SDL_rwops.h"
#include "SDL_audio.h"
#include "SDL_endian.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 2
#define SDL_MIXER_MINOR_VERSION 6
#define SDL_MIXER_PATCHLEVEL    3

/**
 * 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)

#if SDL_MIXER_MAJOR_VERSION < 3 && SDL_MAJOR_VERSION < 3
/**
 *  This is the version number macro for the current SDL_mixer version.
 *
 *  In versions higher than 2.9.0, the minor version overflows into
 *  the thousands digit: for example, 2.23.0 is encoded as 4300.
 *  This macro will not be available in SDL 3.x or SDL_mixer 3.x.
 *
 *  Deprecated, use SDL_MIXER_VERSION_ATLEAST or SDL_MIXER_VERSION instead.
 */
#define SDL_MIXER_COMPILEDVERSION \
    SDL_VERSIONNUM(SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL)
#endif /* SDL_MIXER_MAJOR_VERSION < 3 && SDL_MAJOR_VERSION < 3 */

/**
 *  This macro will evaluate to true if compiled with SDL_mixer at least X.Y.Z.
 */
#define SDL_MIXER_VERSION_ATLEAST(X, Y, Z) \
    ((SDL_MIXER_MAJOR_VERSION >= X) && \
     (SDL_MIXER_MAJOR_VERSION > X || SDL_MIXER_MINOR_VERSION >= Y) && \
     (SDL_MIXER_MAJOR_VERSION > X || SDL_MIXER_MINOR_VERSION > Y || SDL_MIXER_PATCHLEVEL >= Z))

/**
 * Query the version of SDL_mixer that the program is linked against.
 *
 * This function gets the version of the dynamically linked SDL_mixer library.
 * This is separate from the SDL_MIXER_VERSION() macro, which tells you what
 * version of the SDL_mixer headers you compiled against.
 *
 * This returns static internal data; do not free or modify it!
 *
 * \returns a pointer to the version information.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void);

/**
 * Initialization flags
 */
typedef enum
{
    MIX_INIT_FLAC   = 0x00000001,
    MIX_INIT_MOD    = 0x00000002,
    MIX_INIT_MP3    = 0x00000008,
    MIX_INIT_OGG    = 0x00000010,
    MIX_INIT_MID    = 0x00000020,
    MIX_INIT_OPUS   = 0x00000040
} MIX_InitFlags;

/**
 * Initialize SDL_mixer.
 *
 * This function loads dynamic libraries that SDL_mixer needs, and prepares
 * them for use. This must be the first function you call in SDL_mixer, and if
 * it fails you should not continue with the library.
 *
 * Flags should be one or more flags from MIX_InitFlags OR'd together. It
 * returns the flags successfully initialized, or 0 on failure.
 *
 * Currently, these flags are:
 *
 * - `MIX_INIT_FLAC`
 * - `MIX_INIT_MOD`
 * - `MIX_INIT_MP3`
 * - `MIX_INIT_OGG`
 * - `MIX_INIT_MID`
 * - `MIX_INIT_OPUS`
 *
 * More flags may be added in a future SDL_mixer release.
 *
 * This function may need to load external shared libraries to support various
 * codecs, which means this function can fail to initialize that support on an
 * otherwise-reasonable system if the library isn't available; this is not
 * just a question of exceptional circumstances like running out of memory at
 * startup!
 *
 * Note that you may call this function more than once to initialize with
 * additional flags. The return value will reflect both new flags that
 * successfully initialized, and also include flags that had previously been
 * initialized as well.
 *
 * As this will return previously-initialized flags, it's legal to call this
 * with zero (no flags set). This is a safe no-op that can be used to query
 * the current initialization state without changing it at all.
 *
 * Since this returns previously-initialized flags as well as new ones, and
 * you can call this with zero, you should not check for a zero return value
 * to determine an error condition. Instead, you should check to make sure all
 * the flags you require are set in the return value. If you have a game with
 * data in a specific format, this might be a fatal error. If you're a generic
 * media player, perhaps you are fine with only having WAV and MP3 support and
 * can live without Opus playback, even if you request support for everything.
 *
 * Unlike other SDL satellite libraries, calls to Mix_Init do not stack; a
 * single call to Mix_Quit() will deinitialize everything and does not have to
 * be paired with a matching Mix_Init call. For that reason, it's considered
 * best practices to have a single Mix_Init and Mix_Quit call in your program.
 * While this isn't required, be aware of the risks of deviating from that
 * behavior.
 *
 * After initializing SDL_mixer, the next step is to open an audio device to
 * prepare to play sound (with Mix_OpenAudio() or Mix_OpenAudioDevice()), and
 * load audio data to play with that device.
 *
 * \param flags initialization flags, OR'd together.
 * \returns all currently initialized flags.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_Quit
 */
extern DECLSPEC int SDLCALL Mix_Init(int flags);

/**
 * Deinitialize SDL_mixer.
 *
 * This should be the last function you call in SDL_mixer, after freeing all
 * other resources and closing all audio devices. This will unload any shared
 * libraries it is using for various codecs.
 *
 * After this call, a call to Mix_Init(0) will return 0 (no codecs loaded).
 *
 * You can safely call Mix_Init() to reload various codec support after this
 * call.
 *
 * Unlike other SDL satellite libraries, calls to Mix_Init do not stack; a
 * single call to Mix_Quit() will deinitialize everything and does not have to
 * be paired with a matching Mix_Init call. For that reason, it's considered
 * best practices to have a single Mix_Init and Mix_Quit call in your program.
 * While this isn't required, be aware of the risks of deviating from that
 * behavior.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_Init
 */
extern DECLSPEC void SDLCALL Mix_Quit(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   44100
#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          SDL_MIX_MAXVOLUME /* 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;

/**
 * These are types of music files (not libraries used to load them)
 */
typedef enum {
    MUS_NONE,
    MUS_CMD,
    MUS_WAV,
    MUS_MOD,
    MUS_MID,
    MUS_OGG,
    MUS_MP3,
    MUS_MP3_MAD_UNUSED,
    MUS_FLAC,
    MUS_MODPLUG_UNUSED,
    MUS_OPUS
} Mix_MusicType;

/**
 * The internal format for a music chunk interpreted via codecs
 */
typedef struct _Mix_Music Mix_Music;

/**
 * Open the default audio device for playback.
 *
 * An audio device is what generates sound, so the app must open one to make
 * noise.
 *
 * This function will check if SDL's audio system is initialized, and if not,
 * it will initialize it by calling `SDL_Init(SDL_INIT_AUDIO)` on your behalf.
 * You are free to (and encouraged to!) initialize it yourself before calling
 * this function, as this gives your program more control over the process.
 *
 * This function might cover all of an application's needs, but for those that
 * need more flexibility, the more powerful version of this function is
 * Mix_OpenAudioDevice(). This function is equivalent to calling:
 *
 * ```c
 * Mix_OpenAudioDevice(frequency, format, nchannels, chunksize, NULL,
 *                     SDL_AUDIO_ALLOW_FREQUENCY_CHANGE |
 *                     SDL_AUDIO_ALLOW_CHANNELS_CHANGE);
 * ```
 *
 * If you aren't particularly concerned with the specifics of the audio
 * device, and your data isn't in a specific format, the values you use here
 * can just be reasonable defaults. SDL_mixer will convert audio data you feed
 * it to the correct format on demand.
 *
 * That being said, if you have control of your audio data and you know its
 * format ahead of time, you can save CPU time by opening the audio device in
 * that exact format so SDL_mixer does not have to spend time converting
 * anything behind the scenes, and can just pass the data straight through to
 * the hardware. On some platforms, where the hardware only supports specific
 * settings, you might have to be careful to make everything match, but your
 * own data is often easier to control, so aim to open the device for what you
 * need.
 *
 * The other reason to care about specific formats: if you plan to touch the
 * mix buffer directly (with Mix_SetPostMix, a registered effect, or
 * Mix_HookMusic), you might have code that expects it to be in a specific
 * format, and you should specify that here.
 *
 * The audio device frequency is specified in Hz; in modern times, 48000 is
 * often a reasonable default.
 *
 * The audio device format is one of SDL's AUDIO_* constants. AUDIO_S16SYS
 * (16-bit audio) is probably a safe default. More modern systems may prefer
 * AUDIO_F32SYS (32-bit floating point audio).
 *
 * The audio device channels are generally 1 for mono output, or 2 for stereo,
 * but the brave can try surround sound configs with 4 (quad), 6 (5.1), 7
 * (6.1) or 8 (7.1).
 *
 * The audio device's chunk size is the number of sample frames (one sample
 * per frame for mono output, two samples per frame in a stereo setup, etc)
 * that are fed to the device at once. The lower the number, the lower the
 * latency, but you risk dropouts if it gets too low. 2048 is often a
 * reasonable default, but your app might want to experiment with 1024 or
 * 4096.
 *
 * You may only have one audio device open at a time; if you want to change a
 * setting, you must close the device and reopen it, which is not something
 * you can do seamlessly during playback.
 *
 * This function does not allow you to select a specific audio device on the
 * system, it always chooses the best default it can on your behalf (which, in
 * many cases, is exactly what you want anyhow). If you must choose a specific
 * device, you can do so with Mix_OpenAudioDevice() instead.
 *
 * If this function reports success, you are ready to start making noise! Load
 * some audio data and start playing!
 *
 * The app can use Mix_QuerySpec() to determine the final device settings.
 *
 * When done with an audio device, probably at the end of the program, the app
 * should dispose of the device with Mix_CloseDevice().
 *
 * \param frequency the frequency to playback audio at (in Hz).
 * \param format audio format, one of SDL's AUDIO_* values.
 * \param channels number of channels (1 is mono, 2 is stereo, etc).
 * \param chunksize audio buffer size in sample FRAMES (total samples divided
 *                  by channel count).
 * \returns 0 if successful, -1 on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_OpenAudioDevice
 * \sa Mix_CloseDevice
 */
extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize);


