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-rw-r--r--src/raylib.h15
1 files changed, 4 insertions, 11 deletions
diff --git a/src/raylib.h b/src/raylib.h
index ea9fbfcb..6efde710 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -451,10 +451,7 @@ 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;
+typedef int RawAudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
@@ -876,13 +873,6 @@ void InitAudioDevice(void); // Initialize au
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, 0, 2, true); // mixchannel 1, 48khz, stereo, floating point
-AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint);
-void CloseAudioContext(AudioContext ctx); // Frees audio context
-unsigned short UpdateAudioContext(AudioContext ctx, void *data, unsigned short numberElements); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
-
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
@@ -906,6 +896,9 @@ float GetMusicTimePlayed(int index); // Get current m
int getMusicStreamCount(void);
void SetMusicPitch(int index, float pitch);
+RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint); // used to output raw audio streams, returns negative numbers on error
+void CloseRawAudioContext(RawAudioContext ctx);
+
#ifdef __cplusplus
}
#endif