#pragma once // --- Includes --- #include #include // Para uint32_t, uint8_t #include // Para NULL, fseek, fclose, fopen, fread, ftell, FILE, SEEK_END, SEEK_SET #include // Para free, malloc #include // Para std::cout #include // Para std::unique_ptr #include // Para std::string #include // Para std::vector #define STB_VORBIS_HEADER_ONLY #include "external/stb_vorbis.c" // Para stb_vorbis_open_memory i streaming // Deleter stateless per a buffers reservats amb `SDL_malloc` / `SDL_LoadWAV*`. // Compatible amb `std::unique_ptr` — zero size // overhead gràcies a EBO, igual que un unique_ptr amb default_delete. struct SDLFreeDeleter { void operator()(Uint8* p) const noexcept { if (p) SDL_free(p); } }; // --- Public Enums --- enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED, JA_SOUND_DISABLED, }; enum JA_Music_state { JA_MUSIC_INVALID, JA_MUSIC_PLAYING, JA_MUSIC_PAUSED, JA_MUSIC_STOPPED, JA_MUSIC_DISABLED, }; // --- Struct Definitions --- #define JA_MAX_SIMULTANEOUS_CHANNELS 20 #define JA_MAX_GROUPS 2 struct JA_Sound_t { SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000}; Uint32 length{0}; // Buffer descomprimit (PCM) propietat del sound. Reservat per SDL_LoadWAV // via SDL_malloc; el deleter `SDLFreeDeleter` allibera amb SDL_free. std::unique_ptr buffer; }; struct JA_Channel_t { JA_Sound_t* sound{nullptr}; int pos{0}; int times{0}; int group{0}; SDL_AudioStream* stream{nullptr}; JA_Channel_state state{JA_CHANNEL_FREE}; }; struct JA_Music_t { SDL_AudioSpec spec{SDL_AUDIO_S16, 2, 48000}; // OGG comprimit en memòria. Propietat nostra; es copia des del buffer // d'entrada una sola vegada en JA_LoadMusic i es descomprimix en chunks // per streaming. Com que stb_vorbis guarda un punter persistent al // `.data()` d'aquest vector, no el podem resize'jar un cop establert // (una reallocation invalidaria el punter que el decoder conserva). std::vector ogg_data; stb_vorbis* vorbis{nullptr}; // handle del decoder, viu tot el cicle del JA_Music_t std::string filename; int times{0}; // loops restants (-1 = infinit, 0 = un sol play) SDL_AudioStream* stream{nullptr}; JA_Music_state state{JA_MUSIC_INVALID}; }; // --- Internal Global State (inline, C++17) --- inline JA_Music_t* current_music{nullptr}; inline JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS]; inline SDL_AudioSpec JA_audioSpec{SDL_AUDIO_S16, 2, 48000}; inline float JA_musicVolume{1.0f}; inline float JA_soundVolume[JA_MAX_GROUPS]; inline bool JA_musicEnabled{true}; inline bool JA_soundEnabled{true}; inline SDL_AudioDeviceID sdlAudioDevice{0}; // --- Crossfade / Fade State --- struct JA_FadeState { bool active{false}; Uint64 start_time{0}; int duration_ms{0}; float initial_volume{0.0f}; }; struct JA_OutgoingMusic { SDL_AudioStream* stream{nullptr}; JA_FadeState fade; }; inline JA_OutgoingMusic outgoing_music; inline JA_FadeState incoming_fade; // --- Forward Declarations --- inline void JA_StopMusic(); inline void JA_StopChannel(const int channel); inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop = 0, const int group = 0); inline void JA_CrossfadeMusic(JA_Music_t* music, int crossfade_ms, int loop = -1); // --- Music streaming internals --- // Bytes-per-sample per canal (sempre s16) static constexpr int JA_MUSIC_BYTES_PER_SAMPLE = 2; // Quants shorts decodifiquem per crida a get_samples_short_interleaved. // 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz. static constexpr int JA_MUSIC_CHUNK_SHORTS = 8192; // Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a // l'SDL_AudioStream per absorbir jitter de frame i evitar underruns. static constexpr float JA_MUSIC_LOW_WATER_SECONDS = 0.5f; // Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples // decodificats per canal (0 = EOF de l'stream vorbis). inline int JA_FeedMusicChunk(JA_Music_t* music) { if (!music || !music->vorbis || !music->stream) return 0; short chunk[JA_MUSIC_CHUNK_SHORTS]; const int num_channels = music->spec.channels; const int samples_per_channel = stb_vorbis_get_samples_short_interleaved( music->vorbis, num_channels, chunk, JA_MUSIC_CHUNK_SHORTS); if (samples_per_channel <= 0) return 0; const int bytes = samples_per_channel * num_channels * JA_MUSIC_BYTES_PER_SAMPLE; SDL_PutAudioStreamData(music->stream, chunk, bytes); return