[raudio] Reorder functions

This commit is contained in:
Ray 2020-01-30 00:18:00 +01:00
parent b8cd948087
commit 1dffc7e046

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@ -128,6 +128,12 @@
#define AUDIO_BUFFER_SIZE 4096 // PCM data samples (i.e. 16bit, Mono: 8Kb) #define AUDIO_BUFFER_SIZE 4096 // PCM data samples (i.e. 16bit, Mono: 8Kb)
#endif #endif
#define DEVICE_FORMAT ma_format_f32
#define DEVICE_CHANNELS 2
#define DEVICE_SAMPLE_RATE 44100
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Types and Structures Definition // Types and Structures Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -157,45 +163,12 @@ typedef enum {
} TraceLogType; } TraceLogType;
#endif #endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(SUPPORT_FILEFORMAT_WAV)
static Wave LoadWAV(const char *fileName); // Load WAV file
static int SaveWAV(Wave wave, const char *fileName); // Save wave data as WAV file
#endif
#if defined(SUPPORT_FILEFORMAT_OGG)
static Wave LoadOGG(const char *fileName); // Load OGG file
#endif
#if defined(SUPPORT_FILEFORMAT_FLAC)
static Wave LoadFLAC(const char *fileName); // Load FLAC file
#endif
#if defined(SUPPORT_FILEFORMAT_MP3)
static Wave LoadMP3(const char *fileName); // Load MP3 file
#endif
#if defined(RAUDIO_STANDALONE)
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
#endif
//----------------------------------------------------------------------------------
// AudioBuffer Functionality
//----------------------------------------------------------------------------------
#define DEVICE_FORMAT ma_format_f32
#define DEVICE_CHANNELS 2
#define DEVICE_SAMPLE_RATE 44100
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16
// NOTE: Different logic is used when feeding data to the playback device // NOTE: Different logic is used when feeding data to the playback device
// depending on whether or not data is streamed (Music vs Sound) // depending on whether or not data is streamed (Music vs Sound)
typedef enum { AUDIO_BUFFER_USAGE_STATIC = 0, AUDIO_BUFFER_USAGE_STREAM } AudioBufferUsage; typedef enum {
AUDIO_BUFFER_USAGE_STATIC = 0,
AUDIO_BUFFER_USAGE_STREAM
} AudioBufferUsage;
// Audio buffer structure // Audio buffer structure
struct rAudioBuffer { struct rAudioBuffer {
@ -245,16 +218,42 @@ typedef struct AudioData {
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Global Variables Definition // Global Variables Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static AudioData AUDIO = { 0 }; static AudioData AUDIO = { 0 }; // Global CORE context
// miniaudio functions declaration //----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message); static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message);
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount); static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData); static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData);
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume); static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
static void InitAudioBufferPool(void); // Initialise the multichannel buffer pool
static void CloseAudioBufferPool(void); // Close the audio buffers pool
#if defined(SUPPORT_FILEFORMAT_WAV)
static Wave LoadWAV(const char *fileName); // Load WAV file
static int SaveWAV(Wave wave, const char *fileName); // Save wave data as WAV file
#endif
#if defined(SUPPORT_FILEFORMAT_OGG)
static Wave LoadOGG(const char *fileName); // Load OGG file
#endif
#if defined(SUPPORT_FILEFORMAT_FLAC)
static Wave LoadFLAC(const char *fileName); // Load FLAC file
#endif
#if defined(SUPPORT_FILEFORMAT_MP3)
static Wave LoadMP3(const char *fileName); // Load MP3 file
#endif
#if defined(RAUDIO_STANDALONE)
bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
#endif
//----------------------------------------------------------------------------------
// AudioBuffer management functions declaration // AudioBuffer management functions declaration
// NOTE: Those functions are not exposed by raylib... for the moment // NOTE: Those functions are not exposed by raylib... for the moment
//----------------------------------------------------------------------------------
AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage); AudioBuffer *InitAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage);
void CloseAudioBuffer(AudioBuffer *buffer); void CloseAudioBuffer(AudioBuffer *buffer);
bool IsAudioBufferPlaying(AudioBuffer *buffer); bool IsAudioBufferPlaying(AudioBuffer *buffer);
@ -267,237 +266,6 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch);
void TrackAudioBuffer(AudioBuffer *buffer); void TrackAudioBuffer(AudioBuffer *buffer);
void UntrackAudioBuffer(AudioBuffer *buffer); void UntrackAudioBuffer(AudioBuffer *buffer);
//----------------------------------------------------------------------------------
// miniaudio functions definitions
//----------------------------------------------------------------------------------
// Log callback function
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
{
(void)pContext;