/**
 * Open a specific audio device for playback.
 *
 * (A slightly simpler version of this function is available in
 * Mix_OpenAudio(), which still might meet most applications' needs.)
 *
 * An audio device is what generates sound, so the app must open one to make
 * noise.
 *
 * This function will check if SDL's audio system is initialized, and if not,
 * it will initialize it by calling `SDL_Init(SDL_INIT_AUDIO)` on your behalf.
 * You are free to (and encouraged to!) initialize it yourself before calling
 * this function, as this gives your program more control over the process.
 *
 * If you aren't particularly concerned with the specifics of the audio
 * device, and your data isn't in a specific format, the values you use here
 * can just be reasonable defaults. SDL_mixer will convert audio data you feed
 * it to the correct format on demand.
 *
 * That being said, if you have control of your audio data and you know its
 * format ahead of time, you can save CPU time by opening the audio device in
 * that exact format so SDL_mixer does not have to spend time converting
 * anything behind the scenes, and can just pass the data straight through to
 * the hardware. On some platforms, where the hardware only supports specific
 * settings, you might have to be careful to make everything match, but your
 * own data is often easier to control, so aim to open the device for what you
 * need.
 *
 * The other reason to care about specific formats: if you plan to touch the
 * mix buffer directly (with Mix_SetPostMix, a registered effect, or
 * Mix_HookMusic), you might have code that expects it to be in a specific
 * format, and you should specify that here.
 *
 * The audio device frequency is specified in Hz; in modern times, 48000 is
 * often a reasonable default.
 *
 * The audio device format is one of SDL's AUDIO_* constants. AUDIO_S16SYS
 * (16-bit audio) is probably a safe default. More modern systems may prefer
 * AUDIO_F32SYS (32-bit floating point audio).
 *
 * The audio device channels are generally 1 for mono output, or 2 for stereo,
 * but the brave can try surround sound configs with 4 (quad), 6 (5.1), 7
 * (6.1) or 8 (7.1).
 *
 * The audio device's chunk size is the number of sample frames (one sample
 * per frame for mono output, two samples per frame in a stereo setup, etc)
 * that are fed to the device at once. The lower the number, the lower the
 * latency, but you risk dropouts if it gets too low. 2048 is often a
 * reasonable default, but your app might want to experiment with 1024 or
 * 4096.
 *
 * You may only have one audio device open at a time; if you want to change a
 * setting, you must close the device and reopen it, which is not something
 * you can do seamlessly during playback.
 *
 * This function allows you to select specific audio hardware on the system
 * with the `device` parameter. If you specify NULL, SDL_mixer will choose the
 * best default it can on your behalf (which, in many cases, is exactly what
 * you want anyhow). SDL_mixer does not offer a mechanism to determine device
 * names to open, but you can use SDL_GetNumAudioDevices() to get a count of
 * available devices and then SDL_GetAudioDeviceName() in a loop to obtain a
 * list. If you do this, be sure to call `SDL_Init(SDL_INIT_AUDIO)` first to
 * initialize SDL's audio system!
 *
 * The `allowed_changes` parameter specifies what settings are flexible. These
 * are the `SDL_AUDIO_ALLOW_*` flags from SDL. These tell SDL_mixer that the
 * app doesn't mind if a specific setting changes. For example, the app might
 * need stereo data in Sint16 format, but if the sample rate or chunk size
 * changes, the app can handle that. In that case, the app would specify
 * `SDL_AUDIO_ALLOW_FORMAT_CHANGE|SDL_AUDIO_ALLOW_SAMPLES_CHANGE`. In this
 * case, if the system's hardware requires something other than the requested
 * format, SDL_mixer can select what the hardware demands instead of the app.
 * If the `SDL_AUDIO_ALLOW_` flag is not specified, SDL_mixer must convert
 * data behind the scenes between what the app demands and what the hardware
 * requires. If your app needs precisely what is requested, specify zero for
 * `allowed_changes`.
 *
 * If changes were allowed, the app can use Mix_QuerySpec() to determine the
 * final device settings.
 *
 * If this function reports success, you are ready to start making noise! Load
 * some audio data and start playing!
 *
 * When done with an audio device, probably at the end of the program, the app
 * should dispose of the device with Mix_CloseDevice().
 *
 * \param frequency the frequency to playback audio at (in Hz).
 * \param format audio format, one of SDL's AUDIO_* values.
 * \param channels number of channels (1 is mono, 2 is stereo, etc).
 * \param chunksize audio buffer size in sample FRAMES (total samples divided
 *                  by channel count).
 * \param device the device name to open, or NULL to choose a reasonable
 *               default.
 * \param allowed_changes Allow change flags (see SDL_AUDIO_ALLOW_* flags)
 * \returns 0 if successful, -1 on error.
 *
 * \since This function is available since SDL_mixer 2.0.2.
 *
 * \sa Mix_OpenAudio
 * \sa Mix_CloseDevice
 * \sa Mix_QuerySpec
 */
extern DECLSPEC int SDLCALL Mix_OpenAudioDevice(int frequency, Uint16 format, int channels, int chunksize, const char* device, int allowed_changes);

/**
 * Find out what the actual audio device parameters are.
 *
 * If Mix_OpenAudioDevice() was called with `allowed_changes` set to anything
 * but zero, or Mix_OpenAudio() was used, some audio device settings may be
 * different from the application's request. This function will report what
 * the device is actually running at.
 *
 * Note this is only important if the app intends to touch the audio buffers
 * being sent to the hardware directly. If an app just wants to play audio
 * files and let SDL_mixer handle the low-level details, this function can
 * probably be ignored.
 *
 * If the audio device is not opened, this function will return 0.
 *
 * \param frequency On return, will be filled with the audio device's
 *                  frequency in Hz.
 * \param format On return, will be filled with the audio device's format.
 * \param channels On return, will be filled with the audio device's channel
 *                 count.
 * \returns 1 if the audio device has been opened, 0 otherwise.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_OpenAudio
 * \sa Mix_OpenAudioDevice
 */
extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency, Uint16 *format, int *channels);

/**
 * Dynamically change the number of channels managed by the mixer.
 *
 * SDL_mixer deals with "channels," which is not the same thing as the
 * mono/stereo channels; they might be better described as "tracks," as each
 * one corresponds to a separate source of audio data. Three different WAV
 * files playing at the same time would be three separate SDL_mixer channels,
 * for example.
 *
 * An app needs as many channels as it has audio data it wants to play
 * simultaneously, mixing them into a single stream to send to the audio
 * device.
 *
 * SDL_mixer allocates `MIX_CHANNELS` (currently 8) channels when you open an
 * audio device, which may be more than an app needs, but if the app needs
 * more or wants less, this function can change it.
 *
 * If decreasing the number of channels, any upper channels currently playing
 * are stopped. This will deregister all effects on those channels and call
 * any callback specified by Mix_ChannelFinished() for each removed channel.
 *
 * If `numchans` is less than zero, this will return the current number of
 * channels without changing anything.
 *
 * \param numchans the new number of channels, or < 0 to query current channel
 *                 count.
 * \returns the new number of allocated channels.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans);

/**
 * Load a supported audio format into a chunk.
 *
 * SDL_mixer has two separate data structures for audio data. One it calls a
 * "chunk," which is meant to be a file completely decoded into memory up
 * front, and the other it calls "music" which is a file intended to be
 * decoded on demand. Originally, simple formats like uncompressed WAV files
 * were meant to be chunks and compressed things, like MP3s, were meant to be
 * music, and you would stream one thing for a game's music and make repeating
 * sound effects with the chunks.
 *
 * In modern times, this isn't split by format anymore, and most are
 * interchangeable, so the question is what the app thinks is worth
 * predecoding or not. Chunks might take more memory, but once they are loaded
 * won't need to decode again, whereas music always needs to be decoded on the
 * fly. Also, crucially, there are as many channels for chunks as the app can
 * allocate, but SDL_mixer only offers a single "music" channel.
 *
 * If `freesrc` is non-zero, the RWops will be closed before returning,
 * whether this function succeeds or not. SDL_mixer reads everything it needs
 * from the RWops during this call in any case.
 *
 * There is a separate function (a macro, before SDL_mixer 2.6.0) to read
 * files from disk without having to deal with SDL_RWops:
 * `Mix_LoadWAV("filename.wav")` will call this function and manage those
 * details for you.
 *
 * When done with a chunk, the app should dispose of it with a call to
 * Mix_FreeChunk().
 *
 * \param src an SDL_RWops that data will be read from.
 * \param freesrc non-zero to close/free the SDL_RWops before returning, zero
 *                to leave it open.
 * \returns a new chunk, or NULL on error.
 *
 * \since This function is available since SDL_mixer 2.6.0 (and as a macro
 *        since 2.0.0).
 *
 * \sa Mix_LoadWAV
 * \sa Mix_FreeChunk
 */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc);

/**
 * Load a supported audio format into a chunk.
 *
 * SDL_mixer has two separate data structures for audio data. One it calls a
 * "chunk," which is meant to be a file completely decoded into memory up
 * front, and the other it calls "music" which is a file intended to be
 * decoded on demand. Originally, simple formats like uncompressed WAV files
 * were meant to be chunks and compressed things, like MP3s, were meant to be
 * music, and you would stream one thing for a game's music and make repeating
 * sound effects with the chunks.
 *
 * In modern times, this isn't split by format anymore, and most are
 * interchangeable, so the question is what the app thinks is worth
 * predecoding or not. Chunks might take more memory, but once they are loaded
 * won't need to decode again, whereas music always needs to be decoded on the
 * fly. Also, crucially, there are as many channels for chunks as the app can
 * allocate, but SDL_mixer only offers a single "music" channel.
 *
 * If you would rather use the abstract SDL_RWops interface to load data from
 * somewhere other than the filesystem, you can use Mix_LoadWAV_RW() instead.
 *
 * When done with a chunk, the app should dispose of it with a call to
 * Mix_FreeChunk().
 *
 * Note that before SDL_mixer 2.6.0, this function was a macro that called
 * Mix_LoadWAV_RW(), creating a RWops and setting `freesrc` to 1. This macro
 * has since been promoted to a proper API function. Older binaries linked
 * against a newer SDL_mixer will still call Mix_LoadWAV_RW directly, as they
 * are using the macro, which was available since the dawn of time.
 *
 * \param file the filesystem path to load data from.
 * \returns a new chunk, or NULL on error.
 *
 * \since This function is available since SDL_mixer 2.6.0 (and as a macro
 *        since 2.0.0).
 *
 * \sa Mix_LoadWAV_RW
 * \sa Mix_FreeChunk
 */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV(const char *file);