samples_per_channel; } // Reompli l'stream fins que tinga ≥ JA_MUSIC_LOW_WATER_SECONDS bufferats. // En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar. inline void JA_PumpMusic(JA_Music_t* music) { if (!music || !music->vorbis || !music->stream) return; const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE; const int low_water_bytes = static_cast(JA_MUSIC_LOW_WATER_SECONDS * static_cast(bytes_per_second)); while (SDL_GetAudioStreamAvailable(music->stream) < low_water_bytes) { const int decoded = JA_FeedMusicChunk(music); if (decoded > 0) continue; // EOF: si queden loops, rebobinar; si no, tallar i deixar drenar. if (music->times != 0) { stb_vorbis_seek_start(music->vorbis); if (music->times > 0) music->times--; } else { break; } } } // Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream // siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb // streaming: l'stream robat no es pot re-alimentar perquè perd la referència // al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem. inline void JA_PreFillOutgoing(JA_Music_t* music, int duration_ms) { if (!music || !music->vorbis || !music->stream) return; const int bytes_per_second = music->spec.freq * music->spec.channels * JA_MUSIC_BYTES_PER_SAMPLE; const int needed_bytes = static_cast((static_cast(duration_ms) * bytes_per_second) / 1000); while (SDL_GetAudioStreamAvailable(music->stream) < needed_bytes) { const int decoded = JA_FeedMusicChunk(music); if (decoded <= 0) break; // EOF: deixem drenar el que hi haja } } // --- Core Functions --- inline void JA_Update() { // --- Outgoing music fade-out (crossfade o fade-out a silencio) --- if (outgoing_music.stream && outgoing_music.fade.active) { Uint64 now = SDL_GetTicks(); Uint64 elapsed = now - outgoing_music.fade.start_time; if (elapsed >= (Uint64)outgoing_music.fade.duration_ms) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; outgoing_music.fade.active = false; } else { float percent = (float)elapsed / (float)outgoing_music.fade.duration_ms; SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0f - percent)); } } // --- Current music --- if (JA_musicEnabled && current_music && current_music->state == JA_MUSIC_PLAYING) { // Fade-in (parte de un crossfade) if (incoming_fade.active) { Uint64 now = SDL_GetTicks(); Uint64 elapsed = now - incoming_fade.start_time; if (elapsed >= (Uint64)incoming_fade.duration_ms) { incoming_fade.active = false; SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume); } else { float percent = (float)elapsed / (float)incoming_fade.duration_ms; SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume * percent); } } // Streaming: rellenem l'stream fins al low-water-mark i parem si el // vorbis s'ha esgotat i no queden loops. JA_PumpMusic(current_music); if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) { JA_StopMusic(); } } // --- Sound channels --- if (JA_soundEnabled) { for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) if (channels[i].state == JA_CHANNEL_PLAYING) { if (channels[i].times != 0) { if ((Uint32)SDL_GetAudioStreamAvailable(channels[i].stream) < (channels[i].sound->length / 2)) { SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer.get(), channels[i].sound->length); if (channels[i].times > 0) channels[i].times--; } } else { if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) JA_StopChannel(i); } } } } inline void JA_Init(const int freq, const SDL_AudioFormat format, const int num_channels) { JA_audioSpec = {format, num_channels, freq}; if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec); if (sdlAudioDevice == 0) std::cout << "Failed to initialize SDL audio!" << '\n'; for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; ++i) channels[i].state = JA_CHANNEL_FREE; for (int i = 0; i < JA_MAX_GROUPS; ++i) JA_soundVolume[i] = 0.5f; } inline void JA_Quit() { if (outgoing_music.stream) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; } if (sdlAudioDevice) SDL_CloseAudioDevice(sdlAudioDevice); sdlAudioDevice = 0; } // --- Music Functions --- inline JA_Music_t* JA_LoadMusic(const Uint8* buffer, Uint32 length) { if (!buffer || length == 0) return nullptr; // Allocem el JA_Music_t primer per aprofitar el seu `std::vector` // com a propietari