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https://github.com/raysan5/raylib.git
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Complete review and update
Simplified module for Music and AudioStream Added support for raw audio streaming (with example)
This commit is contained in:
29
src/raylib.h
29
src/raylib.h
@@ -499,8 +499,8 @@ typedef struct Ray {
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// Sound source type
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typedef struct Sound {
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unsigned int source; // Sound audio source id
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unsigned int buffer; // Sound audio buffer id
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unsigned int source; // OpenAL audio source id
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unsigned int buffer; // OpenAL audio buffer id
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} Sound;
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// Wave type, defines audio wave data
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@@ -516,6 +516,18 @@ typedef struct Wave {
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// NOTE: Anything longer than ~10 seconds should be streamed
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typedef struct Music *Music;
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// Audio stream type
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// NOTE: Useful to create custom audio streams not bound to a specific file
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typedef struct AudioStream {
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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int format; // OpenAL audio format specifier
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unsigned int source; // OpenAL audio source id
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unsigned int buffers[2]; // OpenAL audio buffers (double buffering)
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} AudioStream;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@@ -923,7 +935,7 @@ void ToggleVrMode(void); // Enable/Disable VR experience (dev
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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 IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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@@ -950,6 +962,17 @@ void SetMusicPitch(Music music, float pitch); // Set pitch for
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float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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AudioStream InitAudioStream(unsigned int sampleRate,
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unsigned int sampleSize,
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unsigned int channels); // Init audio stream (to stream audio pcm data)
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void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
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void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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void PlayAudioStream(AudioStream stream); // Play audio stream
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void PauseAudioStream(AudioStream stream); // Pause audio stream
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void ResumeAudioStream(AudioStream stream); // Resume audio stream
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void StopAudioStream(AudioStream stream); // Stop audio stream
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#ifdef __cplusplus
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}
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#endif
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