First stage of audio API update

Look over changes and give feedback please.
This commit is contained in:
Joshua Reisenauer
2016-04-29 23:00:12 -07:00
parent f707c1ca46
commit 91f1f324c0
3 changed files with 92 additions and 4 deletions

View File

@@ -265,6 +265,8 @@
typedef enum { false, true } bool;
#endif
#endif
typedef enum { silence, mono, stereo } channel_t;
typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio streams
// byte type
typedef unsigned char byte;
@@ -446,6 +448,16 @@ typedef struct Wave {
short channels;
} Wave;
// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
// a dedicated mix channel.
typedef struct AudioContext {
unsigned short sampleRate; // default is 48000
unsigned char bitsPerSample; // 16 is default
mix_t mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
channel_t channels; // 1=mono, 2=stereo
} AudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@@ -863,6 +875,13 @@ 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
// 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, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels);
void CloseAudioContext(AudioContext *ctx); // Frees audio context
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data