Some code tweaks
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6e9d3eb0f9
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08da91047e
17
src/audio.c
17
src/audio.c
@ -166,15 +166,8 @@ void CloseAudioDevice(void)
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// Load sound to memory
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Sound LoadSound(char *fileName)
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{
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Sound sound;
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Wave wave;
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// Init some default values for wave...
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wave.data = NULL;
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wave.dataSize = 0;
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wave.sampleRate = 0;
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wave.bitsPerSample = 0;
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wave.channels = 0;
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Sound sound = { 0 };
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Wave wave = { 0 };
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// NOTE: The entire file is loaded to memory to play it all at once (no-streaming)
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@ -236,7 +229,7 @@ Sound LoadSound(char *fileName)
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// Load sound from wave data
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Sound LoadSoundFromWave(Wave wave)
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{
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Sound sound;
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Sound sound = { 0 };
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if (wave.data != NULL)
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{
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@ -290,7 +283,7 @@ Sound LoadSoundFromWave(Wave wave)
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Sound LoadSoundFromRES(const char *rresName, int resId)
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{
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// NOTE: rresName could be directly a char array with all the data!!! --> TODO
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Sound sound;
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Sound sound = { 0 };
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#if defined(AUDIO_STANDALONE)
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TraceLog(WARNING, "Sound loading from rRES resource file not supported on standalone mode");
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@ -791,7 +784,7 @@ static Wave LoadWAV(const char *fileName)
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WaveFormat waveFormat;
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WaveData waveData;
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Wave wave;
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Wave wave = { 0 };
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FILE *wavFile;
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wavFile = fopen(fileName, "rb");
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@ -1230,7 +1230,9 @@ Vector2 GetTouchPosition(void)
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return position;
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}
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#endif
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#if defined(PLATFORM_ANDROID)
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// Detect if a button has been pressed once
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bool IsButtonPressed(int button)
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{
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@ -557,7 +557,7 @@ void DrawGizmo(Vector3 position)
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// Load a 3d model (from file)
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Model LoadModel(const char *fileName)
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{
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Model model;
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Model model = { 0 };
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Mesh mesh = { 0 };
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// NOTE: Initialize default data for model in case loading fails, maybe a cube?
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@ -18,7 +18,7 @@
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*
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* Used external libs:
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* GLFW3 (www.glfw.org) for window/context management and input
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* GLAD for OpenGL extensions loading (3.3 Core profile)
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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* stb_image_write (Sean Barret) for image writting (PNG)
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* stb_vorbis (Sean Barret) for ogg audio loading
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@ -397,8 +397,8 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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int recCenterX = rec.x + rec.width/2;
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int recCenterY = rec.y + rec.height/2;
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float dx = abs(center.x - recCenterX);
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float dy = abs(center.y - recCenterY);
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float dx = fabs(center.x - recCenterX);
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float dy = fabs(center.y - recCenterY);
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if (dx > (rec.width/2 + radius)) { return false; }
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if (dy > (rec.height/2 + radius)) { return false; }
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