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authorRay <[email protected]>2022-12-02 20:38:03 +0100
committerRay <[email protected]>2022-12-02 20:38:03 +0100
commite17c7569787e2cd03f07c43f39662e1a109504c9 (patch)
tree1e6c73a40136b68ac6c14b68f77b587424843f3b /cheatsheet/zh/raylib_audio.c
parent83726dfe5559f7d73136132cdd980a6c8ba13045 (diff)
downloadraylib.com-e17c7569787e2cd03f07c43f39662e1a109504c9.tar.gz
raylib.com-e17c7569787e2cd03f07c43f39662e1a109504c9.zip
ADDED: Cheatsheet Chinese translation
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+
+ //模块:raudio
+ //音频设备管理功能
+ void InitAudioDevice(void); //初始化音频设备和上下文
+ void CloseAudioDevice(void); //关闭音频设备和上下文
+ bool IsAudioDeviceReady(void); //检查音频设备是否已成功初始化
+ void SetMasterVolume(float体积); //设置主音量(侦听器)
+
+ //Wave wave/Sound Load/卸载功能
+ Wave LoadWave(const char *fileName); //从文件加载Wave wave数据
+ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); //从内存缓冲区加载Wave, fileType引用扩展名:即'。瓦夫
+ Sound LoadSound(const char *fileName); //从文件加载音频
+ Sound LoadSoundFromWave(Wave wave); //从Wave数据加载音频
+ void UpdateSound(Sound, constvoid *data, int sampleCount); //用新数据更新音频缓冲区
+ void UnloadWave(Wave wave); //卸载Wave数据
+ void UnloadSound(Sound); //卸载音频
+ bool ExportWave(Wave, const char *fileName); //将波数据导出到文件, 成功时返回true
+ bool ExportWaveAsCode(Wave, const char *fileName); //将波样本数据导出到代码(.h), 成功时返回true
+
+ //Wave/Sound管理功能
+ void PlaySound(Sound sound); //播放音频
+ void StopSound(Sound sound); //停止播放音频
+ void PauseSound(Sound sound); //暂停音频
+ void ResumeSound(Sound sound); //恢复暂停的音频
+ void PlaySoundMulti(Sound sound); //播放音频(使用多通道缓冲池)
+ void StopSoundMulti(void); //停止任何音频播放(使用多通道缓冲池)
+ int GetSoundsPlaying(void); //获取多声道播放的音频数量
+ bool IsSoundPlaying(Sound sound); //检查当前是否正在播放音频
+ void SetSoundVolume(Sound sound, float音量); //设置音频音量(1.0为最大音量)
+ void SetSoundPitch(Sound sound, float音调); //设置音频的音调(1.0为基本音量)
+ void SetSoundPan(Sound sound, float浮盘); //为音频设置平移(0.5为中心)
+ Wave WaveCopy(Wave wave); //将波复制到新波
+ void WaveCrop(Wave *Wave, int initSample, int finalSample); //将波裁剪到定义的采样范围
+ void WaveFormat(Wave *Wave, int sampleRate, int sampleSize, int通道); //将波数据转换为所需格式
+ float *LoadWaveSamples(Wave wave); //将波采样数据加载为32位float数据数组
+ void UnloadWaveSamples(float *样本); //卸载使用加载WaveSamples()加载的样本数据
+
+ //Music管理功能
+ Music LoadMusicStream(const char *fileName); //从文件加载音乐流
+ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); //从数据加载音乐流
+ void UnloadMusicStream(Music music); //卸载音乐流
+ void PlayMusicStream(Music music); //开始播放音乐
+ bool IsMusicStreamPlaying(Music music); //检查是否正在播放音乐
+ void UpdateMusicStream(Music music); //更新音乐流的缓冲区
+ void StopMusicStream(Music music); //停止音乐播放
+ void PauseMusicStream(Music music); //暂停音乐播放
+ void ResumeMusicStream(Music music); //继续播放暂停的音乐
+ void SeekMusicStream(Music music, float位置); //将音乐搜索到某个位置(以秒为单位)
+ void SetMusicVolume(Music music, float音量); //设置音乐音量(1.0为最大音量)
+ void SetMusicPitch(Music music, float音高); //设置音乐的音高(1.0为基本级别)
+ void SetMusicPan(Music music, 浮盘); //为音乐设置平移(0.5为中心)
+ float GetMusicTimeLength(Music music); //获取音乐时间长度(秒)
+ float GetMusicTimePlayed(Music music); //获取当前播放的音乐时间(秒)
+
+ //AudioStream管理功能
+ AudioStream LoadAudioStream(unsigned int sampleRate、unsigned int sampleSize、unsigned整型通道); //加载音频流(以流式传输原始音频pcm数据)
+ void UnloadAudioStream(AudioStream stream); //卸载音频流并释放内存
+ void UpdateAudioStream(AudioStream音频流, const void *data, int frameCount); //使用数据更新音频流缓冲区
+ bool IsAudioStreamProcessed(AudioStream音频流); //检查是否有音频流缓冲区需要重新填充
+ void PlayAudioStream(AudioStream音频流); //播放音频流
+ void PauseAudioStream(AudioStream音频流); //暂停音频流
+ void ResumeAudioStream(AudioStream音频流); //恢复音频流
+ bool IsAudioStreamPlaying(AudioStream音频流); //检查是否正在播放音频流
+ void StopAudioStream(AudioStream音频流); //停止音频流
+ void SetAudioStreamVolume(AudioStream音频流, float音量); //设置音频流的音量(1.0为最大音量)
+ void SetAudioStreamPitch(AudioStream音频流, float音调); //设置音频流的音调(1.0为基本级别)
+ void SetAudioStreamPan(AudioStream音频流, float平移); //设置音频流的平移(0.5居中)
+ void SetAudioStreamBufferSizeDefault(int大小); //新音频流的默认大小
+ void SetAudioStreamCallback(AudioStream音频流, AudioCallback回调); //音频线程回调以请求新数据
+ void AttachAudioStreamProcessor(AudioStream音频流、AudioCallback处理器); //将音频流处理器连接到流
+ void DetachAudioStreamProcessor(AudioStream音频流、AudioCallback处理器); //从流中分离音频流处理器
+
+ \ No newline at end of file