/**
 * Load a supported audio format into a music object.
 *
 * SDL_mixer has two separate data structures for audio data. One it calls a
 * "chunk," which is meant to be a file completely decoded into memory up
 * front, and the other it calls "music" which is a file intended to be
 * decoded on demand. Originally, simple formats like uncompressed WAV files
 * were meant to be chunks and compressed things, like MP3s, were meant to be
 * music, and you would stream one thing for a game's music and make repeating
 * sound effects with the chunks.
 *
 * In modern times, this isn't split by format anymore, and most are
 * interchangeable, so the question is what the app thinks is worth
 * predecoding or not. Chunks might take more memory, but once they are loaded
 * won't need to decode again, whereas music always needs to be decoded on the
 * fly. Also, crucially, there are as many channels for chunks as the app can
 * allocate, but SDL_mixer only offers a single "music" channel.
 *
 * When done with this music, the app should dispose of it with a call to
 * Mix_FreeMusic().
 *
 * \param file a file path from where to load music data.
 * \returns a new music object, or NULL on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_FreeMusic
 */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file);

/**
 * Load a supported audio format into a music object.
 *
 * SDL_mixer has two separate data structures for audio data. One it calls a
 * "chunk," which is meant to be a file completely decoded into memory up
 * front, and the other it calls "music" which is a file intended to be
 * decoded on demand. Originally, simple formats like uncompressed WAV files
 * were meant to be chunks and compressed things, like MP3s, were meant to be
 * music, and you would stream one thing for a game's music and make repeating
 * sound effects with the chunks.
 *
 * In modern times, this isn't split by format anymore, and most are
 * interchangeable, so the question is what the app thinks is worth
 * predecoding or not. Chunks might take more memory, but once they are loaded
 * won't need to decode again, whereas music always needs to be decoded on the
 * fly. Also, crucially, there are as many channels for chunks as the app can
 * allocate, but SDL_mixer only offers a single "music" channel.
 *
 * If `freesrc` is non-zero, the RWops will be closed before returning,
 * whether this function succeeds or not. SDL_mixer reads everything it needs
 * from the RWops during this call in any case.
 *
 * As a convenience, there is a function to read files from disk without
 * having to deal with SDL_RWops: `Mix_LoadMUS("filename.mp3")` will manage
 * those details for you.
 *
 * This function attempts to guess the file format from incoming data. If the
 * caller knows the format, or wants to force it, it should use
 * Mix_LoadMUSType_RW() instead.
 *
 * When done with this music, the app should dispose of it with a call to
 * Mix_FreeMusic().
 *
 * \param src an SDL_RWops that data will be read from.
 * \param freesrc non-zero to close/free the SDL_RWops before returning, zero
 *                to leave it open.
 * \returns a new music object, or NULL on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_FreeMusic
 */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *src, int freesrc);

/**
 * Load an audio format into a music object, assuming a specific format.
 *
 * SDL_mixer has two separate data structures for audio data. One it calls a
 * "chunk," which is meant to be a file completely decoded into memory up
 * front, and the other it calls "music" which is a file intended to be
 * decoded on demand. Originally, simple formats like uncompressed WAV files
 * were meant to be chunks and compressed things, like MP3s, were meant to be
 * music, and you would stream one thing for a game's music and make repeating
 * sound effects with the chunks.
 *
 * In modern times, this isn't split by format anymore, and most are
 * interchangeable, so the question is what the app thinks is worth
 * predecoding or not. Chunks might take more memory, but once they are loaded
 * won't need to decode again, whereas music always needs to be decoded on the
 * fly. Also, crucially, there are as many channels for chunks as the app can
 * allocate, but SDL_mixer only offers a single "music" channel.
 *
 * This function loads music data, and lets the application specify the type
 * of music being loaded, which might be useful if SDL_mixer cannot figure it
 * out from the data stream itself.
 *
 * Currently, the following types are supported:
 *
 * - `MUS_NONE` (SDL_mixer should guess, based on the data)
 * - `MUS_WAV` (Microsoft WAV files)
 * - `MUS_MOD` (Various tracker formats)
 * - `MUS_MID` (MIDI files)
 * - `MUS_OGG` (Ogg Vorbis files)
 * - `MUS_MP3` (MP3 files)
 * - `MUS_FLAC` (FLAC files)
 * - `MUS_OPUS` (Opus files)
 *
 * If `freesrc` is non-zero, the RWops will be closed before returning,
 * whether this function succeeds or not. SDL_mixer reads everything it needs
 * from the RWops during this call in any case.
 *
 * As a convenience, there is a function to read files from disk without
 * having to deal with SDL_RWops: `Mix_LoadMUS("filename.mp3")` will manage
 * those details for you (but not let you specify the music type explicitly)..
 *
 * When done with this music, the app should dispose of it with a call to
 * Mix_FreeMusic().
 *
 * \param src an SDL_RWops that data will be read from.
 * \param type the type of audio data provided by `src`.
 * \param freesrc non-zero to close/free the SDL_RWops before returning, zero
 *                to leave it open.
 * \returns a new music object, or NULL on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_FreeMusic
 */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *src, Mix_MusicType type, int freesrc);

/**
 * Load a WAV file from memory as quickly as possible.
 *
 * Unlike Mix_LoadWAV_RW, this function has several requirements, and unless
 * you control all your audio data and know what you're doing, you should
 * consider this function unsafe and not use it.
 *
 * - The provided audio data MUST be in Microsoft WAV format.
 * - The provided audio data shouldn't use any strange WAV extensions.
 * - The audio data MUST be in the exact same format as the audio device. This
 *   function will not attempt to convert it, or even verify it's in the right
 *   format.
 * - The audio data must be valid; this function does not know the size of the
 *   memory buffer, so if the WAV data is corrupted, it can read past the end
 *   of the buffer, causing a crash.
 * - The audio data must live at least as long as the returned Mix_Chunk,
 *   because SDL_mixer will use that data directly and not make a copy of it.
 *
 * This function will do NO error checking! Be extremely careful here!
 *
 * (Seriously, use Mix_LoadWAV_RW instead.)
 *
 * If this function is successful, the provided memory buffer must remain
 * available until Mix_FreeChunk() is called on the returned chunk.
 *
 * \param mem memory buffer containing of a WAV file.
 * \returns a new chunk, or NULL on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_LoadWAV_RW
 * \sa Mix_FreeChunk
 */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem);

/**
 * Load a raw audio data from memory as quickly as possible.
 *
 * The audio data MUST be in the exact same format as the audio device. This
 * function will not attempt to convert it, or even verify it's in the right
 * format.
 *
 * If this function is successful, the provided memory buffer must remain
 * available until Mix_FreeChunk() is called on the returned chunk.
 *
 * \param mem memory buffer containing raw PCM data.
 * \param len length of buffer pointed to by `mem`, in bytes.
 * \returns a new chunk, or NULL on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_FreeChunk
 */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len);

/**
 * Free an audio chunk.
 *
 * An app should call this function when it is done with a Mix_Chunk and wants
 * to dispose of its resources.
 *
 * SDL_mixer will stop any channels this chunk is currently playing on. This
 * will deregister all effects on those channels and call any callback
 * specified by Mix_ChannelFinished() for each removed channel.
 *
 * \param chunk the chunk to free.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_LoadWAV
 * \sa Mix_LoadWAV_RW
 * \sa Mix_QuickLoad_WAV
 * \sa Mix_QuickLoad_RAW
 */
extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk);

/**
 * Free a music object.
 *
 * If this music is currently playing, it will be stopped.
 *
 * If this music is in the process of fading out (via Mix_FadeOutMusic()),
 * this function will *block* until the fade completes. If you need to avoid
 * this, be sure to call Mix_HaltMusic() before freeing the music.
 *
 * \param music the music object to free.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_LoadMUS
 * \sa Mix_LoadMUS_RW
 * \sa Mix_LoadMUSType_RW
 */
extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music);

/**
 * Get a list of chunk 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() or Mix_OpenAudioDevice() before calling this function,
 * as decoders are activated at device open time.
 *
 * 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 Ogg Vorbis
 * install.
 *
 * These return values are static, read-only data; do not modify or free it.
 * The pointers remain valid until you call Mix_CloseAudio().
 *
 * \returns number of chunk decoders available.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_GetChunkDecoder
 * \sa Mix_HasChunkDecoder
 */
extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void);

/**
 * Get a chunk decoder's name.
 *
 * The requested decoder's index must be between zero and
 * Mix_GetNumChunkDecoders()-1. It's safe to call this with an invalid index;
 * this function will return NULL in that case.
 *
 * 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() or Mix_OpenAudioDevice() before calling this function,
 * as decoders are activated at device open time.
 *
 * \param index index of the chunk decoder.
 * \returns the chunk decoder's name.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_GetNumChunkDecoders
 */
extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index);

/**
 * Check if a chunk decoder is available by name.
 *
 * This result can change between builds AND runs of the program, if external
 * libraries that add functionality become available. You must successfully
 * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function,
 * as decoders are activated at device open time.
 *
 * Decoder names are arbitrary but also obvious, so you have to know what
 * you're looking for ahead of time, but usually it's the file extension in
 * capital letters (some example names are "AIFF", "VOC", "WAV").
 *
 * \param name the decoder name to query.
 * \returns SDL_TRUE if a decoder by that name is available, SDL_FALSE
 *          otherwise.
 *
 * \since This function is available since SDL_mixer 2.0.2.
 *
 * \sa Mix_GetNumChunkDecoders
 * \sa Mix_GetChunkDecoder
 */
extern DECLSPEC SDL_bool SDLCALL Mix_HasChunkDecoder(const char *name);

