unit SDL2_Mixer;
{*******************************************************************************

  SDL2_Mixer.pas  v1.0  29/07/2013 first version for DelphiXE
                  v1.1  27/08/2013 add MACOS compability
                  v1.2  31/05/2014 delete sdl2.inc

  Simple DirectMedia Layer
  Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>

  Pascal-Header-Conversion SDL from the JEDI-Team written by Domenique Louis and others.

  convert SDL/SDL2 to SDL2 for DelphiXE by Kotai 2013/2014  www.remakesonline.com

  The initial developer of this Pascal code was :
  Dominqiue Louis <Dominique@SavageSoftware.com.au>


*******************************************************************************}


interface

uses
  SDL2;

const

  {$IFDEF MSWINDOWS}
    SDL_MixerLibName = 'SDL2_mixer.dll';
  {$ENDIF}

  {$IFDEF ANDROID}
    SDL_MixerLibName = 'libSDL2_mixer.so';
  {$ENDIF}

  {$IFDEF MACOS}
    {$IFDEF IOS}
      SDL_MixerLibName = 'libSDL2_mixer.a';
    {$ELSE}
      SDL_MixerLibName = 'SDL2_mixer';
//      SDL_MixerLibName = '../Frameworks/SDL2_mixer.framework/Versions/A/SDL2_mixer';
    {$ENDIF}
  {$ENDIF}

  {* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL *}
const
  SDL_MIXER_MAJOR_VERSION = 2;
  SDL_MIXER_MINOR_VERSION = 0;
  SDL_MIXER_PATCHLEVEL    = 0;

  {* This macro can be used to fill a version structure with the compile-time
   * version of the SDL_mixer library.
   *}
procedure SDL_MIXER_VERSION(X: PSDL_Version);

  {* Backwards compatibility *}
const
  MIX_MAJOR_VERSION = SDL_MIXER_MAJOR_VERSION;
  MIX_MINOR_VERSION = SDL_MIXER_MINOR_VERSION;
  MIX_PATCHLEVEL    = SDL_MIXER_PATCHLEVEL;

procedure MIX_VERSION(X: PSDL_Version);

  {* This function gets the version of the dynamically linked SDL_mixer library.
     it should NOT be used to fill a version structure, instead you should
     use the SDL_MIXER_VERSION() macro.
   *}
function Mix_Linked_Version(): PSDL_Version;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_Linked_Version' {$ENDIF} {$ENDIF};

const
  MIX_INIT_FLAC        = $00000001;
  MIX_INIT_MOD         = $00000002;
  MIX_INIT_MODPLUG     = $00000004;
  MIX_INIT_MP3         = $00000008;
  MIX_INIT_OGG         = $00000010;
  MIX_INIT_FLUIDSYNTH  = $00000020;
type
  TMIX_InitFlags = Byte;

  {* Loads dynamic libraries and prepares them for use.  Flags should be
     one or more flags from MIX_InitFlags OR'd together.
     It returns the flags successfully initialized, or 0 on failure.
   *}
function Mix_Init(flags: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_Init' {$ENDIF} {$ENDIF};

  {* Unloads libraries loaded with Mix_Init *}
procedure Mix_Quit();
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_Quit' {$ENDIF} {$ENDIF};


  {* The default mixer has 8 simultaneous mixing channels *}
{$IFNDEF MIX_CHANNELS}
const
  MIX_CHANNELS = 8;
{$ENDIF}

  {* Good default values for a PC soundcard *}
const
  MIX_DEFAULT_FREQUENCY = 22050;
  MIX_DEFAULT_FORMAT    = AUDIO_S16LSB;
  MIX_DEFAULT_CHANNELS  = 2;
  MIX_MAX_VOLUME        = 128; {* Volume of a chunk *}

  {* The internal format for an audio chunk *}
type
  PMix_Chunk = ^TMix_Chunk;
  TMix_Chunk = record
    allocated: Integer;
    abuf: PUInt8;
    alen: UInt32;
    volume: UInt8;       {* Per-sample volume, 0-128 *}
  end;

