<chapter id="oal-operation"> <title>&OAL; Operation</title> <sect1> <title>&OAL; Fundamentals</title> <para> &OAL; (henceforth, the "&AL;") is concerned only with rendering audio into an output buffer, and primarily meant for spatialized audio. There is no support for reading audio input from buffers at this time, and no support for MIDI and other components usually associated with audio hardware. Programmers must relay on other mechanisms to obtain audio (e.g. voice) input or generate music. </para> <para> The &AL; has three fundamental primitives or objects -- Buffers, Sources, and a single Listener. Each object can be changed independently, the setting of one object does not affect the setting of others. The application can also set modes that affect processing. Modes are set, objects specified, and other &AL; operations performed by sending commands in the form of function or procedure calls. </para><para> Sources store locations, directions, and other attributes of an object in 3D space and have a buffer associated with them for playback. There are normally far more sources defined than buffers. When the program wants to play a sound, it controls execution through a source object. Sources are processed independently from each other. </para><para> Buffers store compressed or un-compressed audio data. It is common to initialize a large set of buffers when the program first starts (or at non-critical times during execution -- between levels in a game, for instance). Buffers are referred to by Sources. Data (audio sample data) is associated with buffers. </para><para> There is only one listener (per audio context). The listener attributes are similar to source attributes, but are used to represent where the user is hearing the audio from. The influence of all the sources from the perspective of the listener is mixed and played for the user. </para> <![ %RFC [ <note id="rfc-bk000926-03"><title>RFC: Data Binding</title><para> Have to specifiy when pointer arguments are dereferenced. </para></note> ]]> <sect2> <title>Primitive Types</title> <para> As &AL; is meant to allow for seamless integration with &OGL; code if needed, the &AL; primitive (scalar) data types mimic the &OGL; data types. Guaranteed minimum sizes are stated for &OGL; data types (see table 2.2 of the &OGL; 1.2 Specification), but the actual choice of C datatype is left to the implementation. All implementations on a given binary architecture, however, must use a common definition of these datatypes. </para> <![ %RFC [ <note><title>RFC/000507:</title><para> ALlong/ALulong are omitted from the Linux OpenGL Base ABI, and the GL specification. Do we want to go ahead on this, or trail GL? Do we include non-i386 architectures to list sizes explicitely. I.e. do we make the ABI part of our mandate? </para></note> ]]> <para> Note that this table uses explicit AL prefixes for clarity, while they might be omitted from the rest of the document for brevity. GCC equivalents are given for IA32, i.e. a portable and widely available compiler on the most common target architecture. <table> <title>&AL; Primitive Data Types</title> <tgroup cols="4" align="left" colsep=1 rowsep=1> <colspec colname=c1> <colspec colname=c2> <thead> <row> <entry>AL Type</> <entry>Description</> <entry>GL Type</> <entry>GCC IA32</entry> </row> </thead> <tbody> <row> <entry> ALboolean </entry> <entry> 8-bit boolean </entry> <entry> GLboolean </entry> <entry> unsigned char </entry> </row> <row> <entry> ALbyte </entry> <entry> signed 8-bit 2's-complement integer </entry> <entry> GLbyte </entry> <entry> signed char </entry> </row> <row > <entry> ALubyte </entry> <entry> unsigned 8-bit integer </entry> <entry> GLubyte </entry> <entry> unsigned char </entry> </row> <row> <entry> ALshort </entry> <entry> signed 16-bit 2's-complement integer </entry> <entry> GLshort </entry> <entry> short </entry> </row <row> <entry> ALushort </entry> <entry> unsigned 16-bit integer </entry> <entry> GLushort </entry> <entry> unsigned short </entry> </row> <row> <entry> ALint </entry> <entry> signed 32-bit 2's-complement integer </entry> <entry> GLint </entry> <entry> int </entry> </row> <row> <entry> ALuint </entry> <entry> unsigned 32-bit integer </entry> <entry> GLuint </entry> <entry> unsigned int </entry> </row> <![ %RFC [ <row> <entry> ALlong </entry> <entry> signed 64-bit 2's-complement integer </entry> <entry> n/a </entry> <entry> long long </entry> </row> <row> <entry> ALulong </entry> <entry> unsigned 64-bit integer </entry> <entry> n/a </entry> <entry> unsigned