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@@ -97,9 +97,10 @@ 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 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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@@ -164,6 +165,53 @@ void CloseAudioDevice(void)
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alcCloseDevice(device);
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}
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+// True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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+bool AudioDeviceReady(void)
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+{
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+ ALCcontext *context = alcGetCurrentContext();
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+ if (context == NULL) return false;
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+ else{
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+ ALCdevice *device = alcGetContextsDevice(context);
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+ if (device == NULL) return false;
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+ else return true;
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+ }
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+}
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+
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+//----------------------------------------------------------------------------------
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+// Module Functions Definition - Custom audio output
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+//----------------------------------------------------------------------------------
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+
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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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+{
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+ if(!AudioDeviceReady()) InitAudioDevice();
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+ else StopMusicStream();
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+
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+ if(!mixChannelsActive_g[mixChannel]){
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+ AudioContext *ac = malloc(sizeof(AudioContext));
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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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+ return ac;
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+ }
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+ return NULL;
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+}
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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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+{
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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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+ }
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+}
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+
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+
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+
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Sounds loading and playing (.WAV)
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//----------------------------------------------------------------------------------
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