mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-14 23:38:15 +00:00
new boolean floatingPoint option
Now floating point is either on or off. This simplifies the use of 16bit vs float.
This commit is contained in:
@@ -870,11 +870,10 @@ bool IsAudioDeviceReady(void); // True if call
|
||||
|
||||
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
|
||||
// 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, 0, 2); // mixchannel 1, 48khz, stereo
|
||||
// all samples are floating point by default
|
||||
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels);
|
||||
// exmple usage is InitAudioContext(48000, 0, 2, true); // mixchannel 1, 48khz, stereo, floating point
|
||||
AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint);
|
||||
void CloseAudioContext(AudioContext ctx); // Frees audio context
|
||||
unsigned short UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
|
||||
unsigned short UpdateAudioContext(AudioContext ctx, void *data, unsigned short numberElements); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
|
||||
|
||||
Sound LoadSound(char *fileName); // Load sound to memory
|
||||
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||
|
Reference in New Issue
Block a user