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@@ -41,8 +41,12 @@
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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#ifndef __cplusplus
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#ifndef __cplusplus
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// Boolean type
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// Boolean type
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-typedef enum { false, true } bool;
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+ #ifndef true
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+ typedef enum { false, true } bool;
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+ #endif
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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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// Sound source type
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// Sound source type
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typedef struct Sound {
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typedef struct Sound {
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@@ -59,6 +63,16 @@ typedef struct Wave {
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short channels;
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short channels;
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} Wave;
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} 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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+
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#ifdef __cplusplus
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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extern "C" { // Prevents name mangling of functions
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#endif
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#endif
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@@ -73,6 +87,13 @@ extern "C" { // Prevents name mangling of functions
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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void InitAudioDevice(void); // Initialize audio device and context
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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 (and music stream)
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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+bool AudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
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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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+void CloseAudioContext(AudioContext *ctx); // Frees audio context
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Sound LoadSound(char *fileName); // Load sound to memory
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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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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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@@ -92,7 +113,7 @@ void PauseMusicStream(void); // Pause music p
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void ResumeMusicStream(void); // Resume playing paused music
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void ResumeMusicStream(void); // Resume playing paused music
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bool MusicIsPlaying(void); // Check if music is playing
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bool MusicIsPlaying(void); // Check if music is playing
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
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-float GetMusicTimeLength(void); // Get current music time length (in seconds)
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+float GetMusicTimeLength(void); // Get music time length (in seconds)
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float GetMusicTimePlayed(void); // Get current music time played (in seconds)
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float GetMusicTimePlayed(void); // Get current music time played (in seconds)
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#ifdef __cplusplus
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#ifdef __cplusplus
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