WARNING: REMOVED: Multichannel audio support API
It was quite restrictive and hacky implementation, just load multiple types same sound to play multiple instances.
This commit is contained in:
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9 changed files with 0 additions and 568 deletions
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@ -531,7 +531,6 @@ AUDIO = \
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audio/audio_music_stream \
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audio/audio_raw_stream \
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audio/audio_sound_loading \
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audio/audio_multichannel_sound \
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audio/audio_stream_effects
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CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
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@ -503,7 +503,6 @@ AUDIO = \
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audio/audio_music_stream \
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audio/audio_raw_stream \
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audio/audio_sound_loading \
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audio/audio_multichannel_sound \
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audio/audio_stream_effects
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CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
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@ -1006,11 +1005,6 @@ audio/audio_sound_loading: audio/audio_sound_loading.c
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--preload-file audio/resources/sound.wav@resources/sound.wav \
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--preload-file audio/resources/target.ogg@resources/target.ogg
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audio/audio_multichannel_sound: audio/audio_multichannel_sound.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file audio/resources/sound.wav@resources/sound.wav \
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--preload-file audio/resources/target.ogg@resources/target.ogg
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audio/audio_stream_effects: audio/audio_stream_effects.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
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--preload-file audio/resources/country.mp3@resources/country.mp3
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@ -186,7 +186,6 @@ Examples using raylib audio functionality, including sound/music loading and pla
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| 118 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
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| 119 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
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| 120 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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| 121 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="80"> | ⭐️☆☆☆ | 3.0 | 3.5 | [Chris Camacho](https://github.com/codifies) |
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### category: others
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@ -1,78 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [audio] example - Multichannel sound playing
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*
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* Example originally created with raylib 3.0, last time updated with raylib 3.5
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*
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* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example 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) 2019-2023 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - Multichannel sound playing");
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InitAudioDevice(); // Initialize audio device
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Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
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Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
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SetSoundVolume(fxWav, 0.2f);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_ENTER)) PlaySoundMulti(fxWav); // Play a new wav sound instance
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if (IsKeyPressed(KEY_SPACE)) PlaySoundMulti(fxOgg); // Play a new ogg sound instance
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("MULTICHANNEL SOUND PLAYING", 20, 20, 20, GRAY);
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DrawText("Press SPACE to play new ogg instance!", 200, 120, 20, LIGHTGRAY);
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DrawText("Press ENTER to play new wav instance!", 200, 180, 20, LIGHTGRAY);
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DrawText(TextFormat("CONCURRENT SOUNDS PLAYING: %02i", GetSoundsPlaying()), 220, 280, 20, RED);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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StopSoundMulti(); // We must stop the buffer pool before unloading
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UnloadSound(fxWav); // Unload sound data
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UnloadSound(fxOgg); // Unload sound data
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CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<PostBuildEvent>
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<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
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||||
<Message>Copy Debug DLL to output directory</Message>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<CompileAs>CompileAsC</CompileAs>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
<Message>Copy Debug DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||
<ClCompile>
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||||
<WarningLevel>Level3</WarningLevel>
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||||
<PrecompiledHeader>
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||||
</PrecompiledHeader>
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||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<CompileAs>CompileAsC</CompileAs>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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<Link>
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||||
<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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||||
<FunctionLevelLinking>true</FunctionLevelLinking>
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||||
<IntrinsicFunctions>true</IntrinsicFunctions>