/**
 * Get a list of 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() or Mix_OpenAudioDevice() before calling this function,
 * as decoders are activated at device open time.
 *
 * 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 Ogg Vorbis
 * install.
 *
 * These return values are static, read-only data; do not modify or free it.
 * The pointers remain valid until you call Mix_CloseAudio().
 *
 * \returns number of chunk decoders available.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_GetMusicDecoder
 * \sa Mix_HasMusicDecoder
 */
extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void);

/**
 * Get a music decoder's name.
 *
 * The requested decoder's index must be between zero and
 * Mix_GetNumMusicDecoders()-1. It's safe to call this with an invalid index;
 * this function will return NULL in that case.
 *
 * 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() or Mix_OpenAudioDevice() before calling this function,
 * as decoders are activated at device open time.
 *
 * \param index index of the music decoder.
 * \returns the music decoder's name.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_GetNumMusicDecoders
 */
extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index);

/**
 * Check if a music decoder is available by name.
 *
 * This result can change between builds AND runs of the program, if external
 * libraries that add functionality become available. You must successfully
 * call Mix_OpenAudio() or Mix_OpenAudioDevice() before calling this function,
 * as decoders are activated at device open time.
 *
 * Decoder names are arbitrary but also obvious, so you have to know what
 * you're looking for ahead of time, but usually it's the file extension in
 * capital letters (some example names are "MOD", "MP3", "FLAC").
 *
 * \param name the decoder name to query.
 * \returns SDL_TRUE if a decoder by that name is available, SDL_FALSE
 *          otherwise.
 *
 * \since This function is available since SDL_mixer 2.6.0
 *
 * \sa Mix_GetNumMusicDecoders
 * \sa Mix_GetMusicDecoder
 */
extern DECLSPEC SDL_bool SDLCALL Mix_HasMusicDecoder(const char *name);

/**
 * Find out the format of a mixer music.
 *
 * If `music` is NULL, this will query the currently playing music (and return
 * MUS_NONE if nothing is currently playing).
 *
 * \param music the music object to query, or NULL for the currently-playing
 *              music.
 * \returns the Mix_MusicType for the music object.
 *
 * \since This function is available since SDL_mixer 2.0.0
 */
extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music);

/**
 * Get the title for a music object, or its filename.
 *
 * This returns format-specific metadata. Not all file formats supply this!
 *
 * If `music` is NULL, this will query the currently-playing music.
 *
 * If music's title tag is missing or empty, the filename will be returned. If
 * you'd rather have the actual metadata or nothing, use
 * Mix_GetMusicTitleTag() instead.
 *
 * Please note that if the music was loaded from an SDL_RWops instead of a
 * filename, the filename returned will be an empty string ("").
 *
 * This function never returns NULL! If no data is available, it will return
 * an empty string ("").
 *
 * \param music the music object to query, or NULL for the currently-playing
 *              music.
 * \returns the music's title if available, or the filename if not, or "".
 *
 * \since This function is available since SDL_mixer 2.6.0.
 *
 * \sa Mix_GetMusicTitleTag
 * \sa Mix_GetMusicArtistTag
 * \sa Mix_GetMusicAlbumTag
 * \sa Mix_GetMusicCopyrightTag
 */
extern DECLSPEC const char *SDLCALL Mix_GetMusicTitle(const Mix_Music *music);

/**
 * Get the title for a music object.
 *
 * This returns format-specific metadata. Not all file formats supply this!
 *
 * If `music` is NULL, this will query the currently-playing music.
 *
 * Unlike this function, Mix_GetMusicTitle() produce a string with the music's
 * filename if a title isn't available, which might be preferable for some
 * applications.
 *
 * This function never returns NULL! If no data is available, it will return
 * an empty string ("").
 *
 * \param music the music object to query, or NULL for the currently-playing
 *              music.
 * \returns the music's title if available, or "".
 *
 * \since This function is available since SDL_mixer 2.6.0.
 *
 * \sa Mix_GetMusicTitle
 * \sa Mix_GetMusicArtistTag
 * \sa Mix_GetMusicAlbumTag
 * \sa Mix_GetMusicCopyrightTag
 */
extern DECLSPEC const char *SDLCALL Mix_GetMusicTitleTag(const Mix_Music *music);

/**
 * Get the artist name for a music object.
 *
 * This returns format-specific metadata. Not all file formats supply this!
 *
 * If `music` is NULL, this will query the currently-playing music.
 *
 * This function never returns NULL! If no data is available, it will return
 * an empty string ("").
 *
 * \param music the music object to query, or NULL for the currently-playing
 *              music.
 * \returns the music's artist name if available, or "".
 *
 * \since This function is available since SDL_mixer 2.6.0.
 *
 * \sa Mix_GetMusicTitleTag
 * \sa Mix_GetMusicAlbumTag
 * \sa Mix_GetMusicCopyrightTag
 */
extern DECLSPEC const char *SDLCALL Mix_GetMusicArtistTag(const Mix_Music *music);

/**
 * Get the album name for a music object.
 *
 * This returns format-specific metadata. Not all file formats supply this!
 *
 * If `music` is NULL, this will query the currently-playing music.
 *
 * This function never returns NULL! If no data is available, it will return
 * an empty string ("").
 *
 * \param music the music object to query, or NULL for the currently-playing
 *              music.
 * \returns the music's album name if available, or "".
 *
 * \since This function is available since SDL_mixer 2.6.0.
 *
 * \sa Mix_GetMusicTitleTag
 * \sa Mix_GetMusicArtistTag
 * \sa Mix_GetMusicCopyrightTag
 */
extern DECLSPEC const char *SDLCALL Mix_GetMusicAlbumTag(const Mix_Music *music);

/**
 * Get the copyright text for a music object.
 *
 * This returns format-specific metadata. Not all file formats supply this!
 *
 * If `music` is NULL, this will query the currently-playing music.
 *
 * This function never returns NULL! If no data is available, it will return
 * an empty string ("").
 *
 * \param music the music object to query, or NULL for the currently-playing
 *              music.
 * \returns the music's copyright text if available, or "".
 *
 * \since This function is available since SDL_mixer 2.6.0.
 *
 * \sa Mix_GetMusicTitleTag
 * \sa Mix_GetMusicArtistTag
 * \sa Mix_GetMusicAlbumTag
 */
extern DECLSPEC const char *SDLCALL Mix_GetMusicCopyrightTag(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.
 *
 * The callback will fire every time SDL_mixer is ready to supply more data to
 * the audio device, after it has finished all its mixing work. This runs
 * inside an SDL audio callback, so it's important that the callback return
 * quickly, or there could be problems in the audio playback.
 *
 * The data provided to the callback is in the format that the audio device
 * was opened in, and it represents the exact waveform SDL_mixer has mixed
 * from all playing chunks and music for playback. You are allowed to modify
 * the data, but it cannot be resized (so you can't add a reverb effect that
 * goes past the end of the buffer without saving some state between runs to
 * add it into the next callback, or resample the buffer to a smaller size to
 * speed it up, etc).
 *
 * The `arg` pointer supplied here is passed to the callback as-is, for
 * whatever the callback might want to do with it (keep track of some ongoing
 * state, settings, etc).
 *
 * Passing a NULL callback disables the post-mix callback until such a time as
 * a new one callback is set.
 *
 * There is only one callback available. If you need to mix multiple inputs,
 * be prepared to handle them from a single function.
 *
 * \param mix_func the callback function to become the new post-mix callback.
 * \param arg a pointer that is passed, untouched, to the callback.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_HookMusic
 */
extern DECLSPEC void SDLCALL Mix_SetPostMix(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);

/**
 * Add your own music player or additional mixer function.
 *
 * This works something like Mix_SetPostMix(), but it has some crucial
 * differences. Note that an app can use this _and_ Mix_SetPostMix() at the
 * same time. This allows an app to replace the built-in music playback,
 * either with it's own music decoder or with some sort of
 * procedurally-generated audio output.
 *
 * The supplied callback will fire every time SDL_mixer is preparing to supply
 * more data to the audio device. This runs inside an SDL audio callback, so
 * it's important that the callback return quickly, or there could be problems
 * in the audio playback.
 *
 * Running this callback is the first thing SDL_mixer will do when starting to
 * mix more audio. The buffer will contain silence upon entry, so the callback
 * does not need to mix into existing data or initialize the buffer.
 *
 * Note that while a callback is set through this function, SDL_mixer will not
 * mix any playing music; this callback is used instead. To disable this
 * callback (and thus reenable built-in music playback) call this function
 * with a NULL callback.
 *
 * The data written to by the callback is in the format that the audio device
 * was opened in, and upon return from the callback, SDL_mixer will mix any
 * playing chunks (but not music!) into the buffer. The callback cannot resize
 * the buffer (so you must be prepared to provide exactly the amount of data
 * demanded or leave it as silence).
 *
 * The `arg` pointer supplied here is passed to the callback as-is, for
 * whatever the callback might want to do with it (keep track of some ongoing
 * state, settings, etc).
 *
 * As there is only one music "channel" mixed, there is only one callback
 * available. If you need to mix multiple inputs, be prepared to handle them
 * from a single function.
 *
 * \param mix_func the callback function to become the new post-mix callback.
 * \param arg a pointer that is passed, untouched, to the callback.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_SetPostMix
 */
extern DECLSPEC void SDLCALL Mix_HookMusic(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);

