Review latest PR and some formatting

This commit is contained in:
Ray 2021-03-22 20:41:33 +01:00
parent 2c0a533948
commit 24dae29a03
3 changed files with 17 additions and 16 deletions

View file

@ -1419,7 +1419,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
// copy data to allocated memory for default UnloadMusicStream
unsigned char *newData = RL_MALLOC(dataSize);
int it = dataSize / sizeof(unsigned char);
int it = dataSize/sizeof(unsigned char);
for (int i = 0; i < it; i++){
newData[i] = data[i];
}
@ -1657,7 +1657,7 @@ void UpdateMusicStream(Music music)
if ((music.ctxType == MUSIC_MODULE_XM) || music.ctxType == MUSIC_MODULE_MOD)
{
if (samplesCount > 1) sampleLeft -= samplesCount / 2;
if (samplesCount > 1) sampleLeft -= samplesCount/2;
else sampleLeft -= samplesCount;
}
else sampleLeft -= samplesCount;
@ -1724,7 +1724,7 @@ float GetMusicTimePlayed(Music music)
jar_xm_get_position(music.ctxData, NULL, NULL, NULL, &samples);
samples = samples % (music.sampleCount);
return (float)(samples) / (music.stream.sampleRate * music.stream.channels);
return (float)(samples)/(music.stream.sampleRate*music.stream.channels);
}
#endif
float secondsPlayed = 0.0f;
@ -1890,10 +1890,11 @@ int GetAudioStreamBufferSizeDefault()
{
// if the buffer is not set, compute one that would give us a buffer good enough for a decent frame rate
if (AUDIO.Buffer.defaultSize == 0)
AUDIO.Buffer.defaultSize = AUDIO.System.device.sampleRate / 30;
AUDIO.Buffer.defaultSize = AUDIO.System.device.sampleRate/30;
return AUDIO.Buffer.defaultSize;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@ -2014,7 +2015,7 @@ static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, f
inputFramesToProcessThisIteration = inputBufferFrameCap;
}
float *runningFramesOut = framesOut + (totalOutputFramesProcessed * audioBuffer->converter.config.channelsOut);
float *runningFramesOut = framesOut + (totalOutputFramesProcessed*audioBuffer->converter.config.channelsOut);
/* At this point we can convert the data to our mixing format. */
ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration); /* Safe cast. */

View file

@ -1485,13 +1485,13 @@ RLAPI Music LoadMusicStream(const char *fileName); // Load mu
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load module music from data
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI void SetMusicLooping(Music *music, bool loop); // Set the music to loop or not
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)