fmt forces file format if not NULL.
buf_size: optional buffer size.
ap: AVFormatParameters struct setting parameters (see data reference).
Return the next frame of a stream. The information is stored as a packet in pkt.
The returned packet is valid until the next av_read_frame() or until av_close_input_file() and must be freed with av_free_packet. For video, the packet contains exactly one frame. For audio, it contains an integer number of frames if each frame has a known fixed size (e.g. PCM or ADPCM data). If the audio frames have a variable size (e.g. MPEG audio), then it contains one frame.
pkt->pts, pkt->dts and pkt->duration are always set to correct values in AVStream.timebase units (and guessed if the format cannot provided them). pkt->pts can be AV_NOPTS_VALUE if the video format has B frames, so it is better to rely on pkt->dts if you do not decompress the payload.
Returns: 0 if OK, < 0 if error or end of file.
stream_index: If stream_index is -1, a default stream is selected, and timestamp is automatically converted from AV_TIME_BASE units to the stream specific time_base.
timestamp is measured in AVStream.time_base units or if there is no stream specified then in AV_TIME_BASE units.
flags: Set options regarding direction and seeking mode.
AVSEEK_FLAG_ANY: Seek to any frame, not just keyframes
AVSEEK_FLAG_BACKWARD: Seek backward
AVSEEK_FLAG_BYTE: Seeking based on position in bytes
Warning: You must set frame_size_ptr to the allocated size of the output buffer before callingavcodec_decode_audio2(). The input buffer must be FF_INPUT_BUFFER_PADDING_SIZE larger than the actual read bytes because some optimized bitstream readers read 32 or 64 bits at once and could read over the end. The end of the input buffer buf should be set to 0 to ensure that no overreading happens for damaged MPEG streams.
Note: You might have to align the input buffer buf and output buffer samples. The alignment requirements depend on the CPU: on some CPUs it isn't necessary at all, on others it won't work at all if not aligned and on others it will work but it will have an impact on performance. In practice, the bitstream should have 4 byte alignment at minimum and all sample data should be 16 byte aligned unless the CPU doesn't need it (AltiVec and SSE do). If the linesize is not a multiple of 16 then there's no sense in aligning the start of the buffer to 16.
avctx: The codec context.
samples: The output buffer.
frame_size_ptr: The output buffer size in bytes.
buf: The input buffer.
buf_size: The input buffer size in bytes.
Returns: On error a negative value is returned, otherwise the number of bytes used or zero if no frame could be decompressed.
Warning: The sample alignment and buffer problems that apply to avcodec_decode_audio apply to this function as well.
avctx: The codec context.
picture: The AVFrame in which the decoded video will be stored.
buf: The input buffer.
buf_size: The size of the input buffer in bytes.
frameFinished Zero if no frame could be decompressed, otherwise it is non-zero.
Returns: On error a negative value is returned, otherwise the number of bytes used or zero if no frame could be decompressed.
Params:
srcW, srcH, srcFormat: source width, height, and pix format
dstW, dstH, dstFormat: destination width, height, and pix format
flags: Method of scaling to use. Choices are SWS_FAST_BILINEAR, SWS_BILINEAR, SWS_BICUBIC, SWS_X, SWS_POINT, SWS_AREA, SWS_BICUBLIN, SWS_GAUSS, SWS_SINC, SWS_LANCZOS, SWS_SPLINE. Other flags include CPU capability flags: SWS_CPU_CAPS_MMX, SWS_CPU_CAPS_MMX2, SWS_CPU_CAPS_3DNOW, SWS_CPU_CAPS_ALTIVEC. Other flags include (currently not completely implemented) SWS_FULL_CHR_H_INT, SWS_FULL_CHR_H_INP, and SWS_DIRECT_BGR. Finally we have SWS_ACCURATE_RND and perhaps the most useful for beginners, SWS_PRINT_INFO. I have no idea what most of these do. Maybe email me?
srcFilter, dstFilter: SwsFilter for source and destination. SwsFilter involves chroma/luminsence filtering. A value of NULL sets these to the default.
param: should be a pointer to an int[2] buffer with coefficients. Not documented. Looks like it's used to alter the default scaling algorithms slightly. A value of NULL sets this to the default. Experts only!
