/********************************************************************************************** * * 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 #ifndef true typedef enum { false, true } bool; #endif #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; // 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. typedef void* AudioContext; #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) bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet // Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing // 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. // 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); void CloseAudioContext(AudioContext ctx); // Frees audio context 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 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 bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing 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(int index); // Stop music playing (close stream) void PauseMusicStream(int index); // Pause music playing void ResumeMusicStream(int index); // Resume playing paused music bool IsMusicPlaying(void); // Check if music is playing void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level) float GetMusicTimeLength(void); // Get music time length (in seconds) float GetMusicTimePlayed(void); // Get current music time played (in seconds) int getMusicStreamCount(void); #ifdef __cplusplus } #endif #endif // AUDIO_H