/********************************************************************************************** * * raudio v1.1 - A simple and easy-to-use audio library based on miniaudio * * FEATURES: * - Manage audio device (init/close) * - Manage raw audio context * - Manage mixing channels * - Load and unload audio files * - Format wave data (sample rate, size, channels) * - Play/Stop/Pause/Resume loaded audio * * DEPENDENCIES: * miniaudio.h - Audio device management lib (https://github.com/mackron/miniaudio) * stb_vorbis.h - Ogg audio files loading (http://www.nothings.org/stb_vorbis/) * dr_wav.h - WAV audio files loading (http://github.com/mackron/dr_libs) * dr_mp3.h - MP3 audio file loading (https://github.com/mackron/dr_libs) * dr_flac.h - FLAC audio file loading (https://github.com/mackron/dr_libs) * jar_xm.h - XM module file loading * jar_mod.h - MOD audio file loading * * CONTRIBUTORS: * David Reid (github: @mackron) (Nov. 2017): * - Complete port to miniaudio library * * Joshua Reisenauer (github: @kd7tck) (2015): * - XM audio module support (jar_xm) * - MOD audio module support (jar_mod) * - Mixing channels support * - Raw audio context support * * * LICENSE: zlib/libpng * * Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef RAUDIO_H #define RAUDIO_H //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // In case this file is included, we are using raudio in standalone mode #ifndef RAUDIO_STANDALONE #define RAUDIO_STANDALONE #endif // RAUDIO_STANDALONE // Allow custom memory allocators #ifndef RL_MALLOC #define RL_MALLOC(sz) malloc(sz) #endif #ifndef RL_CALLOC #define RL_CALLOC(n,sz) calloc(n,sz) #endif #ifndef RL_FREE #define RL_FREE(p) free(p) #endif //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- #if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) #include #elif !defined(__cplusplus) && !defined(bool) typedef enum bool { false = 0, true = !false } bool; #define RL_BOOL_TYPE #endif typedef void (*AudioCallback)(void *bufferData, unsigned int frames); // Wave, audio wave data typedef struct Wave { unsigned int frameCount; // Total number of frames (considering channels) unsigned int sampleRate; // Frequency (samples per second) unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) void *data; // Buffer data pointer } Wave; // Opaque structs declaration typedef struct rAudioBuffer rAudioBuffer; typedef struct rAudioProcessor rAudioProcessor; // AudioStream, custom audio stream typedef struct AudioStream { rAudioBuffer *buffer; // Pointer to internal data used by the audio system rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects unsigned int sampleRate; // Frequency (samples per second) unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) } AudioStream; // Sound typedef struct Sound { AudioStream stream; // Audio stream unsigned int frameCount; // Total number of frames (considering channels) } Sound; // Music, audio stream, anything longer than ~10 seconds should be streamed typedef struct Music { AudioStream stream; // Audio stream unsigned int frameCount; // Total number of frames (considering channels) bool looping; // Music looping enable int ctxType; // Type of music context (audio filetype) void *ctxData; // Audio context data, depends on type } Music; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif // Audio device management functions void InitAudioDevice(void); // Initialize audio device and context void CloseAudioDevice(void); // Close the audio device and context bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully void SetMasterVolume(float volume); // Set master volume (listener) float GetMasterVolume(void); // Get master volume (listener) // Wave/Sound loading/unloading functions Wave LoadWave(const char *fileName); // Load wave data from file Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav" bool IsWaveReady(Wave wave); // Checks if wave data is ready Sound LoadSound(const char *fileName); // Load sound from file Sound LoadSoundFromWave(Wave wave); // Load sound from wave data Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data bool IsSoundReady(Sound sound); // Checks if a sound is ready void UpdateSound(Sound sound, const void *data, int frameCount);// Update sound buffer with new data void UnloadWave(Wave wave); // Unload wave data void UnloadSound(Sound sound); // Unload sound void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success // Wave/Sound management functions void PlaySound(Sound sound); // Play a sound void StopSound(Sound sound); // Stop playing a sound void PauseSound(Sound sound); // Pause a sound void ResumeSound(Sound sound); // Resume a paused 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 SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.0 to 1.0, 0.5=center) 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 void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() // Music management functions Music LoadMusicStream(const char *fileName); // Load music stream from file Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char* data, int dataSize); // Load music stream from data bool IsMusicReady(Music music); // Checks if a music stream is ready void UnloadMusicStream(Music music); // Unload music stream void PlayMusicStream(Music music); // Start music playing bool IsMusicStreamPlaying(Music music); // Check if music is 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 void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) 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 SetMusicPan(Music music, float pan); // Set pan for a music (0.0 to 1.0, 0.5=center) 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 LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data bool IsAudioStreamProcessed(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 bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing void StopAudioStream(AudioStream stream); // Stop audio stream void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) void SetAudioStreamPan(AudioStream strean, float pan); // Set pan for audio stream (0.0 to 1.0, 0.5=center) void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline #ifdef __cplusplus } #endif #endif // RAUDIO_H