From 9d09ada33b26704a7f5d285d2f0d115e41df41bf Mon Sep 17 00:00:00 2001 From: Joshua Reisenauer Date: Mon, 2 May 2016 21:59:55 -0700 Subject: new boolean floatingPoint option Now floating point is either on or off. This simplifies the use of 16bit vs float. --- src/audio.h | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) (limited to 'src/audio.h') diff --git a/src/audio.h b/src/audio.h index 2b36b3f0..9d6fa5d0 100644 --- a/src/audio.h +++ b/src/audio.h @@ -84,11 +84,10 @@ bool IsAudioDeviceReady(void); // True if call // 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); // mixchannel 1, 48khz, stereo -// all samples are floating point by default -AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels); +// 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, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played +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 -- cgit v1.2.3