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authorJoshua Reisenauer <kd7tck@msn.com>2016-04-29 23:00:12 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-04-29 23:00:12 -0700
commit91f1f324c0ee3bd57ed778b39fd54d97330dba32 (patch)
tree40981fe0192075ee3488b5c176d093c5bb2439a8 /src/audio.h
parentf707c1ca468ef3243808ec87a0b6a891f6c6a130 (diff)
downloadraylib-91f1f324c0ee3bd57ed778b39fd54d97330dba32.tar.gz
raylib-91f1f324c0ee3bd57ed778b39fd54d97330dba32.zip
First stage of audio API update
Look over changes and give feedback please.
Diffstat (limited to 'src/audio.h')
-rw-r--r--src/audio.h25
1 files changed, 23 insertions, 2 deletions
diff --git a/src/audio.h b/src/audio.h
index ed156532..401edc3e 100644
--- a/src/audio.h
+++ b/src/audio.h
@@ -41,8 +41,12 @@
//----------------------------------------------------------------------------------
#ifndef __cplusplus
// Boolean type
-typedef enum { false, true } bool;
+ #ifndef true
+ 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
// Sound source type
typedef struct Sound {
@@ -59,6 +63,16 @@ 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;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -73,6 +87,13 @@ extern "C" { // Prevents name mangling of functions
//----------------------------------------------------------------------------------
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
@@ -92,7 +113,7 @@ void PauseMusicStream(void); // Pause music p
void ResumeMusicStream(void); // Resume playing paused music
bool MusicIsPlaying(void); // Check if music is playing
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
-float GetMusicTimeLength(void); // Get current music time length (in seconds)
+float GetMusicTimeLength(void); // Get music time length (in seconds)
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
#ifdef __cplusplus