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raylib/raudio.h
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raylib/raudio.h
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/**********************************************************************************************
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*
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* raudio - A simple and easy-to-use audio library based on miniaudio
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*
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* FEATURES:
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* - Manage audio device (init/close)
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* - Load and unload audio files
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* - Format wave data (sample rate, size, channels)
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* - Play/Stop/Pause/Resume loaded audio
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* - Manage mixing channels
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* - Manage raw audio context
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*
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* DEPENDENCIES:
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* miniaudio.h - Audio device management lib (https://github.com/dr-soft/miniaudio)
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* stb_vorbis.h - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
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* dr_mp3.h - MP3 audio file loading (https://github.com/mackron/dr_libs)
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* dr_flac.h - FLAC audio file loading (https://github.com/mackron/dr_libs)
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* jar_xm.h - XM module file loading
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* jar_mod.h - MOD audio file loading
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*
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* CONTRIBUTORS:
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* David Reid (github: @mackron) (Nov. 2017):
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* - Complete port to miniaudio library
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*
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* Joshua Reisenauer (github: @kd7tck) (2015)
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* - XM audio module support (jar_xm)
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* - MOD audio module support (jar_mod)
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* - Mixing channels support
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* - Raw audio context support
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2019 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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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RAUDIO_H
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#define RAUDIO_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// Allow custom memory allocators
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#ifndef RL_MALLOC
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#define RL_MALLOC(sz) malloc(sz)
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#endif
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#ifndef RL_CALLOC
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#define RL_CALLOC(n,sz) calloc(n,sz)
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#endif
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#ifndef RL_FREE
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#define RL_FREE(p) free(p)
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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#if !defined(_STDBOOL_H)
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typedef enum { false, true } bool;
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#define _STDBOOL_H
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#endif
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#endif
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// Wave type, defines audio wave data
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typedef struct Wave {
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unsigned int sampleCount; // Total number of samples
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unsigned int sampleRate; // Frequency (samples per second)
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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 *data; // Buffer data pointer
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} Wave;
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typedef struct rAudioBuffer rAudioBuffer;
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// Audio stream type
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// NOTE: Useful to create custom audio streams not bound to a specific file
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typedef struct AudioStream {
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unsigned int sampleRate; // Frequency (samples per second)
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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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rAudioBuffer *buffer; // Pointer to internal data used by the audio system
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} AudioStream;
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// Sound source type
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typedef struct Sound {
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unsigned int sampleCount; // Total number of samples
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AudioStream stream; // Audio stream
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} Sound;
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// Music stream type (audio file streaming from memory)
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// NOTE: Anything longer than ~10 seconds should be streamed
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typedef struct Music {
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int ctxType; // Type of music context (audio filetype)
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void *ctxData; // Audio context data, depends on type
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unsigned int sampleCount; // Total number of samples
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unsigned int loopCount; // Loops count (times music will play), 0 means infinite loop
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AudioStream stream; // Audio stream
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} Music;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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//...
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// Audio device management functions
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void InitAudioDevice(void); // Initialize audio device and context
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void CloseAudioDevice(void); // Close the audio device and context
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bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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void SetMasterVolume(float volume); // Set master volume (listener)
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// Wave/Sound loading/unloading functions
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Wave LoadWave(const char *fileName); // Load wave data from file
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Sound LoadSound(const char *fileName); // Load sound from file
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Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
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void UnloadWave(Wave wave); // Unload wave data
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void UnloadSound(Sound sound); // Unload sound
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void ExportWave(Wave wave, const char *fileName); // Export wave data to file
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void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
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// Wave/Sound management functions
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void PlaySound(Sound sound); // Play a sound
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void StopSound(Sound sound); // Stop playing a sound
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void PauseSound(Sound sound); // Pause a sound
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void ResumeSound(Sound sound); // Resume a paused sound
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void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
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void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
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int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
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bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
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// Music management functions
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Music LoadMusicStream(const char *fileName); // Load music stream from file
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void UnloadMusicStream(Music music); // Unload music stream
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void PlayMusicStream(Music music); // Start music playing
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void UpdateMusicStream(Music music); // Updates buffers for music streaming
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void StopMusicStream(Music music); // Stop music playing
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void PauseMusicStream(Music music); // Pause music playing
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void ResumeMusicStream(Music music); // Resume playing paused music
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bool IsMusicPlaying(Music music); // Check if music is playing
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void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
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float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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// AudioStream management functions
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AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
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void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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void PlayAudioStream(AudioStream stream); // Play audio stream
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void PauseAudioStream(AudioStream stream); // Pause audio stream
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void ResumeAudioStream(AudioStream stream); // Resume audio stream
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bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
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void StopAudioStream(AudioStream stream); // Stop audio stream
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void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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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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#endif
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#endif // RAUDIO_H
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