  {* The different fading types supported *}
type
  TMix_Fading = (MIX_NO_FADING, MIX_FADING_OUT, MIX_FADING_IN);

  TMix_MusicType = (MUS_NONE,
                    MUS_CMD,
                    MUS_WAV,
                    MUS_MOD,
                    MUS_MID,
                    MUS_OGG,
                    MUS_MP3,
                    MUS_MP3_MAD,
                    MUS_FLAC,
                    MUS_MODPLUG);

  {* The internal format for a music chunk interpreted via mikmod *}
  PMix_Music = ^TMix_Music;
  TMix_Music = record end;

  {* Open the mixer with a certain audio format *}
function Mix_OpenAudio(frequency: Integer; format: UInt16; channels: Integer; chunksize: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_OpenAudio' {$ENDIF} {$ENDIF};

  {* Dynamically change the number of channels managed by the mixer.
     If decreasing the number of channels, the upper channels are
     stopped.
     This function returns the new number of allocated channels.
   *}
function Mix_AllocateChannels(numchans: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_AllocateChannels' {$ENDIF} {$ENDIF};

  {* Find out what the actual audio device parameters are.
     This function returns 1 if the audio has been opened, 0 otherwise.
   *}
function Mix_QuerySpec(frequency: PInt; format: PUInt16; channels: PInt): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_QuerySpec' {$ENDIF} {$ENDIF};

  {* Load a wave file or a music (.mod .s3m .it .xm) file *}
function Mix_LoadWAV_RW(src: PSDL_RWops; freesrc: Integer): PMix_Chunk;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_LoadWAV_RW' {$ENDIF} {$ENDIF};

function Mix_LoadWAV(_file: PChar): PMix_Chunk;

function Mix_LoadMUS(_file: PChar): PMix_Music;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_LoadMUS' {$ENDIF} {$ENDIF};

  {* Load a music file from an SDL_RWop object (Ogg and MikMod specific currently)
     Matt Campbell (matt@campbellhome.dhs.org) April 2000 *}
function Mix_LoadMUS_RW(src: PSDL_RWops; freesrc: Integer): PMix_Music;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_LoadMUS_RW' {$ENDIF} {$ENDIF};

  {* Load a music file from an SDL_RWop object assuming a specific format *}
function Mix_LoadMUSType_RW(src: PSDL_RWops; _type: TMix_MusicType; freesrc: Integer): PMix_Music;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_LoadMUSType_RW' {$ENDIF} {$ENDIF};

  {* Load a wave file of the mixer format from a memory buffer *}
function Mix_QuickLoad_WAV(mem: PUInt8): PMix_Chunk;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_QuickLoad_WAV' {$ENDIF} {$ENDIF};

  {* Load raw audio data of the mixer format from a memory buffer *}
function Mix_QuickLoad_RAW(mem: PUInt8; len: UInt32): PMix_Chunk;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_QuickLoad_RAW' {$ENDIF} {$ENDIF};

  {* Free an audio chunk previously loaded *}
procedure Mix_FreeChunk(chunk: PMix_Chunk);
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FreeChunk' {$ENDIF} {$ENDIF};

procedure Mix_FreeMusic(music: PMix_Music);
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FreeMusic' {$ENDIF} {$ENDIF};

  {* Get a list of chunk/music decoders that this build of SDL_mixer provides.
     This list can change between builds AND runs of the program, if external
     libraries that add functionality become available.
     You must successfully call Mix_OpenAudio() before calling these functions.
     This API is only available in SDL_mixer 1.2.9 and later.

     // usage...
     int i;
     const int total = Mix_GetNumChunkDecoders();
     for (i = 0; i < total; i++)
         printf("Supported chunk decoder: [%s]\n", Mix_GetChunkDecoder(i));

     Appearing in this list doesn't promise your specific audio file will
     decode...but it's handy to know if you have, say, a functioning Timidity
     install.