del OGG comprimit. stb_vorbis guarda un punter // persistent al buffer; com que ací no el resize'jem, el .data() és // estable durant tot el cicle de vida del music. auto* music = new JA_Music_t(); music->ogg_data.assign(buffer, buffer + length); int error = 0; music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(), static_cast(length), &error, nullptr); if (!music->vorbis) { std::cout << "JA_LoadMusic: stb_vorbis_open_memory failed (error " << error << ")" << '\n'; delete music; return nullptr; } const stb_vorbis_info info = stb_vorbis_get_info(music->vorbis); music->spec.channels = info.channels; music->spec.freq = static_cast(info.sample_rate); music->spec.format = SDL_AUDIO_S16; music->state = JA_MUSIC_STOPPED; return music; } // Overload amb filename — els callers l'usen per poder comparar la música // en curs amb JA_GetMusicFilename() i no rearrancar-la si ja és la mateixa. inline JA_Music_t* JA_LoadMusic(Uint8* buffer, Uint32 length, const char* filename) { JA_Music_t* music = JA_LoadMusic(static_cast(buffer), length); if (music && filename) music->filename = filename; return music; } inline JA_Music_t* JA_LoadMusic(const char* filename) { // Carreguem primer el arxiu en memòria i després el descomprimim. FILE* f = fopen(filename, "rb"); if (!f) return nullptr; fseek(f, 0, SEEK_END); long fsize = ftell(f); fseek(f, 0, SEEK_SET); auto* buffer = static_cast(malloc(fsize + 1)); if (!buffer) { fclose(f); return nullptr; } if (fread(buffer, fsize, 1, f) != 1) { fclose(f); free(buffer); return nullptr; } fclose(f); JA_Music_t* music = JA_LoadMusic(static_cast(buffer), static_cast(fsize)); if (music) { music->filename = filename; } free(buffer); return music; } inline void JA_PlayMusic(JA_Music_t* music, const int loop = -1) { if (!JA_musicEnabled || !music || !music->vorbis) return; JA_StopMusic(); current_music = music; current_music->state = JA_MUSIC_PLAYING; current_music->times = loop; // Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera- // vegada com replays/canvis de track que tornen a la mateixa pista. stb_vorbis_seek_start(current_music->vorbis); current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &JA_audioSpec); if (!current_music->stream) { std::cout << "Failed to create audio stream!" << '\n'; current_music->state = JA_MUSIC_STOPPED; return; } SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume); // Pre-cargem el buffer abans de bindejar per evitar un underrun inicial. JA_PumpMusic(current_music); if (!SDL_BindAudioStream(sdlAudioDevice, current_music->stream)) { std::cout << "[ERROR] SDL_BindAudioStream failed!" << '\n'; } } inline const char* JA_GetMusicFilename(const JA_Music_t* music = nullptr) { if (!music) music = current_music; if (!music || music->filename.empty()) return nullptr; return music->filename.c_str(); } inline void JA_PauseMusic() { if (!JA_musicEnabled) return; if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; current_music->state = JA_MUSIC_PAUSED; SDL_UnbindAudioStream(current_music->stream); } inline void JA_ResumeMusic() { if (!JA_musicEnabled) return; if (!current_music || current_music->state != JA_MUSIC_PAUSED) return; current_music->state = JA_MUSIC_PLAYING; SDL_BindAudioStream(sdlAudioDevice, current_music->stream); } inline void JA_StopMusic() { // Limpiar outgoing crossfade si existe if (outgoing_music.stream) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; outgoing_music.fade.active = false; } incoming_fade.active = false; if (!current_music || current_music->state == JA_MUSIC_INVALID || current_music->state == JA_MUSIC_STOPPED) return; current_music->state = JA_MUSIC_STOPPED; if (current_music->stream) { SDL_DestroyAudioStream(current_music->stream); current_music->stream = nullptr; } // Deixem el handle de vorbis viu — es tanca en JA_DeleteMusic. // Rebobinem perquè un futur JA_PlayMusic comence des del principi. if (current_music->vorbis) { stb_vorbis_seek_start(current_music->vorbis); } } inline void JA_FadeOutMusic(const int milliseconds) { if (!JA_musicEnabled) return; if (!current_music || current_music->state != JA_MUSIC_PLAYING) return; // Destruir outgoing anterior si existe if (outgoing_music.stream) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; } // Pre-omplim