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| author | Ray <raysan5@gmail.com> | 2016-05-01 01:49:40 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-05-01 01:49:40 +0200 |
| commit | 6ca1fd59a9ec1b61f4e9b48ed979e643b1dbcb6d (patch) | |
| tree | f3f55ed2ac8891fcf4be17317bd96c383eb1143c /src/raylib.h | |
| parent | 1fb874cdc5be59c510b46fd8b1a10b458ad3fb45 (diff) | |
| parent | 34e5fcf47e99deecc9954fd848130c61119e2e93 (diff) | |
| download | raylib-6ca1fd59a9ec1b61f4e9b48ed979e643b1dbcb6d.tar.gz raylib-6ca1fd59a9ec1b61f4e9b48ed979e643b1dbcb6d.zip | |
Merge pull request #111 from kd7tck/develop
First stage of audio API update
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/src/raylib.h b/src/raylib.h index 699fbbdb..8390d176 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -446,6 +446,11 @@ 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 void* AudioContext; + // Texture formats // NOTE: Support depends on OpenGL version and platform typedef enum { @@ -863,6 +868,14 @@ void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize); //------------------------------------------------------------------------------------ void InitAudioDevice(void); // Initialize audio device and context void CloseAudioDevice(void); // Close the audio device and context (and music stream) +bool IsAudioDeviceReady(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 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, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz +AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char 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 |
