hide struct from user
Hiding the struct from user should protect from accidentally modifying the mix channel. This could cause serious errors down the road.
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37
src/audio.c
37
src/audio.c
@ -90,6 +90,16 @@ typedef struct Music {
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bool chipTune; // True if chiptune is loaded
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} Music;
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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_t {
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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_t;
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#if defined(AUDIO_STANDALONE)
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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#endif
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@ -97,10 +107,10 @@ 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 AudioContext_t* 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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static Music currentMusic; // Current music loaded
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// NOTE: Only one music file playing at a time
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -184,32 +194,39 @@ bool AudioDeviceReady(void)
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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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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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AudioContext_t *ac = malloc(sizeof(AudioContext_t));
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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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mixChannelsActive_g[mixChannel] = ac;
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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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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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AudioContext_t *context = (AudioContext_t*)ctx;
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if(context){
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mixChannelsActive_g[context->mixChannel] = NULL;
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free(context);
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}
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}
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// Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
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void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength)
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{
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;
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}
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//----------------------------------------------------------------------------------
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12
src/audio.h
12
src/audio.h
@ -66,12 +66,7 @@ typedef struct 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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typedef void* AudioContext;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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@ -92,8 +87,9 @@ bool AudioDeviceReady(void); // True if call
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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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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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void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
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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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12
src/raylib.h
12
src/raylib.h
@ -451,12 +451,7 @@ typedef struct 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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typedef void* AudioContext;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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@ -880,8 +875,9 @@ bool AudioDeviceReady(void); // True if call
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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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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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void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
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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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