long long </entry> </row> ]]> <row> <entry> ALsizei </entry> <entry> non-negative 32-bit binary integer size </entry> <entry> GLsizei </entry> <entry> int </entry> </row> <row> <entry> ALenum </entry> <entry> enumerated 32-bit value </entry> <entry> GLenum </entry> <entry> unsigned int </entry> </row> <row> <entry> ALbitfield </entry> <entry> 32 bit bitfield </entry> <entry> GLbitfield </entry> <entry> unsigned int </entry> </row> <row> <entry> ALfloat </entry> <entry> 32-bit IEEE754 floating-point </entry> <entry> GLfloat </entry> <entry> float </entry> </row> <row> <entry> ALclampf </entry> <entry> Same as ALfloat, but in range [0, 1] </entry> <entry> GLclampf </entry> <entry> float </entry> </row> <row> <entry> ALdouble </entry> <entry> 64-bit IEEE754 floating-point </entry> <entry> GLdouble </entry> <entry> double </entry> </row> <row> <entry> ALclampd </entry> <entry> Same as ALdouble, but in range [0, 1] </entry> <entry> GLclampd </entry> <entry> double </entry> </row> </tbody> </tgroup> </table> </para> <![ %Annote [ <note><title>Annotation on Type Sizes</title><para> It would be desirable to guarantee the bit size of &AL; data types, but this might affect the mapping to &OGL; types for which the &OGL; specification only guarantees a minimum size. </para></note> <note><title>Annotation on 64bit integral</title><para> It would be desirable to define ulong and long, but again we defer to &OGL; in this decision. </para></note> <note><title>Annotation on Enumeration</title><para> &enum; is not a C or C++ enumeration, but implemented as C preprocesor defines. This makes it easier to handle extensions to the &AL; namespace, in particular in dealing with delays in distributing updated reference headers. </para></note> ]]> </sect2> <sect2> <title>Floating-Point Computation</title> <para> Any representable floating-point value is legal as input to a &AL; command that requires floating point data. The result of providing a value that is not a floating point number to such a command is unspecified, but must not lead to &AL; interruption or termination. In IEEE arithmetic, for example, providing a negative zero or a denormalized number to a GL command yields predictable results, while providing an NaN or infinity yields unspecified results. </para><para> Some calculations require division. In such cases (including implied divisions required by vector normalizations), a division by zero produces an unspecified result but must not lead to GL interruption or termination. </para> </sect2> </sect1> <sect1> <title>AL State</title> <para> The &AL; maintains considerable state. This documents enumerates each state variable and describes how each variable can be changed. For purposes of discussion, state variables are categorized somewhat arbitrarily by their function. For example, although we describe operations that the &AL; performs on the implied output buffer, the outbut buffer is not part of the &AL; state. Certain states of &AL; objects (e.g. buffer states with respect to queueing) are introduced for discussion purposes, but not exposed through the API. </para> </sect1> <sect1> <title>AL Command Syntax</title> <para> &AL; commands are functions or procedures. Various groups of commands perform the same operation but differ in how arguments are supplied to them. To conveniently accomodate this variation, we adopt the &OGL; nnotation for describing commands and their arguments. </para> <![ %Annote [ <note><title>Annotation (Not all types supported yet)</title><para> At this time &AL; does not support the full flexibility that &OGL; offers. Certain entry points are supported only for some data types. In general, &AL; tends to use less entry points, using setter commands that use the same tokens as the matching query commands. </para></note> ]]> </sect1> <sect1> <title>Basic AL Operation</title> <para> &AL; can be used for a variety of audio playback tasks, and is an excellent complement to &OGL; for real-time rendering. A programmer who is familiar with &OGL; will immediately notice the similarities between the two APIs in that they describe their 3D environments using similar methods. </para> <para> For an &OGL;/&AL; program, most of the audio programming will be in two places in the code: initialization of the program, and the rendering loop. An &OGL;/&AL; program will typically contain a section where the graphics and audio systems are initialized, although it may be spread into multiple functions. For OpenAL, initialization normally consists of creating a context, creating the