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+/**********************************************************************************************
+*
+* raudio - A simple and easy-to-use audio library based on miniaudio
+*
+* FEATURES:
+* - Manage audio device (init/close)
+* - Load and unload audio files
+* - Format wave data (sample rate, size, channels)
+* - Play/Stop/Pause/Resume loaded audio
+* - Manage mixing channels
+* - Manage raw audio context
+*
+* DEPENDENCIES:
+* miniaudio.h - Audio device management lib (https://github.com/dr-soft/miniaudio)
+* stb_vorbis.h - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
+* dr_mp3.h - MP3 audio file loading (https://github.com/mackron/dr_libs)
+* dr_flac.h - FLAC audio file loading (https://github.com/mackron/dr_libs)
+* jar_xm.h - XM module file loading
+* jar_mod.h - MOD audio file loading
+*
+* CONTRIBUTORS:
+* David Reid (github: @mackron) (Nov. 2017):
+* - Complete port to miniaudio library
+*
+* Joshua Reisenauer (github: @kd7tck) (2015)
+* - XM audio module support (jar_xm)
+* - MOD audio module support (jar_mod)
+* - Mixing channels support
+* - Raw audio context support
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2014-2020 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 RAUDIO_H
+#define RAUDIO_H
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// Allow custom memory allocators
+#ifndef RL_MALLOC
+ #define RL_MALLOC(sz) malloc(sz)
+#endif
+#ifndef RL_CALLOC
+ #define RL_CALLOC(n,sz) calloc(n,sz)
+#endif
+#ifndef RL_FREE
+ #define RL_FREE(p) free(p)
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#ifndef __cplusplus
+// Boolean type
+ #if !defined(_STDBOOL_H)
+ typedef enum { false, true } bool;
+ #define _STDBOOL_H
+ #endif
+#endif
+
+// Wave type, defines audio wave data
+typedef struct Wave {
+ unsigned int sampleCount; // Total number of samples
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo)
+ void *data; // Buffer data pointer
+} Wave;
+
+typedef struct rAudioBuffer rAudioBuffer;
+
+// Audio stream type
+// NOTE: Useful to create custom audio streams not bound to a specific file
+typedef struct AudioStream {
+ unsigned int sampleRate; // Frequency (samples per second)
+ unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
+ unsigned int channels; // Number of channels (1-mono, 2-stereo)
+
+ rAudioBuffer *buffer; // Pointer to internal data used by the audio system
+} AudioStream;
+
+// Sound source type
+typedef struct Sound {
+ unsigned int sampleCount; // Total number of samples
+ AudioStream stream; // Audio stream
+} Sound;
+
+// Music stream type (audio file streaming from memory)
+// NOTE: Anything longer than ~10 seconds should be streamed
+typedef struct Music {
+ int ctxType; // Type of music context (audio filetype)
+ void *ctxData; // Audio context data, depends on type
+
+ unsigned int sampleCount; // Total number of samples
+ unsigned int loopCount; // Loops count (times music will play), 0 means infinite loop
+
+ AudioStream stream; // Audio stream
+} Music;
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+//...
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+
+// Audio device management functions
+void InitAudioDevice(void); // Initialize audio device and context
+void CloseAudioDevice(void); // Close the audio device and context
+bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+void SetMasterVolume(float volume); // Set master volume (listener)
+
+// Wave/Sound loading/unloading functions
+Wave LoadWave(const char *fileName); // Load wave data from file
+Sound LoadSound(const char *fileName); // Load sound from file
+Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
+void UnloadWave(Wave wave); // Unload wave data
+void UnloadSound(Sound sound); // Unload sound
+void ExportWave(Wave wave, const char *fileName); // Export wave data to file
+void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
+
+// Wave/Sound management functions
+void PlaySound(Sound sound); // Play a sound
+void StopSound(Sound sound); // Stop playing a sound
+void PauseSound(Sound sound); // Pause a sound
+void ResumeSound(Sound sound); // Resume a paused sound
+void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
+void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
+int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
+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 WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+Wave WaveCopy(Wave wave); // Copy a wave to a new wave
+void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
+float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
+
+// Music management functions
+Music LoadMusicStream(const char *fileName); // Load music stream from file
+void UnloadMusicStream(Music music); // Unload music stream
+void PlayMusicStream(Music music); // Start music playing
+void UpdateMusicStream(Music music); // Updates buffers for music streaming
+void StopMusicStream(Music music); // Stop music playing
+void PauseMusicStream(Music music); // Pause music playing
+void ResumeMusicStream(Music music); // Resume playing paused music
+bool IsMusicPlaying(Music music); // Check if music is playing
+void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
+float GetMusicTimeLength(Music music); // Get music time length (in seconds)
+float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+
+// AudioStream management functions
+AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
+void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
+void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
+bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
+void PlayAudioStream(AudioStream stream); // Play audio stream
+void PauseAudioStream(AudioStream stream); // Pause audio stream
+void ResumeAudioStream(AudioStream stream); // Resume audio stream
+bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
+void StopAudioStream(AudioStream stream); // Stop audio stream
+void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RAUDIO_H