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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 | |
| 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')
| -rw-r--r-- | src/audio.c | 37 | ||||
| -rw-r--r-- | src/audio.h | 12 | ||||
| -rw-r--r-- | src/raylib.h | 12 |
3 files changed, 35 insertions, 26 deletions
diff --git a/src/audio.c b/src/audio.c index ededf4ae..2c0ed3de 100644 --- a/src/audio.c +++ b/src/audio.c @@ -90,6 +90,16 @@ typedef struct Music { bool chipTune; // True if chiptune is loaded } Music; +// 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_t { + 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_t; + #if defined(AUDIO_STANDALONE) typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; #endif @@ -97,10 +107,10 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -static bool mixChannelsActive_g[4]; // What mix channels are currently active +static AudioContext_t* mixChannelsActive_g[4]; // What mix channels are currently active static bool musicEnabled = false; -static Music currentMusic; // Current music loaded - // NOTE: Only one music file playing at a time +static Music currentMusic; // Current music loaded + // NOTE: Only one music file playing at a time //---------------------------------------------------------------------------------- // Module specific Functions Declaration @@ -184,32 +194,39 @@ bool AudioDeviceReady(void) // 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) +AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels) { if(!AudioDeviceReady()) InitAudioDevice(); else StopMusicStream(); if(!mixChannelsActive_g[mixChannel]){ - AudioContext *ac = malloc(sizeof(AudioContext)); + AudioContext_t *ac = malloc(sizeof(AudioContext_t)); ac->sampleRate = sampleRate; ac->bitsPerSample = bitsPerSample; ac->mixChannel = mixChannel; ac->channels = channels; - mixChannelsActive_g[mixChannel] = true; + mixChannelsActive_g[mixChannel] = ac; return ac; } return NULL; } // Frees buffer in audio context -void CloseAudioContext(AudioContext *ctx) +void CloseAudioContext(AudioContext ctx) { - if(ctx){ - mixChannelsActive_g[ctx->mixChannel] = false; - free(ctx); + AudioContext_t *context = (AudioContext_t*)ctx; + if(context){ + mixChannelsActive_g[context->mixChannel] = NULL; + free(context); } } +// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in +void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength) +{ + ; +} + //---------------------------------------------------------------------------------- diff --git a/src/audio.h b/src/audio.h index 401edc3e..cadf2bc1 100644 --- a/src/audio.h +++ b/src/audio.h @@ -66,12 +66,7 @@ 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; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions @@ -92,8 +87,9 @@ 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 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 |