Another way to cancel a currently-running timer is by calling SDL_RemoveTimer with the timer's ID (which was returned from SDL_AddTimer).
The timer callback function may run in a different thread than your main program, and so shouldn't call any functions from within itself. However, you may always call SDL_PushEvent.
The granularity of the timer is platform-dependent, but you should count on it being at least 10 ms as this is the most common number. This means that if you request a 16 ms timer, your callback will run approximately 20 ms later on an unloaded system. If you wanted to set a flag signaling a frame update at 30 frames per second (every 33 ms), you might set a timer for 30 ms (see example below). If you use this function, you need to pass SDL_INIT_TIMER to SDL_Init.
Returns an ID value for the added timer or NULL if there was an error.
Format for callback is:
Uint32 callback(Uint32 interval, void *param).
Note: Count on a delay granularity of at least 10 ms. Some platforms have shorter clock ticks but this is the most common.
display needs to actually be the surface gotten from SDL_SetVideoMode otherwise this function will segfault.
The term 'overlay' is a misnomer since, unless the overlay is created in hardware, the contents for the display surface underneath the area where the overlay is shown will be overwritten when the overlay is displayed.
SDL_INIT_TIMER Initializes the timer subsystem.
SDL_INIT_AUDIO Initializes the audio subsystem.
SDL_INIT_VIDEO Initializes the video subsystem.
SDL_INIT_CDROM Initializes the cdrom subsystem.
SDL_INIT_JOYSTICK Initializes the joystick subsystem.
SDL_INIT_EVERYTHING Initialize all of the above.
SDL_INIT_NOPARACHUTE Prevents SDL from catching fatal signals.
SDL_INIT_EVENTTHREAD Run the event manager in a separate thread.
Returns -1 on an error or 0 on success. You can get extended error message by calling SDL_GetError. Typical cause of this error is using a particular display without having according subsystem support, such as missing mouse driver when using with framebuffer device. In this case you can either compile SDL without mouse device, or set "SDL_NOMOUSE=1" environment variable before running your application.
To open the audio device a desired SDL_AudioSpec must be created. You must then fill this structure with your desired audio specifications.
desired->freq: The desired audio frequency in samples-per-second.
desired->format: The desired audio format (see SDL_AudioSpec)
desired->channels: The desired channels (1 for mono, 2 for stereo, 4 for surround, 6 for surround with center and lfe).
desired->samples: The desired size of the audio buffer in samples. This number should be a power of two, and may be adjusted by the audio driver to a value more suitable for the hardware. Good values seem to range between 512 and 8192 inclusive, depending on the application and CPU speed. Smaller values yield faster response time, but can lead to underflow if the application is doing heavy processing and cannot fill the audio buffer in time. A stereo sample consists of both right and left channels in LR ordering. Note that the number of samples is directly related to time by the following formula: ms = (samples*1000)/freq
desired->callback: This should be set to a function that will be called when the audio device is ready for more data. It is passed a pointer to the audio buffer, and the length in bytes of the audio buffer. This function usually runs in a separate thread, and so you should protect data structures that it accesses by calling SDL_LockAudio and SDL_UnlockAudio in your code. The callback prototype is void callback(void *userdata, Uint8 *stream, int len). userdata is the pointer stored in the userdata field of the SDL_AudioSpec. stream is a pointer to the audio buffer you want to fill with information and len is the length of the audio buffer in bytes.
desired->userdata: This pointer is passed as the first parameter to the callback function.
SDL_OpenAudio reads these fields from the desired SDL_AudioSpec structure passed to the function and attempts to find an audio configuration matching your desired. As mentioned above, if the obtained parameter is NULL then SDL with convert from your desired audio settings to the hardware settings as it plays.
