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-rw-r--r--src/raylib.h13
1 files changed, 5 insertions, 8 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 83f58a51..8390d176 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -265,9 +265,6 @@
typedef enum { false, true } bool;
#endif
#endif
-typedef enum { silence, mono, stereo } channel_t; // number of audio sources per sample
-typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio samples
-typedef enum { eightBPS, sixteenBPS } BPS; // Either 8 or 16 bit quality samples
// byte type
typedef unsigned char byte;
@@ -871,13 +868,13 @@ 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 AudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
+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 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, BPS bitsPerSample, mix_t mixChannel, channel_t channels);
-void CloseAudioContext(AudioContext ctx); // Frees audio context
+// 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