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authorJoshua Reisenauer <[email protected]>2016-05-01 18:53:40 -0700
committerJoshua Reisenauer <[email protected]>2016-05-01 18:53:40 -0700
commita2a3d3aeb60dd117b02fc8c7c85ec428175a5f83 (patch)
treecb59b5555e748f23d7099d9e905c71f12d9aa2da /src/audio.h
parentfa3112b40e5f6a1e09f34aadd7a4af9410179618 (diff)
downloadraylib-a2a3d3aeb60dd117b02fc8c7c85ec428175a5f83.tar.gz
raylib-a2a3d3aeb60dd117b02fc8c7c85ec428175a5f83.zip
new silence generator
Diffstat (limited to 'src/audio.h')
-rw-r--r--src/audio.h7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/audio.h b/src/audio.h
index 9c681044..9037a843 100644
--- a/src/audio.h
+++ b/src/audio.h
@@ -84,10 +84,11 @@ bool IsAudioDeviceReady(void); // True if call
// Audio contexts are for outputing custom audio waveforms, This will shut down any other sound sources currently playing
// The mixChannel is what mix channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
-// exmple usage is InitAudioContext(48000, 16, 0, 2); // stereo, mixchannel 1, 16bit, 48khz
-AudioContext InitAudioContext(unsigned short sampleRate, unsigned char bitsPerSample, unsigned char mixChannel, unsigned char channels);
+// exmple usage is InitAudioContext(48000, 0); // mixchannel 1, 48khz
+// all samples are floating point stereo by default
+AudioContext InitAudioContext(unsigned short sampleRate, unsigned char mixChannel);
void CloseAudioContext(AudioContext ctx); // Frees audio context
-void UpdateAudioContext(AudioContext ctx, void *data, unsigned short *dataLength); // Pushes more audio data into context mix channel, if none are ever pushed then zeros are fed in
+void UpdateAudioContext(AudioContext ctx, float *data, unsigned short dataLength); // Pushes more audio data into context mix channel, if NULL is passed to data then zeros are played
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data