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||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<CompileAs>CompileAsC</CompileAs>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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<Link>
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<CompileAs>CompileAsC</CompileAs>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</Link>
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<PostBuildEvent>
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<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
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</PostBuildEvent>
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<PostBuildEvent>
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<Message>Copy Release DLL to output directory</Message>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<CompileAs>CompileAsC</CompileAs>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</Link>
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<PostBuildEvent>
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||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
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||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Copy Release DLL to output directory</Message>
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||||
</PostBuildEvent>
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||||
</ItemDefinitionGroup>
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||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\audio\audio_multichannel_sound.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\..\..\src\raylib.rc" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
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||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
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||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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||||
</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</Project>
|
|
@ -17,8 +17,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_image_drawing", "e
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_module_playing", "examples\audio_module_playing.vcxproj", "{E6784F91-4E4E-4956-A079-73FAB1AC7BE6}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_multichannel_sound", "examples\audio_multichannel_sound.vcxproj", "{9875B0C8-3893-43F8-88B2-4BAAAE3E8E6F}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_music_stream", "examples\audio_music_stream.vcxproj", "{BFB22AB2-041B-4A1B-80C0-1D4BE410C8A9}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_raw_stream", "examples\audio_raw_stream.vcxproj", "{93A1F656-0D29-4C5E-B140-11F23FF5D6AB}"
|
||||
|
|
87
src/raudio.c
87
src/raudio.c
|
@ -377,11 +377,6 @@ typedef struct AudioData {
|
|||
int defaultSize; // Default audio buffer size for audio streams
|
||||
} Buffer;
|
||||
rAudioProcessor *mixedProcessor;
|
||||
struct {
|
||||
unsigned int poolCounter; // AudioBuffer pointers pool counter
|
||||
AudioBuffer *pool[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // Multichannel AudioBuffer pointers pool
|
||||
unsigned int channels[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // AudioBuffer pool channels
|
||||
} MultiChannel;
|
||||
} AudioData;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -1100,88 +1095,6 @@ void PlaySound(Sound sound)
|
|||
PlayAudioBuffer(sound.stream.buffer);
|
||||
}
|
||||
|
||||
// Play a sound in the multichannel buffer pool
|
||||
void PlaySoundMulti(Sound sound)
|
||||
{
|
||||
int index = -1;
|
||||
unsigned int oldAge = 0;
|
||||
int oldIndex = -1;
|
||||
|
||||
// find the first non-playing pool entry
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
|
||||
{
|
||||
if (AUDIO.MultiChannel.channels[i] > oldAge)
|
||||
{
|
||||
oldAge = AUDIO.MultiChannel.channels[i];
|
||||
oldIndex = i;
|
||||
}
|
||||
|
||||
if (!IsAudioBufferPlaying(AUDIO.MultiChannel.pool[i]))
|
||||
{
|
||||
index = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If no none playing pool members can be indexed choose the oldest
|
||||
if (index == -1)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SOUND: Buffer pool is already full, count: %i", AUDIO.MultiChannel.poolCounter);
|
||||
|
||||
if (oldIndex == -1)
|
||||
{
|
||||
// Shouldn't be able to get here... but just in case something odd happens!
|
||||
TRACELOG(LOG_WARNING, "SOUND: Buffer pool could not determine the oldest buffer not playing sound");
|
||||
return;
|
||||
}
|
||||
|
||||
index = oldIndex;
|
||||
|
||||
// Just in case...
|
||||
StopAudioBuffer(AUDIO.MultiChannel.pool[index]);
|
||||
}
|
||||
|
||||
// Experimentally mutex lock doesn't seem to be needed this makes sense
|
||||
// as pool[index] isn't playing and the only stuff we're copying
|
||||
// shouldn't be changing...
|
||||
|
||||
AUDIO.MultiChannel.channels[index] = AUDIO.MultiChannel.poolCounter;
|
||||
AUDIO.MultiChannel.poolCounter++;
|
||||
|
||||
SetAudioBufferVolume(AUDIO.MultiChannel.pool[index], sound.stream.buffer->volume);
|
||||
SetAudioBufferPitch(AUDIO.MultiChannel.pool[index], sound.stream.buffer->pitch);
|
||||
SetAudioBufferPan(AUDIO.MultiChannel.pool[index], sound.stream.buffer->pan);
|
||||
|
||||
AUDIO.MultiChannel.pool[index]->looping = sound.stream.buffer->looping;
|
||||
AUDIO.MultiChannel.pool[index]->usage = sound.stream.buffer->usage;
|
||||
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[0] = false;
|
||||
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[1] = false;
|
||||
AUDIO.MultiChannel.pool[index]->sizeInFrames = sound.stream.buffer->sizeInFrames;
|
||||
|
||||
AUDIO.MultiChannel.pool[index]->data = sound.stream.buffer->data; // Fill dummy track with data for playing
|
||||
|
||||
PlayAudioBuffer(AUDIO.MultiChannel.pool[index]);
|
||||
}
|
||||
|
||||
// Stop any sound played with PlaySoundMulti()
|
||||
void StopSoundMulti(void)
|
||||
{
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) StopAudioBuffer(AUDIO.MultiChannel.pool[i]);
|
||||
}
|
||||
|
||||
// Get number of sounds playing in the multichannel buffer pool
|
||||
int GetSoundsPlaying(void)
|
||||
{
|
||||
int counter = 0;
|
||||
|
||||
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
|
||||
{
|
||||
if (IsAudioBufferPlaying(AUDIO.MultiChannel.pool[i])) counter++;
|
||||
}
|
||||
|
||||
return counter;
|
||||
}
|
||||
|
||||
// Pause a sound
|
||||
void PauseSound(Sound sound)
|
||||
{
|
||||
|
|
|
@ -1530,9 +1530,6 @@ RLAPI void PlaySound(Sound sound); // Play a
|
|||
RLAPI void StopSound(Sound sound); // Stop playing a sound
|
||||
RLAPI void PauseSound(Sound sound); // Pause a sound
|
||||
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
|
||||
RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
|
||||
RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
|
||||
RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
|
||||
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue