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@@ -132,64 +132,64 @@ extern "C" { // Prevents name mangling of functions
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//----------------------------------------------------------------------------------
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// Audio device management functions
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-RLAPI void InitAudioDevice(void); // Initialize audio device and context
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-RLAPI void CloseAudioDevice(void); // Close the audio device and context
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-RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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-RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
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+void InitAudioDevice(void); // Initialize audio device and context
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+void CloseAudioDevice(void); // Close the audio device and context
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+bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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+void SetMasterVolume(float volume); // Set master volume (listener)
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// Wave/Sound loading/unloading functions
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-RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
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-RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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-RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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-RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
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-RLAPI void UnloadWave(Wave wave); // Unload wave data
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-RLAPI void UnloadSound(Sound sound); // Unload sound
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-RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file
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-RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
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+Wave LoadWave(const char *fileName); // Load wave data from file
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+Sound LoadSound(const char *fileName); // Load sound from file
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+Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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+void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
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+void UnloadWave(Wave wave); // Unload wave data
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+void UnloadSound(Sound sound); // Unload sound
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+void ExportWave(Wave wave, const char *fileName); // Export wave data to file
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+void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
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// Wave/Sound management functions
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-RLAPI void PlaySound(Sound sound); // Play a sound
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-RLAPI void StopSound(Sound sound); // Stop playing a sound
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-RLAPI void PauseSound(Sound sound); // Pause a sound
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-RLAPI void ResumeSound(Sound sound); // Resume a paused sound
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-RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
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-RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
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-RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
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-RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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-RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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-RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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-RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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-RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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-RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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-RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
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+void PlaySound(Sound sound); // Play a sound
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+void StopSound(Sound sound); // Stop playing a sound
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+void PauseSound(Sound sound); // Pause a sound
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+void ResumeSound(Sound sound); // Resume a paused sound
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+void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
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+void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
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+int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
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+bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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+void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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+void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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+void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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+Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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+void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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+float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
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// Music management functions
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-RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
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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 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 bool IsMusicPlaying(Music music); // Check if music is playing
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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 SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
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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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+Music LoadMusicStream(const char *fileName); // Load music stream from file
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+void UnloadMusicStream(Music music); // Unload music stream
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+void PlayMusicStream(Music music); // Start music playing
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+void UpdateMusicStream(Music music); // Updates buffers for music streaming
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+void StopMusicStream(Music music); // Stop music playing
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+void PauseMusicStream(Music music); // Pause music playing
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+void ResumeMusicStream(Music music); // Resume playing paused music
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+bool IsMusicPlaying(Music music); // Check if music is playing
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+void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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+void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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+void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
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+float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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+float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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// AudioStream management functions
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-RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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-RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
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-RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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-RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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-RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream
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-RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream
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-RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
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-RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
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-RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
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-RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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-RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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+AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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+void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
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+void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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+bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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+void PlayAudioStream(AudioStream stream); // Play audio stream
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+void PauseAudioStream(AudioStream stream); // Pause audio stream
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+void ResumeAudioStream(AudioStream stream); // Resume audio stream
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+bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
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+void StopAudioStream(AudioStream stream); // Stop audio stream
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+void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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+void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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#ifdef __cplusplus
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}
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