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/*
* Simple-SDL2-Audio
*
* Copyright 2016 Jake Besworth
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
/*
* audio.h
*
* All audio related functions go here
*
*/
#ifndef SIMPLE_AUDIO_
#define SIMPLE_AUDIO_
#ifdef __cplusplus
extern "C"
{
#endif
#include <SDL2/SDL.h>
/*
* Queue structure for all loaded sounds
*
*/
typedef struct sound
{
uint32_t length;
uint32_t lengthTrue;
uint8_t * bufferTrue;
uint8_t * buffer;
uint8_t loop;
uint8_t fade;
uint8_t free;
uint8_t volume;
SDL_AudioSpec audio;
struct sound * next;
} Audio;
/*
* Create a Audio object
*
* @param filename Filename for the WAVE file to load
* @param loop 0 ends after playing once (sound), 1 repeats and fades when other music added (music)
* @param volume Volume, read playSound()
*
* @return returns a new Audio or NULL on failure, you must call freeAudio() on return Audio
*
*/
Audio * createAudio(const char * filename, uint8_t loop, int volume);
/*
* Frees as many chained Audios as given
*
* @param audio Chain of sounds to free
*
*/
void freeAudio(Audio * audio);
/*
* Play a wave file currently must be S16LE format 2 channel stereo
*
* @param filename Filename to open, use getAbsolutePath
* @param volume Volume 0 - 128. SDL_MIX_MAXVOLUME constant for max volume
*
*/
void playSound(const char * filename, int volume);
/*
* Plays a new music, only 1 at a time plays
*
* @param filename Filename of the WAVE file to load
* @param volume Volume read playSound for moree
*
*/
void playMusic(const char * filename, int volume);
/*
* Plays a sound from a createAudio object (clones), only 1 at a time plays
* Advantage to this method is no more disk reads, only once, data is stored and constantly reused
*
* @param audio Audio object to clone and use
* @param volume Volume read playSound for moree
*
*/
void playSoundFromMemory(Audio * audio, int volume);
/*
* Plays a music from a createAudio object (clones), only 1 at a time plays
* Advantage to this method is no more disk reads, only once, data is stored and constantly reused
*
* @param audio Audio object to clone and use
* @param volume Volume read playSound for moree
*
*/
void playMusicFromMemory(Audio * audio, int volume);
/*
* Free all audio related variables
* Note, this needs to be run even if initAudio fails, because it frees the global audio device
*
*/
void endAudio(void);
/*
* Initialize Audio Variable
*
*/
void initAudio(void);
/*
* Pause audio from playing
*
*/
void pauseAudio(void);
/*
* Unpause audio from playing
*
*/
void unpauseAudio(void);
#ifdef __cplusplus
}
#endif
#endif
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