     These return values are static, read-only data; do not modify or free it.
     The pointers remain valid until you call Mix_CloseAudio().
  *}
function Mix_GetNumChunkDecoders: Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetNumChunkDecoders' {$ENDIF} {$ENDIF};

function Mix_GetChunkDecoder(index: Integer): PChar;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetChunkDecoder' {$ENDIF} {$ENDIF};

function Mix_GetNumMusicDecoders: Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetNumMusicDecoders' {$ENDIF} {$ENDIF};

function Mix_GetMusicDecoder(index: Integer): PChar;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetMusicDecoder' {$ENDIF} {$ENDIF};

  {* Find out the music format of a mixer music, or the currently playing
     music, if 'music' is NULL.
  *}
function Mix_GetMusicType(music: TMix_Music): TMix_MusicType;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetMusicType' {$ENDIF} {$ENDIF};

  {* 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.
  *}
type
  TMix_Func = procedure(udata: Pointer; stream: PUInt8; len: Integer);

procedure Mix_SetPostMix(func: TMix_Func; arg: Pointer);
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetPostMix' {$ENDIF} {$ENDIF};

  {* Add your own music player or additional mixer function.
     If 'mix_func' is NULL, the default music player is re-enabled.
   *}
procedure Mix_HookMusic(func: TMix_Func; arg: Pointer);
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_HookMusic' {$ENDIF} {$ENDIF};

  {* Add your own callback when the music has finished playing.
     This callback is only called if the music finishes naturally.
   *}
type
  PMix_Music_Finished = ^TMix_Music_Finished;
  TMix_Music_Finished = procedure();

procedure Mix_HookMusicFinished(music_finished: PMix_Music_Finished);
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_HookMusicFinished' {$ENDIF} {$ENDIF};

  {* Get a pointer to the user data for the current music hook *}
function Mix_GetMusicHookData(): Pointer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetMusicHookData' {$ENDIF} {$ENDIF};

  {*
   * Add your own callback when a channel has finished playing. NULL
   *  to disable callback. The callback may be called from the mixer's audio
   *  callback or it could be called as a result of Mix_HaltChannel(), etc.
   *  do not call SDL_LockAudio() from this callback; you will either be
   *  inside the audio callback, or SDL_mixer will explicitly lock the audio
   *  before calling your callback.
   *}
type
  TMix_Channel_Finished = procedure(channel: Integer);

procedure Mix_ChannelFinished(channel_finished: TMix_Channel_Finished);
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_ChannelFinished' {$ENDIF} {$ENDIF};

  {* Special Effects API by ryan c. gordon. (icculus@icculus.org) *}
const
  MIX_CHANNEL_POST = -2;

  {* This is the format of a special effect callback:
   *
   *   myeffect(int chan, void *stream, int len, void *udata);
   *
   * (chan) is the channel number that your effect is affecting. (stream) is
   *  the buffer of data to work upon. (len) is the size of (stream), and
   *  (udata) is a user-defined bit of data, which you pass as the last arg of
   *  Mix_RegisterEffect(), and is passed back unmolested to your callback.
   *  Your effect changes the contents of (stream) based on whatever parameters
   *  are significant, or just leaves it be, if you prefer. You can do whatever
   *  you like to the buffer, though, and it will continue in its changed state
   *  down the mixing pipeline, through any other effect functions, then finally
   *  to be mixed with the rest of the channels and music for the final output
   *  stream.
   *
   * DO NOT EVER call SDL_LockAudio() from your callback function!
   *}
type
  TMix_EffectFunc_t = procedure(chan: Integer; stream: Pointer; len: Integer; udata: Pointer);

  {*
   * 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!
   *}
type
  TMix_EffectDone_t = procedure(chan: Integer; udata: Pointer);

  {* Register a special effect function. At mixing time, the channel data is
   *  copied into a buffer and passed through each registered effect function.
   *  After it passes through all the functions, it is mixed into the final
   *  output stream. The copy to buffer is performed once, then each effect
   *  function performs on the output of the previous effect. Understand that
   *  this extra copy to a buffer is not performed if there are no effects
   *  registered for a given chunk, which saves CPU cycles, and any given
   *  effect will be extra cycles, too, so it is crucial that your code run
   *  fast. Also note that the data that your function is given is in the
   *  format of the sound device, and not the format you gave to Mix_OpenAudio(),
   *  although they may in reality be the same. This is an unfortunate but
   *  necessary speed concern. Use Mix_QuerySpec() to determine if you can
   *  handle the data before you register your effect, and take appropriate
   *  actions.
   * You may also specify a callback (Mix_EffectDone_t) that is called when
   *  the channel finishes playing. This gives you a more fine-grained control
   *  than Mix_ChannelFinished(), in case you need to free effect-specific
   *  resources, etc. If you don't need this, you can specify NULL.
   * You may set the callbacks before or after calling Mix_PlayChannel().
   * Things like Mix_SetPanning() are just internal special effect functions,
   *  so if you are using that, you've already incurred the overhead of a copy
   *  to a separate buffer, and that these effects will be in the queue with
   *  any functions you've registered. The list of registered effects for a
   *  channel is reset when a chunk finishes playing, so you need to explicitly
   *  set them with each call to Mix_PlayChannel*().
   * You may also register a special effect function that is to be run after
   *  final mixing occurs. The rules for these callbacks are identical to those
   *  in Mix_RegisterEffect, but they are run after all the channels and the
   *  music have been mixed into a single stream, whereas channel-specific
   *  effects run on a given channel before any other mixing occurs. These
   *  global effect callbacks are call "posteffects". Posteffects only have
   *  their Mix_EffectDone_t function called when they are unregistered (since
   *  the main output stream is never "done" in the same sense as a channel).
   *  You must unregister them manually when you've had enough. Your callback
   *  will be told that the channel being mixed is (MIX_CHANNEL_POST) if the
   *  processing is considered a posteffect.
   *
   * After all these effects have finished processing, the callback registered
   *  through Mix_SetPostMix() runs, and then the stream goes to the audio
   *  device.
   *
   * DO NOT EVER call SDL_LockAudio() from your callback function!
   *
   * returns zero if error (no such channel), nonzero if added.
   *  Error messages can be retrieved from Mix_GetError().
   *}
function Mix_RegisterEffect(chan: Integer; f: TMix_EffectFunc_t; d: TMix_EffectDone_t; arg: Pointer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_RegisterEffect' {$ENDIF} {$ENDIF};

  {* You may not need to call this explicitly, unless you need to stop an
   *  effect from processing in the middle of a chunk's playback.
   * Posteffects are never implicitly unregistered as they are for channels,
   *  but they may be explicitly unregistered through this function by
   *  specifying MIX_CHANNEL_POST for a channel.
   * returns zero if error (no such channel or effect), nonzero if removed.
   *  Error messages can be retrieved from Mix_GetError().
   *}
function Mix_UnregisterEffect(channel: Integer; f: TMix_EffectFunc_t): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_UnregisterEffect' {$ENDIF} {$ENDIF};

  {* You may not need to call this explicitly, unless you need to stop all
   *  effects from processing in the middle of a chunk's playback. Note that
   *  this will also shut off some internal effect processing, since
   *  Mix_SetPanning() and others may use this API under the hood. This is
   *  called internally when a channel completes playback.
   * Posteffects are never implicitly unregistered as they are for channels,
   *  but they may be explicitly unregistered through this function by
   *  specifying MIX_CHANNEL_POST for a channel.
   * returns zero if error (no such channel), nonzero if all effects removed.
   *  Error messages can be retrieved from Mix_GetError().
   *}
function Mix_UnregisterAllEffects(channel: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_UnregisterEffects' {$ENDIF} {$ENDIF};

const
  MIX_EFFECTSMAXSPEED = 'MIX_EFFECTSMAXSPEED';

  {*
   * These are the internally-defined mixing effects. They use the same API that
   *  effects defined in the application use, but are provided here as a
   *  convenience. Some effects can reduce their quality or use more memory in
   *  the name of speed; to enable this, make sure the environment variable
   *  MIX_EFFECTSMAXSPEED (see above) is defined before you call
   *  Mix_OpenAudio().
   *}