/**
 * Set a callback that runs when a music object has stopped playing.
 *
 * This callback will fire when the currently-playing music has completed, or
 * when it has been explicitly stopped from a call to Mix_HaltMusic. As such,
 * this callback might fire from an arbitrary background thread at almost any
 * time; try to limit what you do here.
 *
 * It is legal to start a new music object playing in this callback (or
 * restart the one that just stopped). If the music finished normally, this
 * can be used to loop the music without a gap in the audio playback.
 *
 * 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.
 *
 * A NULL pointer will disable the callback.
 *
 * \param music_finished the callback function to become the new notification
 *                       mechanism.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (SDLCALL *music_finished)(void));

/**
 * Get a pointer to the user data for the current music hook.
 *
 * This returns the `arg` pointer last passed to Mix_HookMusic(), or NULL if
 * that function has never been called.
 *
 * \returns pointer to the user data previously passed to Mix_HookMusic.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void);

/**
 * Set a callback that runs when a channel has finished playing.
 *
 * The callback may be called from the mixer's audio callback or it could be
 * called as a result of Mix_HaltChannel(), etc.
 *
 * The callback has a single parameter, `channel`, which says what mixer
 * channel has just stopped.
 *
 * 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.
 *
 * A NULL pointer will disable the callback.
 *
 * \param channel_finished the callback function to become the new
 *                         notification mechanism.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (SDLCALL *channel_finished)(int channel));


#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 (SDLCALL *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 (SDLCALL *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! You are
 * already running in the audio thread and the lock is already held!
 *
 * Note that unlike most SDL and SDL_mixer functions, this function returns
 * zero if there's an error, not on success. We apologize for the API design
 * inconsistency here.
 *
 * \param chan the channel to register an effect to, or MIX_CHANNEL_POST.
 * \param f effect the callback to run when more of this channel is to be
 *          mixed.
 * \param d effect done callback
 * \param arg argument
 * \returns zero if error (no such channel), nonzero if added. Error messages
 *          can be retrieved from Mix_GetError().
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, Mix_EffectDone_t d, void *arg);


/**
 * Explicitly unregister a special effect function.
 *
 * You may not need to call this at all, 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 (as
 * the output stream does not have an end), but they may be explicitly
 * unregistered through this function by specifying MIX_CHANNEL_POST for a
 * channel.
 *
 * Note that unlike most SDL and SDL_mixer functions, this function returns
 * zero if there's an error, not on success. We apologize for the API design
 * inconsistency here.
 *
 * \param chan the channel to unregister an effect on, or MIX_CHANNEL_POST.
 * \param f effect the callback stop calling in future mixing iterations.
 * \returns zero if error (no such channel or effect), nonzero if removed.
 *          Error messages can be retrieved from Mix_GetError().
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f);

/**
 * Explicitly unregister all special effect functions.
 *
 * You may not need to call this at all, 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.
 *
 * Note that unlike most SDL and SDL_mixer functions, this function returns
 * zero if there's an error, not on success. We apologize for the API design
 * inconsistency here.
 *
 * \param chan the channel to unregister all effects on, or MIX_CHANNEL_POST.
 * \returns zero if error (no such channel), nonzero if all effects removed.
 *          Error messages can be retrieved from Mix_GetError().
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
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:
 *
 * ```c
 * Mix_SetPanning(channel, left, 255 - left);
 * ```
 *
 * 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.
 *
 * 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().
 *
 * Note that unlike most SDL and SDL_mixer functions, this function returns
 * zero if there's an error, not on success. We apologize for the API design
 * inconsistency here.
 *
 * \param channel The mixer channel to pan or MIX_CHANNEL_POST.
 * \param left Volume of stereo left channel, 0 is silence, 255 is full
 *             volume.
 * \param right Volume of stereo right channel, 0 is silence, 255 is full
 *              volume.
 * \returns zero if error (no such channel or Mix_RegisterEffect() fails),
 *          nonzero if panning effect enabled.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_SetPosition
 * \sa Mix_SetDistance
 */
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 removed 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 the 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().
 *
 * Note that unlike most SDL and SDL_mixer functions, this function returns
 * zero if there's an error, not on success. We apologize for the API design
 * inconsistency here.
 *
 * \param channel The mixer channel to position, or MIX_CHANNEL_POST.
 * \param angle angle, in degrees. North is 0, and goes clockwise.
 * \param distance distance; 0 is the listener, 255 is maxiumum distance away.
 * \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().
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
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 the 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 the 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.
 *
 * Note that unlike most SDL and SDL_mixer functions, this function returns
 * zero if there's an error, not on success. We apologize for the API design
 * inconsistency here.
 *
 * \param channel The mixer channel to attenuate, or MIX_CHANNEL_POST.
 * \param distance distance; 0 is the listener, 255 is maxiumum distance away.
 * \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().
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance);


/**
 * Cause 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 trippy sound effect.
 *
 * 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 effect is used on
 * the final mixed stream before sending it on to the audio device (a
 * posteffect).
 *
 * Note that unlike most SDL and SDL_mixer functions, this function returns
 * zero if there's an error, not on success. We apologize for the API design
 * inconsistency here.
 *
 * \param channel The mixer channel to reverse, or MIX_CHANNEL_POST.
 * \param flip non-zero to reverse stereo, zero to disable this effect.
 * \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().
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip);

/* end of effects API. */



/**
 * Reserve the first channels for the application.
 *
 * While SDL_mixer will use up to the number of channels allocated by
 * Mix_AllocateChannels(), this sets channels aside that will not be available
 * when calling Mix_PlayChannel with a channel of -1 (play on the first unused
 * channel). In this case, SDL_mixer will treat reserved channels as "used"
 * whether anything is playing on them at the moment or not.
 *
 * This is useful if you've budgeted some channels for dedicated audio and the
 * rest are just used as they are available.
 *
 * Calling this function will set channels 0 to `n - 1` to be reserved. This
 * will not change channel allocations. The number of reserved channels will
 * be clamped to the current number allocated.
 *
 * By default, no channels are reserved.
 *
 * \param num number of channels to reserve, starting at index zero.
 * \returns the number of reserved channels.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num);


/* Channel grouping functions */

/**
 * Assign a tag to a channel.
 *
 * A tag is an arbitary number that 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).
 *
 * This function replaces the requested channel's current tag; you may only
 * have one tag per channel.
 *
 * You may not specify MAX_CHANNEL_POST for a channel.
 *
 * \param which the channel to set the tag on.
 * \param tag an arbitrary value to assign a channel.
 * \returns non-zero on success, zero on error (no such channel).
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag);

/**
 * Assign several consecutive channels to the same tag.
 *
 * A tag is an arbitary number that 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).
 *
 * This function replaces the requested channels' current tags; you may only
 * have one tag per channel.
 *
 * You may not specify MAX_CHANNEL_POST for a channel.
 *
 * Note that this returns success and failure in the _opposite_ way from
 * Mix_GroupChannel(). We regret the API design mistake.
 *
 * \param from the first channel to set the tag on.
 * \param to the last channel to set the tag on, inclusive.
 * \param tag an arbitrary value to assign a channel.
 * \returns 0 if successful, negative on error
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag);

/**
 * Finds the first available channel in a group of channels.
 *
 * A tag is an arbitary number that can be assigned to several mixer channels,
 * to form groups of channels.
 *
 * This function searches all channels with a specified tag, and returns the
 * channel number of the first one it finds that is currently unused.
 *
 * If no channels with the specified tag are unused, this function returns -1.
 *
 * \param tag an arbitrary value, assigned to channels, to search for.
 * \returns first available channel, or -1 if none are available.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag);

/**
 * Returns the number of channels in a group.
 *
 * If tag is -1, this will return the total number of channels allocated,
 * regardless of what their tag might be.
 *
 * \param tag an arbitrary value, assigned to channels, to search for.
 * \returns the number of channels assigned the specified tag.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_GroupCount(int tag);

/**
 * Find the "oldest" sample playing in a group of channels.
 *
 * Specifically, this function returns the channel number that is assigned the
 * specified tag, is currently playing, and has the lowest start time, based
 * on the value of SDL_GetTicks() when the channel started playing.
 *
 * If no channel with this tag is currently playing, this function returns -1.
 *
 * \param tag an arbitrary value, assigned to channels, to search through.
 * \returns the "oldest" sample playing in a group of channels
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_GroupNewer
 */
extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag);

/**
 * Find the "most recent" sample playing in a group of channels.
 *
 * Specifically, this function returns the channel number that is assigned the
 * specified tag, is currently playing, and has the highest start time, based
 * on the value of SDL_GetTicks() when the channel started playing.
 *
 * If no channel with this tag is currently playing, this function returns -1.
 *
 * \param tag an arbitrary value, assigned to channels, to search through.
 * \returns the "most recent" sample playing in a group of channels
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_GroupOldest
 */
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 (and return
 * -1 without playing anything new if no free channel was available).
 *
 * If a specific channel was requested, and there is a chunk already playing
 * there, that chunk will be halted and the new chunk will take its place.
 *
 * If `loops` is greater than zero, loop the sound that many times. If `loops`
 * is -1, loop "infinitely" (~65000 times).
 *
 * Note that before SDL_mixer 2.6.0, this function was a macro that called
 * Mix_PlayChannelTimed() with a fourth parameter ("ticks") of -1. This
 * function still does the same thing, but promotes it to a proper API
 * function. Older binaries linked against a newer SDL_mixer will still call
 * Mix_PlayChannelTimed directly, as they are using the macro, which was
 * available since the dawn of time.
 *
 * \param channel the channel on which to play the new chunk.
 * \param chunk the new chunk to play.
 * \param loop the number of times the chunk should loop, -1 to loop (not
 *             actually) infinitely.
 * \returns which channel was used to play the sound, or -1 if sound could not
 *          be played.
 *
 * \since This function is available since SDL_mixer 2.6.0 (and as a macro
 *        since 2.0.0).
 */
extern DECLSPEC int SDLCALL Mix_PlayChannel(int channel, Mix_Chunk *chunk, int loops);

