Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
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docs/cheatsheet/raylib_audio.c
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docs/cheatsheet/raylib_audio.c
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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 (and music stream)
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bool IsAudioDeviceReady(void); // Check if audio device is ready
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// Wave/Sound loading/unloading functions
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Wave LoadWave(const char *fileName); // Load wave data from file into RAM
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Wave LoadWaveEx(float *data, int sampleCount, int sampleRate,
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int sampleSize, int channels); // Load wave data from float array data (32bit)
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Sound LoadSound(const char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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void UpdateSound(Sound sound, void *data, int numSamples); // 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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// Wave/Sound management functions
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void PlaySound(Sound sound); // Play 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 StopSound(Sound sound); // Stop playing a sound
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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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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,
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unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // 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 IsAudioBufferProcessed(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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void StopAudioStream(AudioStream stream); // Stop audio stream
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