  {* Set the panning of a channel. The left and right channels are specified
   *  as integers between 0 and 255, quietest to loudest, respectively.
   *
   * Technically, this is just individual volume control for a sample with
   *  two (stereo) channels, so it can be used for more than just panning.
   *  If you want real panning, call it like this:
   *
   *   Mix_SetPanning(channel, left, 255 - left);
   *
   * ...which isn't so hard.
   *
   * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
   *  the panning will be done to the final mixed stream before passing it on
   *  to the audio device.
   *
   * This uses the Mix_RegisterEffect() API internally, and returns without
   *  registering the effect function if the audio device is not configured
   *  for stereo output. Setting both (left) and (right) to 255 causes this
   *  effect to be unregistered, since that is the data's normal state.
   *
   * returns zero if error (no such channel or Mix_RegisterEffect() fails),
   *  nonzero if panning effect enabled. Note that an audio device in mono
   *  mode is a no-op, but this call will return successful in that case.
   *  Error messages can be retrieved from Mix_GetError().
   *}
function Mix_SetPanning(channel: Integer; left: UInt8; right: UInt8): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetPanning' {$ENDIF} {$ENDIF};

  {* Set the position of a channel. (angle) is an integer from 0 to 360, that
   *  specifies the location of the sound in relation to the listener. (angle)
   *  will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260).
   *  Angle 0 is due north, and rotates clockwise as the value increases.
   *  For efficiency, the precision of this effect may be limited (angles 1
   *  through 7 might all produce the same effect, 8 through 15 are equal, etc).
   *  (distance) is an integer between 0 and 255 that specifies the space
   *  between the sound and the listener. The larger the number, the further
   *  away the sound is. Using 255 does not guarantee that the channel will be
   *  culled from the mixing process or be completely silent. For efficiency,
   *  the precision of this effect may be limited (distance 0 through 5 might
   *  all produce the same effect, 6 through 10 are equal, etc). Setting (angle)
   *  and (distance) to 0 unregisters this effect, since the data would be
   *  unchanged.
   *
   * If you need more precise positional audio, consider using OpenAL for
   *  spatialized effects instead of SDL_mixer. This is only meant to be a
   *  basic effect for simple "3D" games.
   *
   * If the audio device is configured for mono output, then you won't get
   *  any effectiveness from the angle; however, distance attenuation on the
   *  channel will still occur. While this effect will function with stereo
   *  voices, it makes more sense to use voices with only one channel of sound,
   *  so when they are mixed through this effect, the positioning will sound
   *  correct. You can convert them to mono through SDL before giving them to
   *  the mixer in the first place if you like.
   *
   * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
   *  the positioning will be done to the final mixed stream before passing it
   *  on to the audio device.
   *
   * This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning().
   *
   * returns zero if error (no such channel or Mix_RegisterEffect() fails),
   *  nonzero if position effect is enabled.
   *  Error messages can be retrieved from Mix_GetError().
   *}
function Mix_SetPosition(channel: Integer; angle: SInt16; distance: UInt8): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetPosition' {$ENDIF} {$ENDIF};

  {* Set the "distance" of a channel. (distance) is an integer from 0 to 255
   *  that specifies the location of the sound in relation to the listener.
   *  Distance 0 is overlapping the listener, and 255 is as far away as possible
   *  A distance of 255 does not guarantee silence; in such a case, you might
   *  want to try changing the chunk's volume, or just cull the sample from the
   *  mixing process with Mix_HaltChannel().
   * For efficiency, the precision of this effect may be limited (distances 1
   *  through 7 might all produce the same effect, 8 through 15 are equal, etc).
   *  (distance) is an integer between 0 and 255 that specifies the space
   *  between the sound and the listener. The larger the number, the further
   *  away the sound is.
   * Setting (distance) to 0 unregisters this effect, since the data would be
   *  unchanged.
   * If you need more precise positional audio, consider using OpenAL for
   *  spatialized effects instead of SDL_mixer. This is only meant to be a
   *  basic effect for simple "3D" games.
   *
   * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
   *  the distance attenuation will be done to the final mixed stream before
   *  passing it on to the audio device.
   *
   * This uses the Mix_RegisterEffect() API internally.
   *
   * returns zero if error (no such channel or Mix_RegisterEffect() fails),
   *  nonzero if position effect is enabled.
   *  Error messages can be retrieved from Mix_GetError().
   *}
function Mix_SetDistance(channel: Integer; distance: UInt8): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetDistance' {$ENDIF} {$ENDIF};

