First stage of audio API update
Look over changes and give feedback please.
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3 changed files with 92 additions and 4 deletions
48
src/audio.c
48
src/audio.c
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@ -97,6 +97,7 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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static bool mixChannelsActive_g[4]; // What mix channels are currently active
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static bool musicEnabled = false;
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static Music currentMusic; // Current music loaded
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// NOTE: Only one music file playing at a time
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@ -164,6 +165,53 @@ void CloseAudioDevice(void)
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alcCloseDevice(device);
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}
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// True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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bool AudioDeviceReady(void)
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{
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ALCcontext *context = alcGetCurrentContext();
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if (context == NULL) return false;
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else{
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ALCdevice *device = alcGetContextsDevice(context);
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if (device == NULL) return false;
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else return true;
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}
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Custom audio output
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//----------------------------------------------------------------------------------
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// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
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// The mix_t is what mix channel you want to operate on, mixA->mixD are the ones available. Each mix channel can only be used one at a time.
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// exmple usage is InitAudioContext(48000, 16, mixA, stereo);
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AudioContext* InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels)
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{
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if(!AudioDeviceReady()) InitAudioDevice();
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else StopMusicStream();
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if(!mixChannelsActive_g[mixChannel]){
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AudioContext *ac = malloc(sizeof(AudioContext));
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ac->sampleRate = sampleRate;
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ac->bitsPerSample = bitsPerSample;
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ac->mixChannel = mixChannel;
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ac->channels = channels;
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mixChannelsActive_g[mixChannel] = true;
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return ac;
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}
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return NULL;
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}
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// Frees buffer in audio context
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void CloseAudioContext(AudioContext *ctx)
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{
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if(ctx){
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mixChannelsActive_g[ctx->mixChannel] = false;
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free(ctx);
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}
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Sounds loading and playing (.WAV)
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//----------------------------------------------------------------------------------
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25
src/audio.h
25
src/audio.h
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@ -41,8 +41,12 @@
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#ifndef true
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typedef enum { false, true } bool;
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#endif
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#endif
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typedef enum { silence, mono, stereo } channel_t;
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typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio streams
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// Sound source type
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typedef struct Sound {
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@ -59,6 +63,16 @@ typedef struct Wave {
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short channels;
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} Wave;
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// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
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// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
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// a dedicated mix channel.
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typedef struct AudioContext {
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unsigned short sampleRate; // default is 48000
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unsigned char bitsPerSample; // 16 is default
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mix_t mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
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channel_t channels; // 1=mono, 2=stereo
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} AudioContext;
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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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@ -73,6 +87,13 @@ extern "C" { // Prevents name mangling of functions
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//----------------------------------------------------------------------------------
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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 AudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
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// The mix_t is what mix channel you want to operate on, mixA->mixD are the ones available. Each mix channel can only be used one at a time.
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// exmple usage is InitAudioContext(48000, 16, mixA, stereo);
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AudioContext* InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels);
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void CloseAudioContext(AudioContext *ctx); // Frees audio context
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Sound LoadSound(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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@ -92,7 +113,7 @@ void PauseMusicStream(void); // Pause music p
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void ResumeMusicStream(void); // Resume playing paused music
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bool MusicIsPlaying(void); // Check if music is playing
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
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float GetMusicTimeLength(void); // Get current music time length (in seconds)
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float GetMusicTimeLength(void); // Get music time length (in seconds)
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float GetMusicTimePlayed(void); // Get current music time played (in seconds)
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#ifdef __cplusplus
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19
src/raylib.h
19
src/raylib.h
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@ -265,6 +265,8 @@
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typedef enum { false, true } bool;
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#endif
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#endif
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typedef enum { silence, mono, stereo } channel_t;
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typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio streams
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// byte type
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typedef unsigned char byte;
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@ -446,6 +448,16 @@ typedef struct Wave {
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short channels;
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} Wave;
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// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
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// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
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// a dedicated mix channel.
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typedef struct AudioContext {
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unsigned short sampleRate; // default is 48000
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unsigned char bitsPerSample; // 16 is default
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mix_t mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
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channel_t channels; // 1=mono, 2=stereo
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} AudioContext;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@ -863,6 +875,13 @@ void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize);
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//------------------------------------------------------------------------------------
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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 AudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
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// The mix_t is what mix channel you want to operate on, mixA->mixD are the ones available. Each mix channel can only be used one at a time.
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// exmple usage is InitAudioContext(48000, 16, mixA, stereo);
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AudioContext* InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels);
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void CloseAudioContext(AudioContext *ctx); // Frees audio context
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Sound LoadSound(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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