initial set of buffers, loading the buffers with sample data, creating sources, attaching buffers to sources, setting locations and directions for the listener and sources, and setting the initial values for state global to &AL;. </para> <example> <title>Initialization Example</title> <para> &sample.c; </para> <programlisting> </programlisting> </example> <![ %Example [ <example> <title>Initialization Example</title> <programlisting> &ExInitAL.c; </programlisting> </example> ]]> <para> The audio update within the rendering loop normally consists of telling &AL; the current locations of the sources and listener, updating the environment settings, and managing buffers. </para> <![ %Example [ <example> <title>Processing Loop</title> <programlisting> // PlaceCamera -- places OpenGL camera and updates OpenAL listener position and source state void 3DEnvironemnt:PlaceCamera() { // update OpenGL camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-0.1333, 0.1333, -0.1, 0.1, 0.2, 50.0); gluLookAt(listenerPos[0], listenerPos[1], listenerPos[2], (listenerPos[0] + sin(listenerAngle)), listenerPos[1], (listenerPos[2] - cos(listenerAngle)), 0.0, 1.0, 0.0); // OpenAL stuff... // place listener at camera alListener3f(AL_POSITION, listenerPos[0], listenerPos[1], listenerPos[2]); float directionvect[6]; directionvect[0] = (float) sin(listenerAngle); directionvect[1] = 0; directionvect[2] = (float) cos(listenerAngle); directionvect[3] = 0; directionvect[4] = 1; directionvect[5] = 0; alListenerfv(AL_ORIENTATION, directionvect); // play phasor if in range, else stop playback if (range() < 9) { alSourcePlay(source[1]); } else { alSourceStop(source[1]); } } </programlisting> </example> ]]> </sect1> <sect1 id="errors"> <title>AL Errors</title> <para> The AL detects only a subset of those conditions that could be considered errors. This is because in many cases error checking would adversely impact the performance of an error-free program. The command <funcsynopsis><funcprototype> <funcdef> &enum; <function> GetError </function></funcdef> <void> </funcprototype></funcsynopsis> is used to obtain error information. Each detectable error is assigned a numeric code. When an error is detected by AL, a flag is set and the error code is recorded. Further errors, if they occur, do not affect this recorded code. When GetError is called, the code is returned and the flag is cleared, so that a further error will again record its code. If a call to GetError returns NO_ERROR then there has been no detectable error since the last call to GetError (or since the AL was initialized). </para> <![ %RFC [ <note id="rfc-bk000926-04"><title>RFC: GL distributed error </title><para> To allow for distributed implementations there may be several flag/code pairs. In this case, after a call to GetError returns a value other than NO_ERROR each subsequent call returns the non-NO_ERROR code of another distinct flag-code pair (in unspecified order), until all NO_ERROR codes have been returned. When there are no more non-NO_ERROR codes, all flags be reset. The initial state of all flags is cleared and the initial value of all codes is NO_ERROR. </para></note> <note><title>Annotation (Looping GetError)</title><para> &AL; applications are advised to loop calls of GetError to make sure that all flags are reset. Only the first error occurence for each flag/code pair is recorded, subsequent errors are ignored. The result of a repeated GetError call is not a stack trace or LIFO sequence. All error handling is context specific. </para></note> ]]> <![ %Annote [ <note><title>Annotation (Only First Error)</title><para> Like &OGL; &AL; will ignore subsequent errors once an error conditation has been encountered. </para></note> ]]> <para> Error codes can be mapped to strings. The GetString function returns a pointer to a constant (literal) string that is identical to the identifier used for the enumeration value, as defined in the specification. </para> <![ %Annote [ <note><title>Annotation/ Verbose Error String</title><para> There is no need to maintain a separate GetErrorString function (inspired by the proposed gluGetErrorStrings) as the existing GetString entry point can be used. </para></note> ]]> <para> <table> <title>Error Conditions</title> <tgroup cols="2" align="left" colsep=1 rowsep=1> <colspec colname=c1> <colspec colname=c2> <thead> <row> <entry>Name</> <entry>Description</> </row> </thead> <tbody> <row> <entry>NO_ERROR</> <entry>"No Error" token.</> </row> <row> <entry>INVALID_NAME</> <entry>Invalid Name parameter.