forked from jaildesigner-jailgames/jaildoctors_dilemma
Actualizado jail_audio a la última versión
This commit is contained in:
@@ -1,3 +1,4 @@
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#ifndef JA_USESDLMIXER
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#include "jail_audio.h"
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#include "stb_vorbis.c"
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#include <SDL2/SDL.h>
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@@ -11,7 +12,7 @@ struct JA_Sound_t {
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};
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struct JA_Channel_t {
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JA_Sound sound;
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JA_Sound_t *sound;
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int pos {0};
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int times {0};
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JA_Channel_state state { JA_CHANNEL_FREE };
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@@ -25,7 +26,7 @@ struct JA_Music_t {
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JA_Music_state state {JA_MUSIC_INVALID};
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};
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JA_Music current_music{NULL};
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JA_Music_t *current_music{NULL};
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JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
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int JA_freq {48000};
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@@ -86,7 +87,7 @@ void JA_Quit() {
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sdlAudioDevice = 0;
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}
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JA_Music JA_LoadMusic(const char* filename) {
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JA_Music_t *JA_LoadMusic(const char* filename) {
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int chan, samplerate;
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// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
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@@ -98,7 +99,7 @@ JA_Music JA_LoadMusic(const char* filename) {
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if (fread(buffer, fsize, 1, f)!=1) return NULL;
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fclose(f);
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JA_Music music = new JA_Music_t();
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JA_Music_t *music = new JA_Music_t();
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music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
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free(buffer);
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@@ -121,7 +122,7 @@ JA_Music JA_LoadMusic(const char* filename) {
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return music;
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}
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void JA_PlayMusic(JA_Music music, const int loop) {
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void JA_PlayMusic(JA_Music_t *music, const int loop) {
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if (current_music != NULL) {
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current_music->pos = 0;
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current_music->state = JA_MUSIC_STOPPED;
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@@ -153,21 +154,21 @@ JA_Music_state JA_GetMusicState() {
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return current_music->state;
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}
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void JA_DeleteMusic(JA_Music music) {
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void JA_DeleteMusic(JA_Music_t *music) {
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if (current_music == music) current_music = NULL;
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free(music->output);
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delete music;
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}
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JA_Sound JA_NewSound(Uint8* buffer, Uint32 length) {
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JA_Sound sound = new JA_Sound_t();
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JA_Sound_t *JA_NewSound(Uint8* buffer, Uint32 length) {
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JA_Sound_t *sound = new JA_Sound_t();
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sound->buffer = buffer;
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sound->length = length;
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return sound;
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}
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JA_Sound JA_LoadSound(const char* filename) {
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JA_Sound sound = new JA_Sound_t();
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JA_Sound_t *JA_LoadSound(const char* filename) {
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JA_Sound_t *sound = new JA_Sound_t();
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SDL_AudioSpec wavSpec;
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SDL_LoadWAV(filename, &wavSpec, &sound->buffer, &sound->length);
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@@ -184,7 +185,7 @@ JA_Sound JA_LoadSound(const char* filename) {
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return sound;
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}
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int JA_PlaySound(JA_Sound sound, const int loop) {
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int JA_PlaySound(JA_Sound_t *sound, const int loop) {
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int channel = 0;
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while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; }
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if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) channel = 0;
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@@ -196,7 +197,7 @@ int JA_PlaySound(JA_Sound sound, const int loop) {
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return channel;
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}
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void JA_DeleteSound(JA_Sound sound) {
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void JA_DeleteSound(JA_Sound_t *sound) {
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for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
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if (channels[i].sound == sound) JA_StopChannel(i);
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}
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@@ -246,4 +247,5 @@ JA_Channel_state JA_GetChannelState(const int channel) {
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int JA_SetVolume(int volume) {
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JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
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return JA_volume;
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}
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}
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#endif
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