/**
 * Play an audio chunk on a specific channel for a maximum time.
 *
 * If the specified channel is -1, play on the first free channel (and return
 * -1 without playing anything new if no free channel was available).
 *
 * If a specific channel was requested, and there is a chunk already playing
 * there, that chunk will be halted and the new chunk will take its place.
 *
 * If `loops` is greater than zero, loop the sound that many times. If `loops`
 * is -1, loop "infinitely" (~65000 times).
 *
 * `ticks` specifies the maximum number of milliseconds to play this chunk
 * before halting it. If you want the chunk to play until all data has been
 * mixed, specify -1.
 *
 * Note that this function does not block for the number of ticks requested;
 * it just schedules the chunk to play and notes the maximum for the mixer to
 * manage later, and returns immediately.
 *
 * \param channel the channel on which to play the new chunk.
 * \param chunk the new chunk to play.
 * \param loop the number of times the chunk should loop, -1 to loop (not
 *             actually) infinitely.
 * \param ticks the maximum number of milliseconds of this chunk to mix for
 *              playback.
 * \returns which channel was used to play the sound, or -1 if sound could not
 *          be played.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks);

/**
 * Play a new music object.
 *
 * This will schedule the music object to begin mixing for playback.
 *
 * There is only ever one music object playing at a time; if this is called
 * when another music object is playing, the currently-playing music is halted
 * and the new music will replace it.
 *
 * Please note that if the currently-playing music is in the process of fading
 * out (via Mix_FadeOutMusic()), this function will *block* until the fade
 * completes. If you need to avoid this, be sure to call Mix_HaltMusic()
 * before starting new music.
 *
 * \param music the new music object to schedule for mixing.
 * \param loops the number of loops to play the music for (0 means "play once
 *              and stop").
 * \returns zero on success, -1 on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);

/**
 * Play a new music object, fading in the audio.
 *
 * This will start the new music playing, much like Mix_PlayMusic() will, but
 * will start the music playing at silence and fade in to its normal volume
 * over the specified number of milliseconds.
 *
 * If there is already music playing, that music will be halted and the new
 * music object will take its place.
 *
 * If `loops` is greater than zero, loop the music that many times. If `loops`
 * is -1, loop "infinitely" (~65000 times).
 *
 * Fading music will change it's volume progressively, as if Mix_VolumeMusic()
 * was called on it (which is to say: you probably shouldn't call
 * Mix_VolumeMusic() on fading music).
 *
 * \param music the new music object to play.
 * \param loop the number of times the chunk should loop, -1 to loop (not
 *             actually) infinitely.
 * \param ms the number of milliseconds to spend fading in.
 * \returns zero on success, -1 on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms);

/**
 * Play a new music object, fading in the audio, from a starting position.
 *
 * This will start the new music playing, much like Mix_PlayMusic() will, but
 * will start the music playing at silence and fade in to its normal volume
 * over the specified number of milliseconds.
 *
 * If there is already music playing, that music will be halted and the new
 * music object will take its place.
 *
 * If `loops` is greater than zero, loop the music that many times. If `loops`
 * is -1, loop "infinitely" (~65000 times).
 *
 * Fading music will change it's volume progressively, as if Mix_VolumeMusic()
 * was called on it (which is to say: you probably shouldn't call
 * Mix_VolumeMusic() on fading music).
 *
 * This function allows the caller to start the music playback past the
 * beginning of its audio data. You may specify a start position, in seconds,
 * and the playback and fade-in will start there instead of with the first
 * samples of the music.
 *
 * An app can specify a `position` of 0.0 to start at the beginning of the
 * music (or just call Mix_FadeInMusic() instead).
 *
 * To convert from milliseconds, divide by 1000.0.
 *
 * \param music the new music object to play.
 * \param loop the number of times the chunk should loop, -1 to loop (not
 *             actually) infinitely.
 * \param ms the number of milliseconds to spend fading in.
 * \param position the start position within the music, in seconds, where
 *                 playback should start.
 * \returns zero on success, -1 on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position);

/**
 * Play an audio chunk on a specific channel, fading in the audio.
 *
 * This will start the new sound playing, much like Mix_PlayChannel() will,
 * but will start the sound playing at silence and fade in to its normal
 * volume over the specified number of milliseconds.
 *
 * If the specified channel is -1, play on the first free channel (and return
 * -1 without playing anything new if no free channel was available).
 *
 * If a specific channel was requested, and there is a chunk already playing
 * there, that chunk will be halted and the new chunk will take its place.
 *
 * If `loops` is greater than zero, loop the sound that many times. If `loops`
 * is -1, loop "infinitely" (~65000 times).
 *
 * A fading channel will change it's volume progressively, as if Mix_Volume()
 * was called on it (which is to say: you probably shouldn't call Mix_Volume()
 * on a fading channel).
 *
 * Note that before SDL_mixer 2.6.0, this function was a macro that called
 * Mix_FadeInChannelTimed() with a fourth parameter ("ticks") of -1. This
 * function still does the same thing, but promotes it to a proper API
 * function. Older binaries linked against a newer SDL_mixer will still call
 * Mix_FadeInChannelTimed directly, as they are using the macro, which was
 * available since the dawn of time.
 *
 * \param channel the channel on which to play the new chunk, or -1 to find
 *                any available.
 * \param chunk the new chunk to play.
 * \param loop the number of times the chunk should loop, -1 to loop (not
 *             actually) infinitely.
 * \param ms the number of milliseconds to spend fading in.
 * \returns which channel was used to play the sound, or -1 if sound could not
 *          be played.
 *
 * \since This function is available since SDL_mixer 2.6.0 (and as a macro
 *        since 2.0.0).
 */
extern DECLSPEC int SDLCALL Mix_FadeInChannel(int channel, Mix_Chunk *chunk, int loops, int ms);

/**
 * Play an audio chunk on a specific channel, fading in the audio, for a
 * maximum time.
 *
 * This will start the new sound playing, much like Mix_PlayChannel() will,
 * but will start the sound playing at silence and fade in to its normal
 * volume over the specified number of milliseconds.
 *
 * If the specified channel is -1, play on the first free channel (and return
 * -1 without playing anything new if no free channel was available).
 *
 * If a specific channel was requested, and there is a chunk already playing
 * there, that chunk will be halted and the new chunk will take its place.
 *
 * If `loops` is greater than zero, loop the sound that many times. If `loops`
 * is -1, loop "infinitely" (~65000 times).
 *
 * `ticks` specifies the maximum number of milliseconds to play this chunk
 * before halting it. If you want the chunk to play until all data has been
 * mixed, specify -1.
 *
 * Note that this function does not block for the number of ticks requested;
 * it just schedules the chunk to play and notes the maximum for the mixer to
 * manage later, and returns immediately.
 *
 * A fading channel will change it's volume progressively, as if Mix_Volume()
 * was called on it (which is to say: you probably shouldn't call Mix_Volume()
 * on a fading channel).
 *
 * \param channel the channel on which to play the new chunk, or -1 to find
 *                any available.
 * \param chunk the new chunk to play.
 * \param loop the number of times the chunk should loop, -1 to loop (not
 *             actually) infinitely.
 * \param ms the number of milliseconds to spend fading in.
 * \param ticks the maximum number of milliseconds of this chunk to mix for
 *              playback.
 * \returns which channel was used to play the sound, or -1 if sound could not
 *          be played.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);

/**
 * Set the volume for a specific channel.
 *
 * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume).
 * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are
 * clamped to MIX_MAX_VOLUME.
 *
 * Specifying a negative volume will not change the current volume; as such,
 * this can be used to query the current volume without making changes, as
 * this function returns the previous (in this case, still-current) value.
 *
 * If the specified channel is -1, this function sets the volume for all
 * channels, and returns _the average_ of all channels' volumes prior to this
 * call.
 *
 * The default volume for a channel is MIX_MAX_VOLUME (no attenuation).
 *
 * \param channel the channel on set/query the volume on, or -1 for all
 *                channels.
 * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query.
 * \returns the previous volume. If the specified volume is -1, this returns
 *          the current volume. If `channel` is -1, this returns the average
 *          of all channels.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume);

/**
 * Set the volume for a specific chunk.
 *
 * In addition to channels having a volume setting, individual chunks also
 * maintain a seperate volume. Both values are considered when mixing, so both
 * affect the final attenuation of the sound. This lets an app adjust the
 * volume for all instances of a sound in addition to specific instances of
 * that sound.
 *
 * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume).
 * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are
 * clamped to MIX_MAX_VOLUME.
 *
 * Specifying a negative volume will not change the current volume; as such,
 * this can be used to query the current volume without making changes, as
 * this function returns the previous (in this case, still-current) value.
 *
 * The default volume for a chunk is MIX_MAX_VOLUME (no attenuation).
 *
 * \param channel the channel on set/query the volume on, or -1 for all
 *                channels.
 * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query.
 * \returns the previous volume. If the specified volume is -1, this returns
 *          the current volume. If `chunk` is NULL, this returns -1.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume);

/**
 * Set the volume for the music channel.
 *
 * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume).
 * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are
 * clamped to MIX_MAX_VOLUME.
 *
 * Specifying a negative volume will not change the current volume; as such,
 * this can be used to query the current volume without making changes, as
 * this function returns the previous (in this case, still-current) value.
 *
 * The default volume for music is MIX_MAX_VOLUME (no attenuation).
 *
 * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query.
 * \returns the previous volume. If the specified volume is -1, this returns
 *          the current volume.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume);

/**
 * Query the current volume value for a music object.
 *
 * \param music the music object to query.
 * \returns the music's current volume, between 0 and MIX_MAX_VOLUME (128).
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC int SDLCALL Mix_GetMusicVolume(Mix_Music *music);

