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removed enums
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13
src/raylib.h
13
src/raylib.h
@@ -265,9 +265,6 @@
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typedef enum { false, true } bool;
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#endif
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#endif
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typedef enum { silence, mono, stereo } channel_t; // number of audio sources per sample
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typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio samples
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typedef enum { eightBPS, sixteenBPS } BPS; // Either 8 or 16 bit quality samples
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// byte type
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typedef unsigned char byte;
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@@ -871,13 +868,13 @@ void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize);
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//------------------------------------------------------------------------------------
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void InitAudioDevice(void); // Initialize audio device and context
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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bool AudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
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// 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.
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// exmple usage is InitAudioContext(48000, 16, mixA, stereo);
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AudioContext InitAudioContext(unsigned short sampleRate, BPS bitsPerSample, mix_t mixChannel, channel_t channels);
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void CloseAudioContext(AudioContext ctx); // Frees audio context
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// 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.
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// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
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AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
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void CloseAudioContext(AudioContext ctx); // Frees audio context
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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
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Sound LoadSound(char *fileName); // Load sound to memory
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