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/**********************************************************************************************
*
* raylib . audio
*
* Basic functions to manage Audio : InitAudioDevice , LoadAudioFiles , PlayAudioFiles
*
* Uses external lib :
* OpenAL Soft - Audio device management lib ( http : //kcat.strangesoft.net/openal.html)
* stb_vorbis - Ogg audio files loading ( http : //www.nothings.org/stb_vorbis/)
*
* Copyright ( c ) 2015 Ramon Santamaria ( @ raysan5 )
*
* This software is provided " as-is " , without any express or implied warranty . In no event
* will the authors be held liable for any damages arising from the use of this software .
*
* Permission is granted to anyone to use this software for any purpose , including commercial
* applications , and to alter it and redistribute it freely , subject to the following restrictions :
*
* 1. The origin of this software must not be misrepresented ; you must not claim that you
* wrote the original software . If you use this software in a product , an acknowledgment
* in the product documentation would be appreciated but is not required .
*
* 2. Altered source versions must be plainly marked as such , and must not be misrepresented
* as being the original software .
*
* 3. This notice may not be removed or altered from any source distribution .
*
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef AUDIO_H
# define AUDIO_H
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Types and Structures Definition
// NOTE: Below types are required for CAMERA_STANDALONE usage
//----------------------------------------------------------------------------------
# ifndef __cplusplus
// Boolean type
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# ifndef true
typedef enum { false , true } bool ;
# endif
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# endif
// Sound source type
typedef struct Sound {
unsigned int source ;
unsigned int buffer ;
} Sound ;
// Wave type, defines audio wave data
typedef struct Wave {
void * data ; // Buffer data pointer
unsigned int dataSize ; // Data size in bytes
unsigned int sampleRate ;
short bitsPerSample ;
short channels ;
} Wave ;
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// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
// a dedicated mix channel.
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typedef void * AudioContext ;
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# ifdef __cplusplus
extern " C " { // Prevents name mangling of functions
# endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void InitAudioDevice ( void ) ; // Initialize audio device and context
void CloseAudioDevice ( void ) ; // Close the audio device and context (and music stream)
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bool IsAudioDeviceReady ( 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 mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
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// exmple usage is InitAudioContext(48000, 0, 2, true); // mixchannel 1, 48khz, stereo, floating point
AudioContext InitAudioContext ( unsigned short sampleRate , unsigned char mixChannel , unsigned char channels , bool floatingPoint ) ;
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void CloseAudioContext ( AudioContext ctx ) ; // Frees audio context
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unsigned short UpdateAudioContext ( AudioContext ctx , void * data , unsigned short numberElements ) ; // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
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Sound LoadSound ( char * fileName ) ; // Load sound to memory
Sound LoadSoundFromWave ( Wave wave ) ; // Load sound to memory from wave data
Sound LoadSoundFromRES ( const char * rresName , int resId ) ; // Load sound to memory from rRES file (raylib Resource)
void UnloadSound ( Sound sound ) ; // Unload sound
void PlaySound ( Sound sound ) ; // Play a sound
void PauseSound ( Sound sound ) ; // Pause a sound
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)
void SetSoundPitch ( Sound sound , float pitch ) ; // Set pitch for a sound (1.0 is base level)
void PlayMusicStream ( char * fileName ) ; // Start music playing (open stream)
void UpdateMusicStream ( void ) ; // Updates buffers for music streaming
void StopMusicStream ( void ) ; // Stop music playing (close stream)
void PauseMusicStream ( void ) ; // Pause music playing
void ResumeMusicStream ( void ) ; // Resume playing paused music
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bool IsMusicPlaying ( 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 music time length (in seconds)
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float GetMusicTimePlayed ( void ) ; // Get current music time played (in seconds)
# ifdef __cplusplus
}
# endif
# endif // AUDIO_H