{*
 * !!! FIXME : Haven't implemented, since the effect goes past the
 *              end of the sound buffer. Will have to think about this.
 *               --ryan.
 *}
//#if 0
{* Causes an echo effect to be mixed into a sound. (echo) is the amount
 *  of echo to mix. 0 is no echo, 255 is infinite (and probably not
 *  what you want).
 *
 * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
 *  the reverbing will be done to the final mixed stream before passing it on
 *  to the audio device.
 *
 * This uses the Mix_RegisterEffect() API internally. If you specify an echo
 *  of zero, the effect is unregistered, as the data is already in that state.
 *
 * returns zero if error (no such channel or Mix_RegisterEffect() fails),
 *  nonzero if reversing effect is enabled.
 *  Error messages can be retrieved from Mix_GetError().
 *}
//extern no_parse_DECLSPEC int SDLCALL Mix_SetReverb(int channel, Uint8 echo);
//#endif

  {* Causes a channel to reverse its stereo. This is handy if the user has his
   *  speakers hooked up backwards, or you would like to have a minor bit of
   *  psychedelia in your sound code.  :)  Calling this function with (flip)
   *  set to non-zero reverses the chunks's usual channels. If (flip) is zero,
   *  the effect is unregistered.
   *
   * This uses the Mix_RegisterEffect() API internally, and thus is probably
   *  more CPU intensive than having the user just plug in his speakers
   *  correctly. Mix_SetReverseStereo() returns without registering the effect
   *  function if the audio device is not configured for stereo output.
   *
   * If you specify MIX_CHANNEL_POST for (channel), then this the effect is used
   *  on the final mixed stream before sending it on to the audio device (a
   *  posteffect).
   *
   * returns zero if error (no such channel or Mix_RegisterEffect() fails),
   *  nonzero if reversing effect is enabled. Note that an audio device in mono
   *  mode is a no-op, but this call will return successful in that case.
   *  Error messages can be retrieved from Mix_GetError().
   *}
function Mix_SetReverseStereo(channel: Integer; flip: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetReverseStereo' {$ENDIF} {$ENDIF};

  {* end of effects API. --ryan. *}

  {* Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate
     them dynamically to the next sample if requested with a -1 value below.
     Returns the number of reserved channels.
   *}
function Mix_ReserveChannels(num: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_ReverseChannels' {$ENDIF} {$ENDIF};

  {* Channel grouping functions *}

  {* Attach a tag to a channel. A tag can be assigned to several mixer
     channels, to form groups of channels.
     If 'tag' is -1, the tag is removed (actually -1 is the tag used to
     represent the group of all the channels).
     Returns true if everything was OK.
   *}
function Mix_GroupChannel(which: Integer; tag: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GroupChannel' {$ENDIF} {$ENDIF};

  {* Assign several consecutive channels to a group *}
function Mix_GroupChannels(from: Integer; _to: Integer; tag: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GroupChannels' {$ENDIF} {$ENDIF};

  {* Finds the first available channel in a group of channels,
     returning -1 if none are available.
   *}
function Mix_GroupAvailable(tag: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GroupAvailable' {$ENDIF} {$ENDIF};

  {* Returns the number of channels in a group. This is also a subtle
     way to get the total number of channels when 'tag' is -1
   *}
function Mix_GroupCount(tag: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GroupCount' {$ENDIF} {$ENDIF};

  {* Finds the "oldest" sample playing in a group of channels *}
function Mix_GroupOldest(tag: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GroupOldest' {$ENDIF} {$ENDIF};

  {* Finds the "most recent" (i.e. last) sample playing in a group of channels *}
function Mix_GroupNewer(tag: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GroupNewer' {$ENDIF} {$ENDIF};

