BPS type added to ensure consistency
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40
src/audio.c
40
src/audio.c
@ -95,9 +95,12 @@ typedef struct Music {
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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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BPS 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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ALenum alFormat; // openAL format specifier
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ALuint alSource; // openAL source
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ALuint alBuffer[2]; // openAL sample buffer
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} AudioContext_t;
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#if defined(AUDIO_STANDALONE)
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@ -193,8 +196,8 @@ 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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// exmple usage is InitAudioContext(48000, sixteenBPS, mixA, stereo);
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AudioContext InitAudioContext(unsigned short sampleRate, BPS 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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@ -206,6 +209,30 @@ AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSa
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ac->mixChannel = mixChannel;
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ac->channels = channels;
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mixChannelsActive_g[mixChannel] = ac;
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// setup openAL format
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if (channels == mono)
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{
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if (bitsPerSample == eightBPS ) ac->alFormat = AL_FORMAT_MONO8;
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else if (bitsPerSample == sixteenBPS) ac->alFormat = AL_FORMAT_MONO16;
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}
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else if (channels == stereo)
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{
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if (bitsPerSample == eightBPS ) ac->alFormat = AL_FORMAT_STEREO8;
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else if (bitsPerSample == sixteenBPS) ac->alFormat = AL_FORMAT_STEREO16;
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}
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// Create an audio source
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alGenSources(1, &ac->alSource);
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alSourcef(ac->alSource, AL_PITCH, 1);
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alSourcef(ac->alSource, AL_GAIN, 1);
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alSource3f(ac->alSource, AL_POSITION, 0, 0, 0);
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alSource3f(ac->alSource, AL_VELOCITY, 0, 0, 0);
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// Create Buffer
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alGenBuffers(2, &ac->alBuffer);
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return ac;
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}
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return NULL;
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@ -216,16 +243,23 @@ void CloseAudioContext(AudioContext ctx)
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{
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AudioContext_t *context = (AudioContext_t*)ctx;
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if(context){
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alDeleteSources(1, &context->alSource);
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alDeleteBuffers(2, &context->alBuffer);
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mixChannelsActive_g[context->mixChannel] = NULL;
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free(context);
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ctx = NULL;
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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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AudioContext_t *context = (AudioContext_t*)ctx;
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if(!musicEnabled && context && mixChannelsActive_g[context->mixChannel] == context)
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{
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;
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}
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}
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@ -45,8 +45,9 @@
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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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typedef enum { silence, mono, stereo } channel_t; // number of audio sources per sample
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typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio samples
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typedef enum { eightBPS, sixteenBPS } BPS; // Either 8 or 16 bit quality samples
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// Sound source type
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typedef struct Sound {
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@ -87,7 +88,7 @@ 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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AudioContext InitAudioContext(unsigned short sampleRate, BPS 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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@ -265,8 +265,9 @@
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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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typedef enum { silence, mono, stereo } channel_t; // number of audio sources per sample
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typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio samples
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typedef enum { eightBPS, sixteenBPS } BPS; // Either 8 or 16 bit quality samples
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// byte type
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typedef unsigned char byte;
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@ -875,7 +876,7 @@ 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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AudioContext InitAudioContext(unsigned short sampleRate, BPS 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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