/**
 * Set the master volume for all channels.
 *
 * SDL_mixer keeps a per-channel volume, a per-chunk volume, and a master
 * volume, and considers all three when mixing audio. This function sets the
 * master volume, which is applied to all playing channels when mixing.
 *
 * The volume must be between 0 (silence) and MIX_MAX_VOLUME (full volume).
 * Note that MIX_MAX_VOLUME is 128. Values greater than MIX_MAX_VOLUME are
 * clamped to MIX_MAX_VOLUME.
 *
 * Specifying a negative volume will not change the current volume; as such,
 * this can be used to query the current volume without making changes, as
 * this function returns the previous (in this case, still-current) value.
 *
 * Note that the master volume does not affect any playing music; it is only
 * applied when mixing chunks. Use Mix_MusicVolume() for that.\
 *
 * \param volume the new volume, between 0 and MIX_MAX_VOLUME, or -1 to query.
 * \returns the previous volume. If the specified volume is -1, this returns
 *          the current volume.
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC int SDLCALL Mix_MasterVolume(int volume);

/**
 * Halt playing of a particular channel.
 *
 * This will stop further playback on that channel until a new chunk is
 * started there.
 *
 * Specifying a channel of -1 will halt _all_ channels, except for any playing
 * music.
 *
 * Any halted channels will have any currently-registered effects
 * deregistered, and will call any callback specified by Mix_ChannelFinished()
 * before this function returns.
 *
 * You may not specify MAX_CHANNEL_POST for a channel.
 *
 * \param channel channel to halt, or -1 to halt all channels.
 * \returns 0 on success, or -1 on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel);

/**
 * Halt playing of a group of channels by arbitrary tag.
 *
 * This will stop further playback on all channels with a specific tag, until
 * a new chunk is started there.
 *
 * A tag is an arbitary number that can be assigned to several mixer channels,
 * to form groups of channels.
 *
 * The default tag for a channel is -1.
 *
 * Any halted channels will have any currently-registered effects
 * deregistered, and will call any callback specified by Mix_ChannelFinished()
 * before this function returns.
 *
 * \param tag an arbitrary value, assigned to channels, to search for.
 * \returns zero, whether any channels were halted or not.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag);

/**
 * Halt playing of the music stream.
 *
 * This will stop further playback of music until a new music object is
 * started there.
 *
 * Any halted music will call any callback specified by
 * Mix_HookMusicFinished() before this function returns.
 *
 * \returns zero, regardless of whether any music was halted.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_HaltMusic(void);

/**
 * Change the expiration delay for a particular channel.
 *
 * The channel will halt after the 'ticks' milliseconds have elapsed, or
 * remove the expiration if 'ticks' is -1.
 *
 * This overrides the value passed to the fourth parameter of
 * Mix_PlayChannelTimed().
 *
 * Specifying a channel of -1 will set an expiration for _all_ channels.
 *
 * Any halted channels will have any currently-registered effects
 * deregistered, and will call any callback specified by Mix_ChannelFinished()
 * once the halt occurs.
 *
 * Note that this function does not block for the number of ticks requested;
 * it just schedules the chunk to expire and notes the time for the mixer to
 * manage later, and returns immediately.
 *
 * \param channel the channel to change the expiration time on.
 * \param ticks number of milliseconds from now to let channel play before
 *              halting, -1 to not halt.
 * \returns the number of channels that changed expirations.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks);

/**
 * Halt a channel after fading it out for a specified time.
 *
 * This will begin a channel fading from its current volume to silence over
 * `ms` milliseconds. After that time, the channel is halted.
 *
 * Any halted channels will have any currently-registered effects
 * deregistered, and will call any callback specified by Mix_ChannelFinished()
 * once the halt occurs.
 *
 * A fading channel will change it's volume progressively, as if Mix_Volume()
 * was called on it (which is to say: you probably shouldn't call Mix_Volume()
 * on a fading channel).
 *
 * Note that this function does not block for the number of milliseconds
 * requested; it just schedules the chunk to fade and notes the time for the
 * mixer to manage later, and returns immediately.
 *
 * \param which the channel to fade out.
 * \param ms number of milliseconds to fade before halting the channel.
 * \returns 0 on success, or -1 on error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms);

/**
 * Halt a playing group of channels by arbitrary tag, after fading them out
 * for a specified time.
 *
 * This will begin fading a group of channels with a specific tag from their
 * current volumes to silence over `ms` milliseconds. After that time, those
 * channels are halted.
 *
 * A tag is an arbitary number that can be assigned to several mixer channels,
 * to form groups of channels.
 *
 * The default tag for a channel is -1.
 *
 * Any halted channels will have any currently-registered effects
 * deregistered, and will call any callback specified by Mix_ChannelFinished()
 * once the halt occurs.
 *
 * A fading channel will change it's volume progressively, as if Mix_Volume()
 * was called on it (which is to say: you probably shouldn't call Mix_Volume()
 * on a fading channel).
 *
 * Note that this function does not block for the number of milliseconds
 * requested; it just schedules the group to fade and notes the time for the
 * mixer to manage later, and returns immediately.
 *
 * \param tag an arbitrary value, assigned to channels, to search for.
 * \param ms number of milliseconds to fade before halting the group.
 * \returns the number of channels that were scheduled for fading.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms);

/**
 * Halt the music stream after fading it out for a specified time.
 *
 * This will begin the music fading from its current volume to silence over
 * `ms` milliseconds. After that time, the music is halted.
 *
 * Any halted music will call any callback specified by
 * Mix_HookMusicFinished() once the halt occurs.
 *
 * Fading music will change it's volume progressively, as if Mix_VolumeMusic()
 * was called on it (which is to say: you probably shouldn't call
 * Mix_VolumeMusic() on a fading channel).
 *
 * Note that this function does not block for the number of milliseconds
 * requested; it just schedules the music to fade and notes the time for the
 * mixer to manage later, and returns immediately.
 *
 * \param which the channel to fade out.
 * \param ms number of milliseconds to fade before halting the channel.
 * \returns non-zero if music was scheduled to fade, zero otherwise. If no
 *          music is currently playing, this returns zero.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms);

/**
 * Query the fading status of the music stream.
 *
 * This reports one of three values:
 *
 * - `MIX_NO_FADING`
 * - `MIX_FADING_OUT`
 * - `MIX_FADING_IN`
 *
 * If music is not currently playing, this returns `MIX_NO_FADING`.
 *
 * \returns the current fading status of the music stream.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void);

/**
 * Query the fading status of a channel.
 *
 * This reports one of three values:
 *
 * - `MIX_NO_FADING`
 * - `MIX_FADING_OUT`
 * - `MIX_FADING_IN`
 *
 * If nothing is currently playing on the channel, or an invalid channel is
 * specified, this returns `MIX_NO_FADING`.
 *
 * You may not specify MAX_CHANNEL_POST for a channel.
 *
 * You may not specify -1 for all channels; only individual channels may be
 * queried.
 *
 * \param which the channel to query.
 * \returns the current fading status of the channel.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which);

/**
 * Pause a particular channel.
 *
 * Pausing a channel will prevent further playback of the assigned chunk but
 * will maintain the chunk's current mixing position. When resumed, this
 * channel will continue to mix the chunk where it left off.
 *
 * A paused channel can be resumed by calling Mix_Resume().
 *
 * A paused channel with an expiration will not expire while paused (the
 * expiration countdown will be adjusted once resumed).
 *
 * It is legal to halt a paused channel. Playing a new chunk on a paused
 * channel will replace the current chunk and unpause the channel.
 *
 * Specifying a channel of -1 will pause _all_ channels. Any music is
 * unaffected.
 *
 * You may not specify MAX_CHANNEL_POST for a channel.
 *
 * \param channel the channel to pause, or -1 to pause all channels.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC void SDLCALL Mix_Pause(int channel);

/**
 * Resume a particular channel.
 *
 * It is legal to resume an unpaused or invalid channel; it causes no effect
 * and reports no error.
 *
 * If the paused channel has an expiration, its expiration countdown resumes
 * now, as well.
 *
 * Specifying a channel of -1 will resume _all_ paused channels. Any music is
 * unaffected.
 *
 * \param channel the channel to resume, or -1 to resume all paused channels.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC void SDLCALL Mix_Resume(int channel);

/**
 * Query whether a particular channel is paused.
 *
 * If an invalid channel is specified, this function returns zero.
 *
 * \param channel the channel to query, or -1 to query all channels.
 * \return 1 if channel paused, 0 otherwise. If `channel` is -1, returns the
 *         number of paused channels.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_Paused(int channel);

/**
 * Pause the music stream.
 *
 * Pausing the music stream will prevent further playback of the assigned
 * music object, but will maintain the object's current mixing position. When
 * resumed, this channel will continue to mix the music where it left off.
 *
 * Paused music can be resumed by calling Mix_ResumeMusic().
 *
 * It is legal to halt paused music. Playing a new music object when music is
 * paused will replace the current music and unpause the music stream.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC void SDLCALL Mix_PauseMusic(void);

/**
 * Resume the music stream.
 *
 * It is legal to resume an unpaused music stream; it causes no effect and
 * reports no error.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC void SDLCALL Mix_ResumeMusic(void);

/**
 * Rewind the music stream.
 *
 * This causes the currently-playing music to start mixing from the beginning
 * of the music, as if it were just started.
 *
 * It's a legal no-op to rewind the music stream when not playing.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC void SDLCALL Mix_RewindMusic(void);

/**
 * Query whether the music stream is paused.
 *
 * \return 1 if music is paused, 0 otherwise.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_PauseMusic
 * \sa Mix_ResumeMusic
 */
extern DECLSPEC int SDLCALL Mix_PausedMusic(void);

/**
 * Jump to a given order in mod music.
 *
 * This only applies to MOD music formats.
 *
 * \param order order
 * \returns 0 if successful, or -1 if failed or isn't implemented.
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC int SDLCALL Mix_ModMusicJumpToOrder(int order);

/**
 * Set the current position in the music stream, in seconds.
 *
 * To convert from milliseconds, divide by 1000.0.
 *
 * This function is only implemented for MOD music formats (set pattern order
 * number) and for WAV, OGG, FLAC, MP3, and MODPLUG music at the moment.
 *
 * \param position the new position, in seconds (as a double).
 * \returns 0 if successful, or -1 if it failed or not implemented.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position);

