Review latest PR and some formatting
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2c0a533948
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24dae29a03
@ -761,7 +761,7 @@ Model LoadModel(const char *fileName)
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if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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}
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return model;
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}
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27
src/raudio.c
27
src/raudio.c
@ -1313,7 +1313,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
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else if (TextIsEqual(fileExtLower, ".wav"))
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{
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drwav *ctxWav = RL_CALLOC(1, sizeof(drwav));
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bool success = drwav_init_memory(ctxWav, (const void*)data, dataSize, NULL);
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music.ctxType = MUSIC_AUDIO_WAV;
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@ -1419,7 +1419,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
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// copy data to allocated memory for default UnloadMusicStream
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unsigned char *newData = RL_MALLOC(dataSize);
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int it = dataSize / sizeof(unsigned char);
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int it = dataSize/sizeof(unsigned char);
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for (int i = 0; i < it; i++){
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newData[i] = data[i];
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}
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@ -1437,7 +1437,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
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music.ctxType = MUSIC_MODULE_MOD;
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// NOTE: Only stereo is supported for MOD
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music.stream = InitAudioStream(AUDIO.System.device.sampleRate, 16, 2);
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music.stream = InitAudioStream(AUDIO.System.device.sampleRate, 16, 2);
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music.sampleCount = (unsigned int)jar_mod_max_samples(ctxMod)*2; // 2 channels
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music.looping = true; // Looping enabled by default
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musicLoaded = true;
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@ -1464,7 +1464,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d
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#if defined(SUPPORT_FILEFORMAT_OGG)
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else if (music.ctxType == MUSIC_AUDIO_OGG) stb_vorbis_close((stb_vorbis *)music.ctxData);
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#endif
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#if defined(SUPPORT_FILEFORMAT_XM)
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#if defined(SUPPORT_FILEFORMAT_XM)
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else if (music.ctxType == MUSIC_MODULE_XM) jar_xm_free_context((jar_xm_context_t *)music.ctxData);
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#endif
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#if defined(SUPPORT_FILEFORMAT_MOD)
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@ -1657,8 +1657,8 @@ void UpdateMusicStream(Music music)
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if ((music.ctxType == MUSIC_MODULE_XM) || music.ctxType == MUSIC_MODULE_MOD)
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{
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if (samplesCount > 1) sampleLeft -= samplesCount / 2;
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else sampleLeft -= samplesCount;
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if (samplesCount > 1) sampleLeft -= samplesCount/2;
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else sampleLeft -= samplesCount;
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}
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else sampleLeft -= samplesCount;
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@ -1718,14 +1718,14 @@ float GetMusicTimeLength(Music music)
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float GetMusicTimePlayed(Music music)
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{
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#if defined(SUPPORT_FILEFORMAT_XM)
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if (music.ctxType == MUSIC_MODULE_XM)
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{
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if (music.ctxType == MUSIC_MODULE_XM)
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{
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uint64_t samples = 0;
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jar_xm_get_position(music.ctxData, NULL, NULL, NULL, &samples);
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samples = samples % (music.sampleCount);
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return (float)(samples) / (music.stream.sampleRate * music.stream.channels);
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}
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return (float)(samples)/(music.stream.sampleRate*music.stream.channels);
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}
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#endif
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float secondsPlayed = 0.0f;
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if (music.stream.buffer != NULL)
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@ -1890,10 +1890,11 @@ int GetAudioStreamBufferSizeDefault()
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{
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// if the buffer is not set, compute one that would give us a buffer good enough for a decent frame rate
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if (AUDIO.Buffer.defaultSize == 0)
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AUDIO.Buffer.defaultSize = AUDIO.System.device.sampleRate / 30;
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AUDIO.Buffer.defaultSize = AUDIO.System.device.sampleRate/30;
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return AUDIO.Buffer.defaultSize;
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return AUDIO.Buffer.defaultSize;
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@ -2014,7 +2015,7 @@ static ma_uint32 ReadAudioBufferFramesInMixingFormat(AudioBuffer *audioBuffer, f
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inputFramesToProcessThisIteration = inputBufferFrameCap;
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}
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float *runningFramesOut = framesOut + (totalOutputFramesProcessed * audioBuffer->converter.config.channelsOut);
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float *runningFramesOut = framesOut + (totalOutputFramesProcessed*audioBuffer->converter.config.channelsOut);
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/* At this point we can convert the data to our mixing format. */
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ma_uint64 inputFramesProcessedThisIteration = ReadAudioBufferFramesInInternalFormat(audioBuffer, inputBuffer, (ma_uint32)inputFramesToProcessThisIteration); /* Safe cast. */
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@ -1236,7 +1236,7 @@ RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 posi
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// NOTE: These functions require GPU access
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RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
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RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
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RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
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RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
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@ -1485,13 +1485,13 @@ RLAPI Music LoadMusicStream(const char *fileName); // Load mu
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RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load module music from data
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RLAPI void UnloadMusicStream(Music music); // Unload music stream
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RLAPI void PlayMusicStream(Music music); // Start music playing
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RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
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RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
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RLAPI void StopMusicStream(Music music); // Stop music playing
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RLAPI void PauseMusicStream(Music music); // Pause music playing
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RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
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RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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RLAPI void SetMusicLooping(Music *music, bool loop); // Set the music to loop or not
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RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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