</> </row> <row> <entry>INVALID_ENUM</> <entry>Invalid parameter.</> </row> <row> <entry>INVALID_VALUE</> <entry>Invalid enum parameter value.</> </row> <row> <entry>INVALID_OPERATION</> <entry>Illegal call.</> </row> <row> <entry>OUT_OF_MEMORY</> <entry>Unable to allocate memory.</> </row> </tbody> </tgroup> </table> The table summarizes the AL errors. Currently, when an error flag is set, results of AL operations are undefined only if OUT_OF_MEMORY has occured. In other cases, the command generating the error is ignored so that it has no effect on AL state or output buffer contents. If the error generating command returns a value, it returns zero. If the generating command modifies values through a pointer argument, no change is made to these values. These error semantics apply only to AL errors, not to system errors such as memory access errors. </para> <para> Several error generation conditions are implicit in the description of the various AL commands. First, if a command that requires an enumerated value is passed a value that is not one of those specified as allowable for that command, the error INVALID_ENUM results. This is the case even if the argument is a pointer to a symbolic constant if that value is not allowable for the given command. This will occur whether the value is allowable for other functions, or an invalid integer value. </para> <para> Integer parameters that are used as names for &AL; objects such as Buffers and Sources are checked for validity. If an invalid name parameter is specified in an &AL; command, an INVALID_NAME error will be generated, and the command is ignored. </para> <para> If a negative integer is provided where an argument of type &sizei; is specified, the error INVALID_VALUE results. The same error will result from attempts to set integral and floating point values for attributes exceeding the legal range for these. The specification does not guarantee that the implementation emits INVALID_VALUE if a &NaN; or &Infty; value is passed in for a &float; or &double; argument (as the specification does not enforce possibly expensive testing of floating point values). </para> <para> Commands can be invalid. For example, certain commands might not be applicable to a given object. There are also illegal combinations of tokens and values as arguments to a command. &AL; responds to any such illegal command with an INVALID_OPERATION error. </para> <![ %Scratch [ <para> No longer true except for extensions. To be avoided in general: &AL; has mutually exclusive commands operating on similar objects. One example is treating a streaming buffer as a non-streaming buffer, another is appending data to a non-streaming buffer. </para> ]]> <para> If memory is exhausted as a side effect of the execution of an AL command, either on system level or by exhausting the allocated resources at AL's internal disposal, the error OUT_OF_MEMORY may be generated. This can also happen independent of recent commands if &AL; has to request memory for an internal task and fails to allocate the required memory from the operating system. </para> <para> Otherwise errors are generated only for conditions that are explicitely described in this specification. </para> <![ %RFC [ <note id="rfc-bk000807-01"><title>RFC: INVALID_SIZE?</title><para> Specific error case in which the size argument is negative, or mismatches internal conditions for a getter? </para></note> ]]> <![ %RFC [ <note id="rfc-bk000802-03"><title>RFC: INVALID_POINTER?</title><para> GL seemingly does not specify a response to NULL pointer destinations, and does not assign an error case. INVALID_VALUE could be used, also we could introduce a separate INVALID_POINTER. Is there a good reason not to catch these cases? </para></note> ]]> </sect1> <sect1 id="control"> <title>Controlling AL Execution</title> <para> The application can temporarily disable certain AL capabilities on a per Context basis. This allows the driver implementation to optimize for certain subsets of operations. Enabling and disabling capabilities is handled using a function pair. <funcsynopsis><funcprototype> <funcdef> &void; <function> Enable </function></funcdef> <paramdef> &enum; <parameter> target </parameter></paramdef> </funcprototype></funcsynopsis> <funcsynopsis><funcprototype> <funcdef> &void; <function> Disable </function></funcdef> <paramdef> &enum; <parameter> target </parameter></paramdef> </funcprototype></funcsynopsis> The application can also query whether a given capability is currently enabled or not. <funcsynopsis><funcprototype> <funcdef> &bool; <function> IsEnabled </function></funcdef> <paramdef> &enum; <parameter> target </parameter></paramdef> </funcprototype></funcsynopsis> If the token used to specify target is not legal, an INVALID_ENUM error will be generated. </para> <para> At this time, this mechanism is not used. There are no valid targets. </para> <![ %Annote [ <note><title>Annotation (Enable/Disable)</title><para> Currently, &AL; is controlled exploiting existing commands. For example, to disable sound output but not processing, the Listener can be muted setting GAIN to zero. Selecting NONE as the distance model disables distance attenuation. Setting DOPPLER_FACTOR to zero disables the Doppler Effect. A redundant mechanism to accomplish the same is not needed. </para></note> ]]> </sect1> <sect1 id="objects"> <title>Object Paradigm</title> <para> &AL; is an object-oriented API, but it does not expose classes, structs, or other explicit data structures to the application. </para> <sect2 id="object-overview-categories"> <title>Object Categories</title> <para> &AL; has three primary categories of Objects: <itemizedlist> <listitem> <para> one unique Listener per Context </para> </listitem> <listitem> <para> multiple Buffers shared among Contexts </para> </listitem> <listitem> <para> multiple Sources, each local to a Context </para> </listitem> </itemizedlist> In the following, "{Object}" will stand for either Source, Listener, or Buffer. </para> </sect2> <sect2 id="object-overview-dynamic"> <title>Static vs. Dynamic Objects</title> <para> The vast majority of &AL; objects are dynamic, and will be created on application demand. There are also &AL; objects that do not have to be created, and can not be created, on application demand. Currently, the Listener is the only such static object in &AL;. </para> </sect2> <sect2> <title>Object Names</title> <para> Dynamic Objects are manipulated using an integer, which in analogy to &OGL; is referred to as the object's "name". These are of type unsigned integer (uint). Names can be valid beyond the lifetime of the context they were requested if the objects in question can be shared among contexts. No guarantees or assumptions are made in the specification about the precise values or their distribution over the lifetime of the application. As objects might be shared, Names are guaranteed to be unique within a class of &AL; objects, but no guarantees are made across different classes of objects. Objects that are unique (singletons), like the Listener, do not require and do not have an integer "name". </para> </sect2> <sect2> <title>Requesting Object Names</title> <para> &AL; provides calls to obtain Object Names. The application requests a number of Objects of a given category using Gen{Object}s. If the number n of Objects requested is negative, an INVALID_VALUE error will caused. The actual values of the Names returned are implementation dependent. No guarantees on range or value are made. Unlike &OGL; &OAL does not offer alternative means to define (bind) a Name. </para> <para> Allocation of Object Names does not imply immediate allocation of resources or creation of Objects: the implementation is free to defer this until a given Object is actually used in mutator calls. The Names are written at the memory location specified by the caller. <funcsynopsis><funcprototype> <funcdef> void <function> Gen{Object}s </function></funcdef> <paramdef> &sizei; <parameter> n </parameter></paramdef> <paramdef> &uint;* <parameter> objectNames </parameter></paramdef> </funcprototype></funcsynopsis> </para> <para> Requesting zero names is a legal NOP. Requesting a negative number of names causes an INVALID_VALUE error. &AL; will respond with an OUT_OF_MEMORY if the application requests too many objects. The specification does not guarantee that the &AL; implementation will allocate all resources needed for the actual objects at the time the names are reserved. In many cases (Buffers) this could only be implemented by worst case estimation. Allocation of names does not guarantee that all the named objects can actually be used. </para> <![ %Scratch [ <note><para> We do not re-use Names under any circumstance. Do we require implementations throwing OUT_OF_MERMORY errors on allocation of Names? No - we don't even specify buffer sizes. Ambiguity - could an implementation throw OOM because of no names, or OOM because of a (worst case) estimate of object sizes? Do we need OUT_OF_NAMES? </para></note> ]]> <![ %Scratch [ <warning><para> The current headers include a sizei return