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First stage of audio API update
Look over changes and give feedback please.
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19
src/raylib.h
19
src/raylib.h
@@ -265,6 +265,8 @@
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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;
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typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio streams
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// byte type
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typedef unsigned char byte;
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@@ -446,6 +448,16 @@ typedef struct Wave {
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short channels;
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} Wave;
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// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
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// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
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// a dedicated mix channel.
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typedef struct AudioContext {
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unsigned short sampleRate; // default is 48000
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unsigned char bitsPerSample; // 16 is default
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mix_t mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
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channel_t channels; // 1=mono, 2=stereo
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} AudioContext;
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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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@@ -863,6 +875,13 @@ 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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// 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, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels);
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void CloseAudioContext(AudioContext *ctx); // Frees audio context
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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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