  {* Play an audio chunk on a specific channel.
     If the specified channel is -1, play on the first free channel.
     If 'loops' is greater than zero, loop the sound that many times.
     If 'loops' is -1, loop inifinitely (~65000 times).
     Returns which channel was used to play the sound.
  *}
function Mix_PlayChannel(channel: Integer; chunk: PMix_Chunk; loops: Integer): Integer;

  {* The same as above, but the sound is played at most 'ticks' milliseconds *}
function Mix_PlayChannelTimed(channel: Integer; chunk: PMix_Chunk; loops: Integer; ticks: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_PlayChannelTimed' {$ENDIF} {$ENDIF};

function Mix_PlayMusic(music: PMix_Music; loops: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_PlayMusic' {$ENDIF} {$ENDIF};

  {* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions *}
function Mix_FadeInMusic(music: PMix_Music; loops: Integer; ms: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FadeInMusic' {$ENDIF} {$ENDIF};

function Mix_FadeInMusicPos(music: PMix_Music; loops: Integer; ms: Integer; position: Double): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FadeInMusicPos' {$ENDIF} {$ENDIF};

function Mix_FadeInChannel(channel: Integer; chunk: PMix_Chunk; loops: Integer; ms: Integer): Integer;

function Mix_FadeInChannelTimed(channel: Integer; chunk: PMix_Chunk; loops: Integer; ms: Integer; ticks: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FadeInChannelTimed' {$ENDIF} {$ENDIF};

  {* Set the volume in the range of 0-128 of a specific channel or chunk.
     If the specified channel is -1, set volume for all channels.
     Returns the original volume.
     If the specified volume is -1, just return the current volume.
  *}
function Mix_Volume(channel: Integer; volume: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_Volume' {$ENDIF} {$ENDIF};

function Mix_VolumeChunk(chunk: PMix_Chunk; volume: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_VolumeChunk' {$ENDIF} {$ENDIF};

function Mix_VolumeMusic(volume: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_VolumeMusic' {$ENDIF} {$ENDIF};

  {* Halt playing of a particular channel *}
function Mix_HaltChannel(channel: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_HaltChannel' {$ENDIF} {$ENDIF};

function Mix_HaltGroup(tag: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_HaltGroup' {$ENDIF} {$ENDIF};

function Mix_HaltMusic(): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_HaltMusic' {$ENDIF} {$ENDIF};

  {* Change the expiration delay for a particular channel.
     The sample will stop playing after the 'ticks' milliseconds have elapsed,
     or remove the expiration if 'ticks' is -1
  *}
function Mix_ExpireChannel(channel: Integer; ticks: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_ExpireChannel' {$ENDIF} {$ENDIF};

  {* Halt a channel, fading it out progressively till it's silent
     The ms parameter indicates the number of milliseconds the fading
     will take.
   *}
function Mix_FadeOutChannel(which: Integer; ms: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FadeOutChannel' {$ENDIF} {$ENDIF};

function Mix_FadeOutGroup(tag: Integer; ms: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FadeOutGroup' {$ENDIF} {$ENDIF};

function Mix_FadeOutMusic(ms: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FadeOutMusic' {$ENDIF} {$ENDIF};

  {* Query the fading status of a channel *}
function Mix_FadingMusic(): TMix_Fading;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FadingMusic' {$ENDIF} {$ENDIF};

function Mix_FadingChannel(which: Integer): TMix_Fading;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_FadingChannel' {$ENDIF} {$ENDIF};

  {* Pause/Resume a particular channel *}
procedure Mix_Pause(channel: Integer);
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_Pause' {$ENDIF} {$ENDIF};

procedure Mix_Resume(channel: Integer);
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_Resume' {$ENDIF} {$ENDIF};

function Mix_Paused(channel: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_Paused' {$ENDIF} {$ENDIF};

  {* Pause/Resume the music stream *}
procedure Mix_PauseMusic();
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_PauseMusic' {$ENDIF} {$ENDIF};

procedure Mix_ResumeMusic();
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_ResumeMusic' {$ENDIF} {$ENDIF};

procedure Mix_RewindMusic();
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_RewindMusic' {$ENDIF} {$ENDIF};

function Mix_PausedMusic(): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_PausedMusic' {$ENDIF} {$ENDIF};