parameter: "Returns the number of ids actually allocated." This violates the "failed commands are NOPs" design and introduces ambiguity in error handling, and has thus been changed breaking backwards compatibility. </para></warning> ]]> <![ %Annote [ <note><title>Annotation (No application selected Names)</title><para> Unlike GL, applications are not free to choose Names; all Names have to be requested. Aside from possible benefits for the implementation, and avoidance of errors in projects that have many modules using the AL implementation (a problem encountered in GL, when the two generation mechanisms are mixed), this also leaves open the door to feed different kinds of objects by Name through the same API entry points. </para></note> ]]> <![ %Annote [ <note><title>Annotate (Negative/zero sizei)</title><para> The specification does not guarantee that sizei is an unsigned integer, but legal values have to be non-negative. However, requesting zero names is a legal NOP. </para></note> ]]> <![ %RFC [ <note id=rfc-bk000626-02><title>RFC: Resource Release Hint</title><para> Do we need a hint that resource release has to be done on DeleteXXX, instead of leaving this housekeeping to &AL;? </para></note> <note id=rfc-bk000626-03><title>RFC: Zero Name</title><para> Do we reserve the name "0"? &OGL; provides an alternative mechanism which lets the application pick texture names, which we discarded because it is prone to create error conditions when mixing both approaches. As all our names are generated using GenXXXX, there is no real need to treat "0" special. </para></note> ]]> </sect2> <sect2> <title>Releasing Object Names</title> <para> &AL; provides calls to the application to release Object Names using Delete{Object}s, implicitly requesting deletion of the Objects associated with the Names released. If the number n of Objects named is negative, an INVALID_VALUE error will be caused. If one or more of the specified Names is not valid, an INVALID_NAME error will be caused. Implementation behavior following any error is undefined. </para> <para> Once deleted (even if an error occured on deletion), the Names are no longer valid for use with any &AL; function calls including calls to Delete{Objects}s. Any such use will cause an INVALID_NAME error. </para> <para> The &AL; implementation is free to defer actual release of resources. Ideally, resources should be released as soon as possible, but no guarantees are made. <funcsynopsis><funcprototype> <funcdef>&void;<function>Delete{Object}s</function></funcdef> <paramdef>&sizei;<parameter>n</parameter></paramdef> <paramdef>&uint;*<parameter>objectNames</parameter></paramdef> </funcprototype></funcsynopsis> </para> <![ %Annote [ <note><title>Annotation</title><para> GenXXX and DeleteXXX can not reasonably be expected to be used for controlling driver-side resource management from the application. A driver might never release a Source once allocated during the lifetime of the application. </para></note> ]]> <![ %RFC [ <note id="rfc-bk000724-18"><title>RFC: Deletion Errors</title><para> chasan@acm.org: What happens if an active source (or its associated buffer) is deleted? The source should be stopped? Or the delete operation is invalid? </para></note> ]]> </sect2> <sect2> <title>Validating an Object Name</title> <para> &AL; provides calls to validate the Name of an Object. The application can verify whether an Object Name is valid using the Is{Object} query. There is no vector (array) version of this function as it defeats the purpose of unambiguous (in)valdiation. Returns &TRUE; if id is a valid Object Name, and &FALSE; otherwise. Object Names are valid between request (Gen{Object}s) and release (Delete{Object}s). Is{Object} does not distinguish between invalid and deleted Names. <funcsynopsis><funcprototype> <funcdef>&bool;<function>Is{Object}</function></funcdef> <paramdef>&uint;<parameter>objectName</parameter></paramdef> </funcprototype></funcsynopsis> </para> <![ %RFC [ <note><title>RFC/bk000504:</title><para> If zero is a valid name, this function will have to accept it without an actyual object (or only an internal dummy) being associated with it. I recommend that implementations never return "0" as an object name. </para></note> ]]> </sect2> <sect2> <title>Setting Object Attributes</title> <para> For &AL; Objects, calls to control their attributes are provided. These depend on the actual properties of a given Object Category. The precise API is discussed for each category, below. Each &AL; command affecting the state of a named