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authorJoshua Reisenauer <kd7tck@msn.com>2016-05-02 21:59:55 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-05-02 21:59:55 -0700
commit9d09ada33b26704a7f5d285d2f0d115e41df41bf (patch)
tree2bd53716ebe9a46de3f756ba5897dbdbc1a6657c /src/audio.h
parentc3208c5cd6c39fac504b48da660d0be7bfb6770c (diff)
downloadraylib-9d09ada33b26704a7f5d285d2f0d115e41df41bf.tar.gz
raylib-9d09ada33b26704a7f5d285d2f0d115e41df41bf.zip
new boolean floatingPoint option
Now floating point is either on or off. This simplifies the use of 16bit vs float.
Diffstat (limited to 'src/audio.h')
-rw-r--r--src/audio.h7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/audio.h b/src/audio.h
index 2b36b3f0..9d6fa5d0 100644
--- a/src/audio.h
+++ b/src/audio.h
@@ -84,11 +84,10 @@ 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