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First stage of audio API update

Look over changes and give feedback please.
pull/111/head
Joshua Reisenauer 9 anni fa
parent
commit
91f1f324c0
3 ha cambiato i file con 92 aggiunte e 4 eliminazioni
  1. +50
    -2
      src/audio.c
  2. +23
    -2
      src/audio.h
  3. +19
    -0
      src/raylib.h

+ 50
- 2
src/audio.c Vedi File

@ -97,9 +97,10 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static bool mixChannelsActive_g[4]; // What mix channels are currently active
static bool musicEnabled = false;
static Music currentMusic; // Current music loaded
// NOTE: Only one music file playing at a time
static Music currentMusic; // Current music loaded
// NOTE: Only one music file playing at a time
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@ -164,6 +165,53 @@ void CloseAudioDevice(void)
alcCloseDevice(device);
}
// True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
bool AudioDeviceReady(void)
{
ALCcontext *context = alcGetCurrentContext();
if (context == NULL) return false;
else{
ALCdevice *device = alcGetContextsDevice(context);
if (device == NULL) return false;
else return true;
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Custom audio output
//----------------------------------------------------------------------------------
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// 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.
// exmple usage is InitAudioContext(48000, 16, mixA, stereo);
AudioContext* InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels)
{
if(!AudioDeviceReady()) InitAudioDevice();
else StopMusicStream();
if(!mixChannelsActive_g[mixChannel]){
AudioContext *ac = malloc(sizeof(AudioContext));
ac->sampleRate = sampleRate;
ac->bitsPerSample = bitsPerSample;
ac->mixChannel = mixChannel;
ac->channels = channels;
mixChannelsActive_g[mixChannel] = true;
return ac;
}
return NULL;
}
// Frees buffer in audio context
void CloseAudioContext(AudioContext *ctx)
{
if(ctx){
mixChannelsActive_g[ctx->mixChannel] = false;
free(ctx);
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Sounds loading and playing (.WAV)
//----------------------------------------------------------------------------------

+ 23
- 2
src/audio.h Vedi File

@ -41,8 +41,12 @@
//----------------------------------------------------------------------------------
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#ifndef true
typedef enum { false, true } bool;
#endif
#endif
typedef enum { silence, mono, stereo } channel_t;
typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio streams
// Sound source type
typedef struct Sound {
@ -59,6 +63,16 @@ typedef struct Wave {
short channels;
} Wave;
// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
// a dedicated mix channel.
typedef struct AudioContext {
unsigned short sampleRate; // default is 48000
unsigned char bitsPerSample; // 16 is default
mix_t mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
channel_t channels; // 1=mono, 2=stereo
} AudioContext;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -73,6 +87,13 @@ extern "C" { // Prevents name mangling of functions
//----------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool AudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// 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.
// exmple usage is InitAudioContext(48000, 16, mixA, stereo);
AudioContext* InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels);
void CloseAudioContext(AudioContext *ctx); // Frees audio context
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
@ -92,7 +113,7 @@ void PauseMusicStream(void); // Pause music p
void ResumeMusicStream(void); // Resume playing paused music
bool MusicIsPlaying(void); // Check if music is playing
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
float GetMusicTimeLength(void); // Get current music time length (in seconds)
float GetMusicTimeLength(void); // Get music time length (in seconds)
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
#ifdef __cplusplus

+ 19
- 0
src/raylib.h Vedi File

@ -265,6 +265,8 @@
typedef enum { false, true } bool;
#endif
#endif
typedef enum { silence, mono, stereo } channel_t;
typedef enum { mixA, mixB, mixC, mixD } mix_t; // Used for mixing/muxing up to four diferent audio streams
// byte type
typedef unsigned char byte;
@ -446,6 +448,16 @@ typedef struct Wave {
short channels;
} Wave;
// Audio Context, used to create custom audio streams that are not bound to a sound file. There can be
// no more than 4 concurrent audio contexts in use. This is due to each active context being tied to
// a dedicated mix channel.
typedef struct AudioContext {
unsigned short sampleRate; // default is 48000
unsigned char bitsPerSample; // 16 is default
mix_t mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
channel_t channels; // 1=mono, 2=stereo
} AudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -863,6 +875,13 @@ void DrawPhysicObjectInfo(PhysicObject *pObj, Vector2 position, int fontSize);
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool AudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// 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.
// exmple usage is InitAudioContext(48000, 16, mixA, stereo);
AudioContext* InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, mix_t mixChannel, channel_t channels);
void CloseAudioContext(AudioContext *ctx); // Frees audio context
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data

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