// // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "JSAPI.h" #include "JSAudio.h" #include #include namespace Atomic { static int Sound_SetData(duk_context* ctx) { duk_push_this(ctx); Sound* sound = js_to_class_instance(ctx, -1, 0); void* data; duk_size_t dataSize; if (!js_check_is_buffer_and_get_data(ctx, -2, &data, &dataSize)) { return 0; } // copy the buffer into the sound sound->SetData(data, (unsigned)dataSize); return 0; } void jsapi_init_audio(JSVM* vm) { duk_context* ctx = vm->GetJSContext(); js_class_get_prototype(ctx, "Atomic", "Sound"); duk_push_c_function(ctx, Sound_SetData, 1); duk_put_prop_string(ctx, -2, "setData"); duk_pop(ctx); } }