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authorRay <raysan5@gmail.com>2016-05-01 01:49:40 +0200
committerRay <raysan5@gmail.com>2016-05-01 01:49:40 +0200
commit6ca1fd59a9ec1b61f4e9b48ed979e643b1dbcb6d (patch)
treef3f55ed2ac8891fcf4be17317bd96c383eb1143c /src
parent1fb874cdc5be59c510b46fd8b1a10b458ad3fb45 (diff)
parent34e5fcf47e99deecc9954fd848130c61119e2e93 (diff)
downloadraylib-6ca1fd59a9ec1b61f4e9b48ed979e643b1dbcb6d.tar.gz
raylib-6ca1fd59a9ec1b61f4e9b48ed979e643b1dbcb6d.zip
Merge pull request #111 from kd7tck/develop
First stage of audio API update
Diffstat (limited to 'src')
-rw-r--r--src/audio.c105
-rw-r--r--src/audio.h19
-rw-r--r--src/raylib.h13
3 files changed, 133 insertions, 4 deletions
diff --git a/src/audio.c b/src/audio.c
index 0be257d9..8a8ca4ef 100644
--- a/src/audio.c
+++ b/src/audio.c
@@ -59,6 +59,7 @@
// Defines and Macros
//----------------------------------------------------------------------------------
#define MUSIC_STREAM_BUFFERS 2
+#define MAX_AUDIO_CONTEXTS 4
#if defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
// NOTE: On RPI and Android should be lower to avoid frame-stalls
@@ -90,6 +91,19 @@ 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
+ unsigned char mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
+ unsigned char channels; // 1=mono, 2=stereo
+ ALenum alFormat; // openAL format specifier
+ ALuint alSource; // openAL source
+ ALuint alBuffer[2]; // openAL sample buffer
+} AudioContext_t;
+
#if defined(AUDIO_STANDALONE)
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
#endif
@@ -97,9 +111,10 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
+static AudioContext_t* mixChannelsActive_g[MAX_AUDIO_CONTEXTS]; // 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
@@ -164,6 +179,92 @@ void CloseAudioDevice(void)
alcCloseDevice(device);
}
+// True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
+bool IsAudioDeviceReady(void)
+{
+ ALCcontext *context = alcGetCurrentContext();
+ if (context == NULL) return false;
+ else{
+ ALCdevice *device = alcGetContextsDevice(context);
+ if (device == NULL) return false;
+ else return true;
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Custom audio output
+//----------------------------------------------------------------------------------
+
+// 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)
+{
+ if(mixChannel > MAX_AUDIO_CONTEXTS) return NULL;
+ if(!IsAudioDeviceReady()) InitAudioDevice();
+ else StopMusicStream();
+
+ if(!mixChannelsActive_g[mixChannel]){
+ AudioContext_t *ac = malloc(sizeof(AudioContext_t));
+ ac->sampleRate = sampleRate;
+ ac->bitsPerSample = bitsPerSample;
+ ac->mixChannel = mixChannel;
+ ac->channels = channels;
+ mixChannelsActive_g[mixChannel] = ac;
+
+ // setup openAL format
+ if (channels == 1)
+ {
+ if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_MONO8;
+ else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_MONO16;
+ }
+ else if (channels == 2)
+ {
+ if (bitsPerSample == 8 ) ac->alFormat = AL_FORMAT_STEREO8;
+ else if (bitsPerSample == 16) ac->alFormat = AL_FORMAT_STEREO16;
+ }
+
+ // Create an audio source
+ alGenSources(1, &ac->alSource);
+ alSourcef(ac->alSource, AL_PITCH, 1);
+ alSourcef(ac->alSource, AL_GAIN, 1);
+ alSource3f(ac->alSource, AL_POSITION, 0, 0, 0);
+ alSource3f(ac->alSource, AL_VELOCITY, 0, 0, 0);
+
+ // Create Buffer
+ alGenBuffers(2, &ac->alBuffer);
+
+
+ return ac;
+ }
+ return NULL;
+}
+
+// Frees buffer in audio context
+void CloseAudioContext(AudioContext ctx)
+{
+ AudioContext_t *context = (AudioContext_t*)ctx;
+ if(context){
+ alDeleteSources(1, &context->alSource);
+ alDeleteBuffers(2, &context->alBuffer);
+ mixChannelsActive_g[context->mixChannel] = NULL;
+ free(context);
+ ctx = NULL;
+ }
+}
+
+// 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)
+{
+ AudioContext_t *context = (AudioContext_t*)ctx;
+ if(!musicEnabled && context && mixChannelsActive_g[context->mixChannel] == context)
+ {
+ ;
+ }
+}
+
+
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Sounds loading and playing (.WAV)
//----------------------------------------------------------------------------------
diff --git a/src/audio.h b/src/audio.h
index ed156532..9c681044 100644
--- a/src/audio.h
+++ b/src/audio.h
@@ -41,7 +41,9 @@
//----------------------------------------------------------------------------------
#ifndef __cplusplus
// Boolean type
-typedef enum { false, true } bool;
+ #ifndef true
+ typedef enum { false, true } bool;
+ #endif
#endif
// Sound source type
@@ -59,6 +61,11 @@ 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;
+
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@@ -73,6 +80,14 @@ extern "C" { // Prevents name mangling of functions
//----------------------------------------------------------------------------------
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
@@ -92,7 +107,7 @@ void PauseMusicStream(void); // Pause music p
void ResumeMusicStream(void); // Resume playing paused music
bool MusicIsPlaying(void); // Check if music is playing
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
-float GetMusicTimeLength(void); // Get current music time length (in seconds)
+float GetMusicTimeLength(void); // Get music time length (in seconds)
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
#ifdef __cplusplus
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