  {* Set the current position in the music stream.
     This returns 0 if successful, or -1 if it failed or isn't implemented.
     This function is only implemented for MOD music formats (set pattern
     order number) and for OGG, FLAC, MP3_MAD, and MODPLUG music (set
     position in seconds), at the moment.
  *}
function Mix_SetMusicPosition(position: Double): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetMusicPosition' {$ENDIF} {$ENDIF};

  {* Check the status of a specific channel.
     If the specified channel is -1, check all channels.
  *}
function Mix_Playing(channel: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_Playing' {$ENDIF} {$ENDIF};

function Mix_PlayingMusic(): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_PlayingMusic' {$ENDIF} {$ENDIF};

  {* Stop music and set external music playback command *}
function Mix_SetMusicCMD(command: PChar): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetMusicCMD' {$ENDIF} {$ENDIF};

  {* Synchro value is set by MikMod from modules while playing *}
function Mix_SetSynchroValue(value: Integer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetSynchroValue' {$ENDIF} {$ENDIF};

function Mix_GetSynchroValue(): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetSynchroValue' {$ENDIF} {$ENDIF};

  {* Set/Get/Iterate SoundFonts paths to use by supported MIDI backends *}
function Mix_SetSoundFonts(paths: PChar): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_SetSoundFonts' {$ENDIF} {$ENDIF};

function Mix_GetSoundFonts(): PChar;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetSoundFonts' {$ENDIF} {$ENDIF};

type
  TMix_SoundFunc = function(c: PChar; p: Pointer): Integer;

function Mix_EachSoundFont(func: TMix_SoundFunc; data: Pointer): Integer;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_EachSoundFont' {$ENDIF} {$ENDIF};

  {* Get the Mix_Chunk currently associated with a mixer channel
      Returns NULL if it's an invalid channel, or there's no chunk associated.
  *}
function Mix_GetChunk(channel: Integer): PMix_Chunk;
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_GetChunk' {$ENDIF} {$ENDIF};

  {* Close the mixer, halting all playing audio *}
procedure Mix_CloseAudio();
cdecl; external SDL_MixerLibName {$IFDEF MACOS} {$IFNDEF IOS} name '_MIX_CloseAudio' {$ENDIF} {$ENDIF};

{* We'll use SDL for reporting errors *}
function Mix_SetError(const fmt: PChar): SInt32;
function Mix_GetError: PChar;






//******************************************************************************
//******************************************************************************
//******************************************************************************
//******************************************************************************
//******************************************************************************







implementation

//******************************************************************************

procedure SDL_MIXER_VERSION(X: PSDL_Version);
begin
     X.major := SDL_MIXER_MAJOR_VERSION;
     X.minor := SDL_MIXER_MINOR_VERSION;
     X.patch := SDL_MIXER_PATCHLEVEL;
end;

//******************************************************************************

procedure MIX_VERSION(X: PSDL_Version);
begin
     SDL_MIXER_VERSION(X);
end;

//******************************************************************************

function Mix_FadeInChannel(channel: Integer; chunk: PMix_Chunk; loops: Integer; ms: Integer): Integer;
begin
     Result := Mix_FadeInChannelTimed(channel, chunk, loops, ms, -1);
end;

//******************************************************************************

function Mix_PlayChannel(channel: Integer; chunk: PMix_Chunk; loops: Integer): Integer;
begin
     Result := Mix_PlayChannelTimed(channel, chunk, loops, -1);
end;

//******************************************************************************

function Mix_LoadWAV(_file: PChar): PMix_Chunk;
begin
     Result := Mix_LoadWAV_RW(SDL_RWFromFile(_file, 'rb'), 1);
end;

//******************************************************************************

function Mix_SetError(const fmt: PChar): SInt32;
begin
     Result := SDL_SetError(fmt);
end;

//******************************************************************************

function Mix_GetError: PChar;
begin
     Result := SDL_GetError;
end;

end.
