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| author | Ray <[email protected]> | 2022-12-02 20:38:03 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-12-02 20:38:03 +0100 |
| commit | e17c7569787e2cd03f07c43f39662e1a109504c9 (patch) | |
| tree | 1e6c73a40136b68ac6c14b68f77b587424843f3b /cheatsheet/zh/raylib_audio.c | |
| parent | 83726dfe5559f7d73136132cdd980a6c8ba13045 (diff) | |
| download | raylib.com-e17c7569787e2cd03f07c43f39662e1a109504c9.tar.gz raylib.com-e17c7569787e2cd03f07c43f39662e1a109504c9.zip | |
ADDED: Cheatsheet Chinese translation
Diffstat (limited to 'cheatsheet/zh/raylib_audio.c')
| -rw-r--r-- | cheatsheet/zh/raylib_audio.c | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/cheatsheet/zh/raylib_audio.c b/cheatsheet/zh/raylib_audio.c new file mode 100644 index 0000000..8fa1e52 --- /dev/null +++ b/cheatsheet/zh/raylib_audio.c @@ -0,0 +1,73 @@ + + //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 + +
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