l'stream amb `milliseconds` de so: un cop robat, ja no // tindrà accés al vorbis decoder i només podrà drenar el que tinga. JA_PreFillOutgoing(current_music, milliseconds); // Robar el stream del current_music al outgoing outgoing_music.stream = current_music->stream; outgoing_music.fade = {true, SDL_GetTicks(), milliseconds, JA_musicVolume}; // Dejar current_music sin stream (ya lo tiene outgoing) current_music->stream = nullptr; current_music->state = JA_MUSIC_STOPPED; if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis); incoming_fade.active = false; } inline void JA_CrossfadeMusic(JA_Music_t* music, const int crossfade_ms, const int loop) { if (!JA_musicEnabled || !music || !music->vorbis) return; // Destruir outgoing anterior si existe (crossfade durante crossfade) if (outgoing_music.stream) { SDL_DestroyAudioStream(outgoing_music.stream); outgoing_music.stream = nullptr; outgoing_music.fade.active = false; } // Robar el stream de la musica actual al outgoing para el fade-out. // Pre-omplim amb `crossfade_ms` de so perquè no es quede en silenci // abans d'acabar el fade (l'stream robat ja no pot alimentar-se). if (current_music && current_music->state == JA_MUSIC_PLAYING && current_music->stream) { JA_PreFillOutgoing(current_music, crossfade_ms); outgoing_music.stream = current_music->stream; outgoing_music.fade = {true, SDL_GetTicks(), crossfade_ms, JA_musicVolume}; current_music->stream = nullptr; current_music->state = JA_MUSIC_STOPPED; if (current_music->vorbis) stb_vorbis_seek_start(current_music->vorbis); } // Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente) current_music = music; current_music->state = JA_MUSIC_PLAYING; current_music->times = loop; stb_vorbis_seek_start(current_music->vorbis); current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &JA_audioSpec); if (!current_music->stream) { std::cout << "Failed to create audio stream for crossfade!" << '\n'; current_music->state = JA_MUSIC_STOPPED; return; } SDL_SetAudioStreamGain(current_music->stream, 0.0f); JA_PumpMusic(current_music); // pre-carrega abans de bindejar SDL_BindAudioStream(sdlAudioDevice, current_music->stream); // Configurar fade-in incoming_fade = {true, SDL_GetTicks(), crossfade_ms, 0.0f}; } inline JA_Music_state JA_GetMusicState() { if (!JA_musicEnabled) return JA_MUSIC_DISABLED; if (!current_music) return JA_MUSIC_INVALID; return current_music->state; } inline void JA_DeleteMusic(JA_Music_t* music) { if (!music) return; if (current_music == music) { JA_StopMusic(); current_music = nullptr; } if (music->stream) SDL_DestroyAudioStream(music->stream); if (music->vorbis) stb_vorbis_close(music->vorbis); // ogg_data (std::vector) i filename (std::string) s'alliberen sols // al destructor de JA_Music_t. delete music; } inline float JA_SetMusicVolume(float volume) { JA_musicVolume = SDL_clamp(volume, 0.0f, 1.0f); if (current_music && current_music->stream) { SDL_SetAudioStreamGain(current_music->stream, JA_musicVolume); } return JA_musicVolume; } inline void JA_SetMusicPosition(float /*value*/) { // No implementat amb el backend de streaming. } inline float JA_GetMusicPosition() { return 0.0f; } inline void JA_EnableMusic(const bool value) { if (!value && current_music && (current_music->state == JA_MUSIC_PLAYING)) JA_StopMusic(); JA_musicEnabled = value; } // --- Sound Functions --- inline JA_Sound_t* JA_LoadSound(uint8_t* buffer, uint32_t size) { auto sound = std::make_unique(); Uint8* raw = nullptr; if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), 1, &sound->spec, &raw, &sound->length)) { std::cout << "Failed to load WAV from memory: " << SDL_GetError() << '\n'; return nullptr; } sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer return sound.release(); } inline JA_Sound_t* JA_LoadSound(const char* filename) { auto sound = std::make_unique(); Uint8* raw = nullptr; if (!SDL_LoadWAV(filename, &sound->spec, &raw, &sound->length)) { std::cout << "Failed to load WAV file: " << SDL_GetError() << '\n'; return nullptr; } sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer return sound.release(); } inline int JA_PlaySound(JA_Sound_t* sound, const int loop = 0, const int group = 0) { if (!JA_soundEnabled || !sound) return -1; int channel = 0; while (channel < JA_MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != JA_CHANNEL_FREE) { channel++; } if (channel == JA_MAX_SIMULTANEOUS_CHANNELS) { // No hay canal libre, reemplazamos el primero channel = 0; } return JA_PlaySoundOnChannel(sound, channel, loop, group); } inline int JA_PlaySoundOnChannel(JA_Sound_t* sound, const int channel, const int loop, const int group) { if (!JA_soundEnabled || !sound) return -1; if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return -1; JA_StopChannel(channel); channels[channel].sound = sound; channels[channel].times = loop; channels[channel].pos = 0; channels[channel].group = group; channels[channel].state = JA_CHANNEL_PLAYING; channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &JA_audioSpec); if (!channels[channel].stream) { std::cout << "Failed to create audio stream for sound!" << '\n'; channels[channel].state = JA_CHANNEL_FREE; return -1; } SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length); SDL_SetAudioStreamGain(channels[channel].stream, JA_soundVolume[group]); SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream); return channel; } inline void JA_DeleteSound(JA_Sound_t* sound) { if (!sound) return; for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) { if (channels[i].sound == sound) JA_StopChannel(i); } // buffer es destrueix automàticament via RAII (SDLFreeDeleter). delete sound; } inline void JA_PauseChannel(const int channel) { if (!JA_soundEnabled) return; if (channel == -1) { for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) if (channels[i].state == JA_CHANNEL_PLAYING) { channels[i].state = JA_CHANNEL_PAUSED; SDL_UnbindAudioStream(channels[i].stream); } } else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) { if (channels[channel].state == JA_CHANNEL_PLAYING) { channels[channel].state = JA_CHANNEL_PAUSED; SDL_UnbindAudioStream(channels[channel].stream); } } } inline void JA_ResumeChannel(const int channel) { if (!JA_soundEnabled) return; if (channel == -1) { for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) if (channels[i].state == JA_CHANNEL_PAUSED) { channels[i].state = JA_CHANNEL_PLAYING; SDL_BindAudioStream(sdlAudioDevice, channels[i].stream); } } else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) { if (channels[channel].state == JA_CHANNEL_PAUSED) { channels[channel].state = JA_CHANNEL_PLAYING; SDL_BindAudioStream(sdlAudioDevice, channels[channel].stream); } } } inline void JA_StopChannel(const int channel) { if (channel == -1) { for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) { if (channels[i].state != JA_CHANNEL_FREE) { if (channels[i].stream) SDL_DestroyAudioStream(channels[i].stream); channels[i].stream = nullptr; channels[i].state = JA_CHANNEL_FREE; channels[i].pos = 0; channels[i].sound = nullptr; } } } else if (channel >= 0 && channel < JA_MAX_SIMULTANEOUS_CHANNELS) { if (channels[channel].state != JA_CHANNEL_FREE) { if (channels[channel].stream) SDL_DestroyAudioStream(channels[channel].stream); channels[channel].stream = nullptr; channels[channel].state = JA_CHANNEL_FREE; channels[channel].pos = 0; channels[channel].sound = nullptr; } } } inline JA_Channel_state JA_GetChannelState(const int channel) { if (!JA_soundEnabled) return JA_SOUND_DISABLED; if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID; return channels[channel].state; } inline float JA_SetSoundVolume(float volume, const int group = -1) { const float v = SDL_clamp(volume, 0.0f, 1.0f); if (group == -1) { for (int i = 0; i < JA_MAX_GROUPS; ++i) { JA_soundVolume[i] = v; } } else if (group >= 0 && group < JA_MAX_GROUPS) { JA_soundVolume[group] = v; } else { return v; } // Aplicar volum als canals actius. for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) { if ((channels[i].state == JA_CHANNEL_PLAYING) || (channels[i].state == JA_CHANNEL_PAUSED)) { if (group == -1 || channels[i].group == group) { if (channels[i].stream) { SDL_SetAudioStreamGain(channels[i].stream, JA_soundVolume[channels[i].group]); } } } } return v; } inline void JA_EnableSound(const bool value) { if (!value) { JA_StopChannel(-1); } JA_soundEnabled = value; } inline float JA_SetVolume(float volume) { float v = JA_SetMusicVolume(volume); JA_SetSoundVolume(v, -1); return v; }