OpenAL is no more
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/**********************************************************************************************
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*
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* raylib v1.8.0
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* raylib v1.9-dev
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*
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* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - Written in plain C code (C99) in PascalCase/camelCase notation
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* - Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi and HTML5
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, PVRT, ASTC)
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* - Basic 3d support for Geometrics, Models, Billboards, Heightmaps and Cubicmaps
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* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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* - Shaders support, including Model shaders and Postprocessing shaders
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* - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support and mixing channels: [audio]
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* - VR stereo rendering support with configurable HMD device parameters
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* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD)
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* - Multiple platforms support: Windows, Linux, FreeBSD, MacOS, UWP, Android, Raspberry Pi, HTML5.
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* - VR stereo rendering with configurable HMD device parameters
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* - NO external dependencies, all required libraries included with raylib
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* - Complete bindings to LUA (raylib-lua) and Go (raylib-go)
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*
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* NOTES:
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* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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*
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* DEPENDENCIES:
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* GLFW3 (www.glfw.org) for window/context management and input [core]
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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* OpenAL Soft for audio device/context management [audio]
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* DEPENDENCIES (included):
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* rglfw (github.com/glfw/glfw) for window/context management and input (only PLATFORM_DESKTOP) [core]
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* glad (github.com/Dav1dde/glad) for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl]
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* mini_al (github.com/dr-soft/mini_al) for audio device/context management [audio]
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*
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* OPTIONAL DEPENDENCIES:
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures]
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* OPTIONAL DEPENDENCIES (included):
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* stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) [textures]
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* stb_image_resize (Sean Barret) for image resizing algorythms [textures]
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* stb_image_write (Sean Barret) for image writting (PNG) [utils]
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* stb_truetype (Sean Barret) for ttf fonts loading [text]
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* stb_vorbis (Sean Barret) for ogg audio loading [audio]
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* stb_vorbis (Sean Barret) for OGG audio loading [audio]
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* stb_perlin (Sean Barret) for Perlin noise image generation [textures]
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* par_shapes (Philip Rideout) for parametric 3d shapes generation [models]
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* jar_xm (Joshua Reisenauer) for XM audio module loading [audio]
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
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* Copyright (c) 2013-2018 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -470,6 +470,8 @@ typedef struct Wave {
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// Sound source type
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typedef struct Sound {
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void* audioBuffer; // A pointer to internal data used by the audio system.
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unsigned int source; // OpenAL audio source id
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unsigned int buffer; // OpenAL audio buffer id
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int format; // OpenAL audio format specifier
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@ -486,6 +488,8 @@ typedef struct AudioStream {
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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void* audioBuffer; // A pointer to internal data used by the audio system.
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int format; // OpenAL audio format specifier
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unsigned int source; // OpenAL audio source id
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unsigned int buffers[2]; // OpenAL audio buffers (double buffering)
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@ -1126,7 +1130,7 @@ RLAPI void ResumeMusicStream(Music music); // Resume
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RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
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RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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RLAPI void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
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RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
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RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
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RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
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RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
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RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
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RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
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RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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#ifdef __cplusplus
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}
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