diff options
| author | raysan5 <[email protected]> | 2017-07-24 19:45:46 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-07-24 19:45:46 +0200 |
| commit | 46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936 (patch) | |
| tree | fae44589bea3de03639b0ce88d0adc29044ed062 /cheatsheet/raylib_audio.c | |
| download | raylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.tar.gz raylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.zip | |
Added webpage
Moved from @raysan5/raylib/docs
Diffstat (limited to 'cheatsheet/raylib_audio.c')
| -rw-r--r-- | cheatsheet/raylib_audio.c | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/cheatsheet/raylib_audio.c b/cheatsheet/raylib_audio.c new file mode 100644 index 0000000..3d0447b --- /dev/null +++ b/cheatsheet/raylib_audio.c @@ -0,0 +1,56 @@ + + // Audio device management functions + void InitAudioDevice(void); // Initialize audio device and context + void CloseAudioDevice(void); // Close the audio device and context (and music stream) + bool IsAudioDeviceReady(void); // Check if audio device is ready + void SetMasterVolume(float volume); // Set master volume (listener) + + // Wave/Sound loading/unloading functions + Wave LoadWave(const char *fileName); // Load wave data from file into RAM + Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, + int sampleSize, int channels); // Load wave data from float array data (32bit) + Sound LoadSound(const char *fileName); // Load sound to memory + Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data + void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data + void UnloadWave(Wave wave); // Unload wave data + void UnloadSound(Sound sound); // Unload sound + + // Wave/Sound management functions + void PlaySound(Sound sound); // Play a sound + void PauseSound(Sound sound); // Pause a sound + void ResumeSound(Sound sound); // Resume a paused sound + void StopSound(Sound sound); // Stop playing a sound + 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, float 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, void *data, int numSamples); // Update audio stream buffers with data + void CloseAudioStream(AudioStream stream); // Close audio stream and free memory + bool IsAudioBufferProcessed(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 + void StopAudioStream(AudioStream stream); // Stop audio stream + |
