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authorJoshua Reisenauer <kd7tck@msn.com>2016-04-29 23:43:21 -0700
committerJoshua Reisenauer <kd7tck@msn.com>2016-04-29 23:43:21 -0700
commit5f1e8b827822ded6d24d71f75e1f1d0d301dbb2d (patch)
tree65c27e48d5c79cf2919c7521e6e720fc4baaf8f8 /src/raylib.h
parent91f1f324c0ee3bd57ed778b39fd54d97330dba32 (diff)
downloadraylib-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.h12
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