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| author | Joshua Reisenauer <kd7tck@msn.com> | 2016-04-29 23:43:21 -0700 |
|---|---|---|
| committer | Joshua Reisenauer <kd7tck@msn.com> | 2016-04-29 23:43:21 -0700 |
| commit | 5f1e8b827822ded6d24d71f75e1f1d0d301dbb2d (patch) | |
| tree | 65c27e48d5c79cf2919c7521e6e720fc4baaf8f8 /src/raylib.h | |
| parent | 91f1f324c0ee3bd57ed778b39fd54d97330dba32 (diff) | |
| download | raylib-5f1e8b827822ded6d24d71f75e1f1d0d301dbb2d.tar.gz raylib-5f1e8b827822ded6d24d71f75e1f1d0d301dbb2d.zip | |
hide struct from user
Hiding the struct from user should protect from accidentally modifying
the mix channel. This could cause serious errors down the road.
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/src/raylib.h b/src/raylib.h index 1721c009..5b7b34fd 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -451,12 +451,7 @@ typedef struct 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; +typedef void* AudioContext; // Texture formats // NOTE: Support depends on OpenGL version and platform @@ -880,8 +875,9 @@ bool AudioDeviceReady(void); // True if call // 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 +AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels); +void CloseAudioContext(AudioContext ctx); // Frees audio context +void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in Sound LoadSound(char *fileName); // Load sound to memory Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data |