If obtained is NULL then the desired SDL_AudioSpec is your working specification, otherwise the obtained SDL_AudioSpec becomes the working specification and the desired specification can be deleted. The data in the working specification is used when building SDL_AudioCVT's for converting loaded data to the hardware format.
SDL_OpenAudio calculates the size and silence fields for both the desired and obtained specifications. The size field stores the total size of the audio buffer in bytes, while the silence stores the value used to represent silence in the audio buffer
The audio device starts out playing silence when it's opened, and should be enabled for playing by calling SDL_PauseAudio(0) when you are ready for your audio callback function to be called. Since the audio driver may modify the requested size of the audio buffer, you should allocate any local mixing buffers after you open the audio device.
SDL_SWSURFACE Create the video surface in system memory
SDL_HWSURFACE Create the video surface in video memory
SDL_ASYNCBLIT Enables the use of asynchronous updates of the display surface. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.
SDL_ANYFORMAT Normally, if a video surface of the requested bits-per-pixel (bpp) is not available, SDL will emulate one with a shadow surface. Passing SDL_ANYFORMAT prevents this and causes SDL to use the video surface, regardless of its pixel depth.
SDL_HWPALETTE Give SDL exclusive palette access. Without this flag you may not always get the the colors you request with SDL_SetColors or SDL_SetPalette.
SDL_DOUBLEBUF Enable hardware double buffering; only valid with SDL_HWSURFACE. Calling SDL_Flip will flip the buffers and update the screen. All drawing will take place on the surface that is not displayed at the moment. If double buffering could not be enabled then SDL_Flip will just perform a SDL_UpdateRect on the entire screen.
SDL_FULLSCREEN SDL will attempt to use a fullscreen mode. If a hardware resolution change is not possible (for whatever reason), the next higher resolution will be used and the display window centered on a black background.
SDL_OPENGL Create an OpenGL rendering context. You should have previously set OpenGL video attributes with SDL_GL_SetAttribute. (IMPORTANT: Please see this page for more.)
SDL_OPENGLBLIT Create an OpenGL rendering context, like above, but allow normal blitting operations. The screen (2D) surface may have an alpha channel, and SDL_UpdateRects must be used for updating changes to the screen surface. NOTE: This option is kept for compatibility only, and will be removed in next versions. Is not recommended for new code.
SDL_RESIZABLECreate a resizable window. When the window is resized by the user a SDL_VIDEORESIZE event is generated and SDL_SetVideoMode can be called again with the new size.
SDL_NOFRAME If possible, SDL_NOFRAME causes SDL to create a window with no title bar or frame decoration. Fullscreen modes automatically have this flag set.
Note: Whatever flags SDL_SetVideoMode could satisfy are set in the flags member of the returned surface.
Note: A bitsperpixel of 24 uses the packed representation of 3 bytes/pixel. For the more common 4 bytes/pixel mode, use a bitsperpixel of 32. Somewhat oddly, both 15 and 16 will request a 2 bytes/pixel mode, but different pixel formats.
Note: Use SDL_SWSURFACE if you plan on doing per-pixel manipulations, or blit surfaces with alpha channels, and require a high framerate. When you use hardware surfaces (SDL_HWSURFACE), SDL copies the surfaces from video memory to system memory when you lock them, and back when you unlock them. This can cause a major performance hit. (Be aware that you may request a hardware surface, but receive a software surface. Many platforms can only provide a hardware surface when using SDL_FULLSCREEN.) SDL_HWSURFACE is best used when the surfaces you'll be blitting can also be stored in video memory.
Note: If you want to control the position on the screen when creating a windowed surface, you may do so by setting the environment variables "SDL_VIDEO_CENTERED=center" or "SDL_VIDEO_WINDOW_POS=x,y". You can set them via SDL_putenv.
Return Value: The framebuffer surface, or NULL if it fails. The surface returned is freed bySDL_Quit and should not be freed by the caller. Note: This rule includes consecutive calls toSDL_SetVideoMode (i.e. resize or rez change) - the pre-existing surface will be released automatically.