removed enums

This commit is contained in:
Joshua Reisenauer
2016-04-30 16:05:43 -07:00
parent a1038f61b6
commit 34e5fcf47e
3 changed files with 29 additions and 33 deletions

View File

@@ -265,9 +265,6 @@
typedef enum { false, true } bool;
#endif
#endif
typedef enum { silence, mono, stereo } channel_t; // number of audio sources per sample
typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio samples
typedef enum { eightBPS, sixteenBPS } BPS; // Either 8 or 16 bit quality samples
// byte type
typedef unsigned char byte;
@@ -871,13 +868,13 @@ void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize);
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool AudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mix_t is what mix channel you want to operate on, mixA->mixD are the ones available. Each mix channel can only be used one at a time.
// exmple usage is InitAudioContext(48000, 16, mixA, stereo);
AudioContext InitAudioContext(unsigned short sampleRate, BPS bitsPerSample, mix_t mixChannel, channel_t channels);
void CloseAudioContext(AudioContext ctx); // Frees audio context
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
void CloseAudioContext(AudioContext ctx); // Frees audio context
void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
Sound LoadSound(char *fileName); // Load sound to memory