/**
 * Get the time current position of music stream, in seconds.
 *
 * To convert to milliseconds, multiply by 1000.0.
 *
 * \param music the music object to query.
 * \returns -1.0 if this feature is not supported for some codec.
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC double SDLCALL Mix_GetMusicPosition(Mix_Music *music);

/**
 * Get a music object's duration, in seconds.
 *
 * To convert to milliseconds, multiply by 1000.0.
 *
 * If NULL is passed, returns duration of current playing music.
 *
 * \param music the music object to query.
 * \returns music duration in seconds, or -1.0 on error.
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC double SDLCALL Mix_MusicDuration(Mix_Music *music);

/**
 * Get the loop start time position of music stream, in seconds.
 *
 * To convert to milliseconds, multiply by 1000.0.
 *
 * If NULL is passed, returns duration of current playing music.
 *
 * \param music the music object to query.
 * \returns -1.0 if this feature is not used for this music or not supported
 *          for some codec
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC double SDLCALL Mix_GetMusicLoopStartTime(Mix_Music *music);

/**
 * Get the loop end time position of music stream, in seconds.
 *
 * To convert to milliseconds, multiply by 1000.0.
 *
 * If NULL is passed, returns duration of current playing music.
 *
 * \param music the music object to query.
 * \returns -1.0 if this feature is not used for this music or not supported
 *          for some codec
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC double SDLCALL Mix_GetMusicLoopEndTime(Mix_Music *music);

/**
 * Get the loop time length of music stream, in seconds.
 *
 * To convert to milliseconds, multiply by 1000.0.
 *
 * If NULL is passed, returns duration of current playing music.
 *
 * \param music the music object to query.
 * \returns -1.0 if this feature is not used for this music or not supported
 *          for some codec
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC double SDLCALL Mix_GetMusicLoopLengthTime(Mix_Music *music);

/**
 * Check the playing status of a specific channel.
 *
 * If the channel is currently playing, this function returns 1. Otherwise it
 * returns 0.
 *
 * If the specified channel is -1, all channels are checked, and this function
 * returns the number of channels currently playing.
 *
 * You may not specify MAX_CHANNEL_POST for a channel.
 *
 * Paused channels are treated as playing, even though they are not currently
 * making forward progress in mixing.
 *
 * \param channel channel
 * \returns non-zero if channel is playing, zero otherwise. If `channel` is
 *          -1, return the total number of channel playings.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_Playing(int channel);

/**
 * Check the playing status of the music stream.
 *
 * If music is currently playing, this function returns 1. Otherwise it
 * returns 0.
 *
 * Paused music is treated as playing, even though it is not currently making
 * forward progress in mixing.
 *
 * \returns non-zero if music is playing, zero otherwise.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_PlayingMusic(void);

/**
 * Run an external command as the music stream.
 *
 * This halts any currently-playing music, and next time the music stream is
 * played, SDL_mixer will spawn a process using the command line specified in
 * `command`. This command is not subject to shell expansion, and beyond some
 * basic splitting up of arguments, is passed to execvp() on most platforms,
 * not system().
 *
 * The command is responsible for generating sound; it is NOT mixed by
 * SDL_mixer! SDL_mixer will kill the child process if asked to halt the
 * music, but otherwise does not have any control over what the process does.
 *
 * You are strongly encouraged not to use this function without an extremely
 * good reason.
 *
 * \param command command
 * \returns 0 if successful, -1 on error
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command);

/**
 * This function does nothing, do not use.
 *
 * This was probably meant to expose a feature, but no codecs support it, so
 * it only remains for binary compatibility.
 *
 * Calling this function is a legal no-op that returns -1.
 *
 * \param value this parameter is ignored.
 * \returns -1.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value);

/**
 * This function does nothing, do not use.
 *
 * This was probably meant to expose a feature, but no codecs support it, so
 * it only remains for binary compatibility.
 *
 * Calling this function is a legal no-op that returns -1.
 *
 * \returns -1.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void);

/**
 * Set SoundFonts paths to use by supported MIDI backends.
 *
 * You may specify multiple paths in a single string by separating them with
 * semicolons; they will be searched in the order listed.
 *
 * This function replaces any previously-specified paths.
 *
 * Passing a NULL path will remove any previously-specified paths.
 *
 * Note that unlike most SDL and SDL_mixer functions, this function returns
 * zero if there's an error, not on success. We apologize for the API design
 * inconsistency here.
 *
 * \param paths Paths on the filesystem where SoundFonts are available,
 *              separated by semicolons.
 * \returns 1 if successful, 0 on error (out of memory).
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths);

/**
 * Get SoundFonts paths to use by supported MIDI backends.
 *
 * There are several factors that determine what will be reported by this
 * function:
 *
 * - If the boolean _SDL hint_ `"SDL_FORCE_SOUNDFONTS"` is set, AND the
 *   `"SDL_SOUNDFONTS"` _environment variable_ is also set, this function will
 *   return that environment variable regardless of whether
 *   Mix_SetSoundFounts() was ever called.
 * - Otherwise, if Mix_SetSoundFonts() was successfully called with a non-NULL
 *   path, this function will return the string passed to that function.
 * - Otherwise, if the `"SDL_SOUNDFONTS"` variable is set, this function will
 *   return that environment variable.
 * - Otherwise, this function will search some common locations on the
 *   filesystem, and if it finds a SoundFont there, it will return that.
 * - Failing everything else, this function returns NULL.
 *
 * This returns a pointer to internal (possibly read-only) memory, and it
 * should not be modified or free'd by the caller.
 *
 * \returns semicolon-separated list of sound font paths.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void);

/**
 * Iterate SoundFonts paths to use by supported MIDI backends.
 *
 * This function will take the string reported by Mix_GetSoundFonts(), split
 * it up into separate paths, as delimited by semicolons in the string, and
 * call a callback function for each separate path.
 *
 * If there are no paths available, this returns 0 without calling the
 * callback at all.
 *
 * If the callback returns non-zero, this function stops iterating and returns
 * non-zero. If the callback returns 0, this function will continue iterating,
 * calling the callback again for further paths. If the callback never returns
 * 1, this function returns 0, so this can be used to decide if an available
 * soundfont is acceptable for use.
 *
 * \param function the callback function to call once per path.
 * \param data a pointer to pass to the callback for its own personal use.
 * \returns non-zero if callback ever returned non-zero, 0 on error or the
 *          callback never returned non-zero.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_GetSoundFonts
 */
extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (SDLCALL *function)(const char*, void*), void *data);

/**
 * Set full path of the Timidity config file.
 *
 * For example, "/etc/timidity.cfg"
 *
 * This is obviously only useful if SDL_mixer is using Timidity internally to
 * play MIDI files.
 *
 * \param path path to a Timidity config file.
 * \returns 1 if successful, 0 on error
 *
 * \since This function is available since SDL_mixer 2.6.0.
 */
extern DECLSPEC int SDLCALL Mix_SetTimidityCfg(const char *path);

/**
 * Get full path of a previously-specified Timidity config file.
 *
 * For example, "/etc/timidity.cfg"
 *
 * If a path has never been specified, this returns NULL.
 *
 * This returns a pointer to internal memory, and it should not be modified or
 * free'd by the caller.
 *
 * \returns the previously-specified path, or NULL if not set.
 *
 * \since This function is available since SDL_mixer 2.6.0.
 *
 * \sa Mix_SetTimidityCfg
 */
extern DECLSPEC const char* SDLCALL Mix_GetTimidityCfg(void);

/**
 * Get the Mix_Chunk currently associated with a mixer channel.
 *
 * You may not specify MAX_CHANNEL_POST or -1 for a channel.
 *
 * \param channel the channel to query.
 * \returns the associated chunk, if any, or NULL if it's an invalid channel.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel);

/**
 * Close the mixer, halting all playing audio.
 *
 * Any halted channels will have any currently-registered effects
 * deregistered, and will call any callback specified by Mix_ChannelFinished()
 * before this function returns.
 *
 * Any halted music will call any callback specified by
 * Mix_HookMusicFinished() before this function returns.
 *
 * Do not start any new audio playing during callbacks in this function.
 *
 * This will close the audio device. Attempting to play new audio after this
 * function returns will fail, until another successful call to
 * Mix_OpenAudio() or Mix_OpenAudioDevice().
 *
 * Note that (unlike Mix_OpenAudio optionally calling SDL_Init(SDL_INIT_AUDIO)
 * on the app's behalf), this will _not_ deinitialize the SDL audio subsystem
 * in any case. At some point after calling this function and Mix_Quit(), some
 * part of the application should be responsible for calling SDL_Quit() to
 * deinitialize all of SDL, including its audio subsystem.
 *
 * This function should be the last thing you call in SDL_mixer before
 * Mix_Quit(). However, the following notes apply if you don't follow this
 * advice:
 *
 * Note that this will not free any loaded chunks or music; you should dispose
 * of those resources separately. It is probably poor form to dispose of them
 * _after_ this function, but it is safe to call Mix_FreeChunk() and
 * Mix_FreeMusic() after closing the device.
 *
 * Note that any chunks or music you don't free may or may not work if you
 * call Mix_OpenAudio again, as the audio device may be in a new format and
 * the existing chunks will not be converted to match.
 *
 * \since This function is available since SDL_mixer 2.0.0.
 *
 * \sa Mix_Quit
 */
extern DECLSPEC void SDLCALL Mix_CloseAudio(void);

/* We'll use SDL for reporting errors */

/**
 * Report SDL_mixer errors
 *
 * \sa Mix_GetError
 */
#define Mix_SetError    SDL_SetError

/**
 * Get last SDL_mixer error
 *
 * \sa Mix_SetError
 */
#define Mix_GetError    SDL_GetError

/**
 * Clear last SDL_mixer error
 *
 * \sa Mix_SetError
 */
#define Mix_ClearError  SDL_ClearError

/**
 * Set OutOfMemory error
 */
#define Mix_OutOfMemory SDL_OutOfMemory

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_MIXER_H_ */

/* vi: set ts=4 sw=4 expandtab: */