Object is usually of the form <funcsynopsis><funcprototype> <funcdef> void <function> {Object}{n}{sifd}{v} </function></funcdef> <paramdef> &uint; <parameter> objectName </parameter></paramdef> <paramdef> &enum; <parameter> paramName </parameter></paramdef> <paramdef> &type; <parameter> values </parameter></paramdef> </funcprototype></funcsynopsis> In the case of unnamed (unique) Objects, the (integer) objectName is omitted, as it is implied by the {Object} part of function name: <funcsynopsis><funcprototype> <funcdef> void <function> {Object}{n}{sifd}{v} </function></funcdef> <paramdef> &enum; <parameter> paramName </parameter></paramdef> <paramdef> &type; <parameter> values </parameter></paramdef> </funcprototype></funcsynopsis> For example, the Listener3d command would not require an (integer) objectName argument. </para> <para> The objectName specifies the &AL; object affected by this call. Use of an invalid Name will cause an INVALID_NAME error. </para> <para> The Object's Attribute to be affected has to be named as paramName. &AL; parameters applicable to one category of Objects are not necessarily legal for another catetgory of &AL; Objects. Specification of a parameter illegal for a given object will cause an INVALID_OPERATION error. </para> <para> Not all possible values for a type will be legal for a given objectName and parameterName. Use of an illegal value or a NULL value pointer will cause an INVALID_VALUE error. </para> <para> Any command that causes an error is a NOP. </para> </sect2> <sect2> <title>Querying Object Attributes</title> <para> For named and for unique &AL; Objects, calls to query their current attributes are provided. These depend on the actual properties of a given Object Category. The performance of such queries is implementation dependent, no performance guarantees are made. The valid values for the parameter paramName are identical to the ones legal for the complementing attribute setting function. <funcsynopsis><funcprototype> <funcdef> void <function> Get{Object}{n}{sifd}{v} </function></funcdef> <paramdef> &uint; <parameter> objectName </parameter></paramdef> <paramdef> &enum; <parameter> paramName </parameter></paramdef> <paramdef> &type;* <parameter> destination </parameter></paramdef> </funcprototype></funcsynopsis> For unnamed unique Objects, the objectName is omitted as it is implied by the function name: <funcsynopsis><funcprototype> <funcdef> void <function> Get{Object}{n}{sifd}{v} </function></funcdef> <paramdef> &enum; <parameter> paramName </parameter></paramdef> <paramdef> &type;* <parameter> destination </parameter></paramdef> </funcprototype></funcsynopsis> </para> <para> The precise API is discussed for each category separately, below. Unlike their matching mutators, Query functions for non-scalar properties (vectors etc.) are only available in array form. </para> <para> Use of an invalid Name will cause an INVALID_NAME error. Specification of an illegal parameter type (token) will cause an INVALID_ENUM error. A call with a destination NULL pointer will be quietly ignored. The &AL; state will not be affected by errors. In case of errors, destination memory will not be changed. </para> </sect2> <sect2> <title>Object Attributes</title> <para> Attributes affecting the processing of sounds can be set for various &AL; Object categories, or might change as an effect of &AL; calls. The vast majority of these Object properties are specific to the &AL; Object category, in question, but some are applicable to two or more categories, and are listed separately. </para> <para> The general form in which this document describes parameters is <table> <title>{Object} Parameters</title> <tgroup cols="4" align="left" colsep=1 rowsep=1> <colspec colname=c1> <colspec colname=c2> <colspec colname=c3> <colspec colname=c4> <thead> <row> <entry>&Par;</> <entry>&Sig;</> <entry>&Val</> <entry>&Def;</> </row> </thead> <tbody> <row> <entry>paramName</> <entry>T</> <entry> range or set </> <entry> scalar or n-tuple </> </row> </tbody> </tgroup> </table> Description: The description specifies additional restrictions and details. paramName is given as the &AL; enum defined as its name. T can be a list of legal signatures, usually the array form as well as the flat (unfolded) form. </para> <![ %RFC [ <note id="rfc-bk000626-04"><title>RFC: Initial (Default) State</title><para> The default state of objects will have to be specified here. There will be no commands that allow the application to set other defaults. </para></note> ]]> </sect2> </sect1> </chapter>