From a2a3d3aeb60dd117b02fc8c7c85ec428175a5f83 Mon Sep 17 00:00:00 2001 From: Joshua Reisenauer Date: Sun, 1 May 2016 18:53:40 -0700 Subject: new silence generator --- src/raylib.h | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'src/raylib.h') diff --git a/src/raylib.h b/src/raylib.h index 8390d176..f4ea875e 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -872,10 +872,11 @@ 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, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz -AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels); +// exmple usage is InitAudioContext(48000, 0); // mixchannel 1, 48khz +// all samples are floating point stereo by default +AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel); 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 +void 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 Sound LoadSound(char *fileName); // Load sound to memory Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data -- cgit v1.2.3