(void)pDevice;
TraceLog(LOG_ERROR, message); // All log messages from miniaudio are errors
}
// Sending audio data to device callback function
// NOTE: All the mixing takes place here
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
{
(void)pDevice;
// Mixing is basically just an accumulation, we need to initialize the output buffer to 0
memset(pFramesOut, 0, frameCount*pDevice->playback.channels*ma_get_bytes_per_sample(pDevice->playback.format));
// Using a mutex here for thread-safety which makes things not real-time
// This is unlikely to be necessary for this project, but may want to consider how you might want to avoid this
ma_mutex_lock(&AUDIO.System.lock);
{
for (AudioBuffer *audioBuffer = AUDIO.Buffer.first; audioBuffer != NULL; audioBuffer = audioBuffer->next)
{
// Ignore stopped or paused sounds
if (!audioBuffer->playing || audioBuffer->paused) continue;
ma_uint32 framesRead = 0;
while (1)
{
if (framesRead > frameCount)
{
TraceLog(LOG_DEBUG, "Mixed too many frames from audio buffer");
break;
}
if (framesRead == frameCount) break;
// Just read as much data as we can from the stream
ma_uint32 framesToRead = (frameCount - framesRead);
while (framesToRead > 0)
{
float tempBuffer[1024]; // 512 frames for stereo
ma_uint32 framesToReadRightNow = framesToRead;
if (framesToReadRightNow > sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS)
{
framesToReadRightNow = sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS;
}
ma_uint32 framesJustRead = (ma_uint32)ma_pcm_converter_read(&audioBuffer->dsp, tempBuffer, framesToReadRightNow);
if (framesJustRead > 0)
{
float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
float *framesIn = tempBuffer;
MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
framesToRead -= framesJustRead;
framesRead += framesJustRead;
}
if (!audioBuffer->playing)
{
framesRead = frameCount;
break;
}
// If we weren't able to read all the frames we requested, break
if (framesJustRead < framesToReadRightNow)
{
if (!audioBuffer->looping)
{
StopAudioBuffer(audioBuffer);
break;
}
else
{
// Should never get here, but just for safety,
// move the cursor position back to the start and continue the loop
audioBuffer->frameCursorPos = 0;
continue;
}
}
}
// If for some reason we weren't able to read every frame we'll need to break from the loop
// Not doing this could theoretically put us into an infinite loop
if (framesToRead > 0) break;
}
}
}
ma_mutex_unlock(&AUDIO.System.lock);
}
// DSP read from audio buffer callback function
static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData)
{
AudioBuffer *audioBuffer = (AudioBuffer *)pUserData;
ma_uint32 subBufferSizeInFrames = (audioBuffer->sizeInFrames > 1)? audioBuffer->sizeInFrames/2 : audioBuffer->sizeInFrames;
ma_uint32 currentSubBufferIndex = audioBuffer->frameCursorPos/subBufferSizeInFrames;
if (currentSubBufferIndex > 1)
{
TraceLog(LOG_DEBUG, "Frame cursor position moved too far forward in audio stream");
return 0;
}
// Another thread can update the processed state of buffers so
// we just take a copy here to try and avoid potential synchronization problems
bool isSubBufferProcessed[2];
isSubBufferProcessed[0] = audioBuffer->isSubBufferProcessed[0];
isSubBufferProcessed[1] = audioBuffer->isSubBufferProcessed[1];
ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn)*audioBuffer->dsp.formatConverterIn.config.channels;
// Fill out every frame until we find a buffer that's marked as processed. Then fill the remainder with 0
ma_uint32 framesRead = 0;
while (1)
{
// We break from this loop differently depending on the buffer's usage
// - For static buffers, we simply fill as much data as we can
// - For streaming buffers we only fill the halves of the buffer that are processed
// Unprocessed halves must keep their audio data in-tact
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
if (framesRead >= frameCount) break;
}
else
{
if (isSubBufferProcessed[currentSubBufferIndex]) break;
}
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
if (totalFramesRemaining == 0) break;
ma_uint32 framesRemainingInOutputBuffer;
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
framesRemainingInOutputBuffer = audioBuffer->sizeInFrames - audioBuffer->frameCursorPos;
}
else
{
ma_uint32 firstFrameIndexOfThisSubBuffer = subBufferSizeInFrames*currentSubBufferIndex;
framesRemainingInOutputBuffer = subBufferSizeInFrames - (audioBuffer->frameCursorPos - firstFrameIndexOfThisSubBuffer);
}
ma_uint32 framesToRead = totalFramesRemaining;
if (framesToRead > framesRemainingInOutputBuffer) framesToRead = framesRemainingInOutputBuffer;
memcpy((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), audioBuffer->data + (audioBuffer->frameCursorPos*frameSizeInBytes), framesToRead*frameSizeInBytes);
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->sizeInFrames;
framesRead += framesToRead;
// If we've read to the end of the buffer, mark it as processed
if (framesToRead == framesRemainingInOutputBuffer)
{
audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
isSubBufferProcessed[currentSubBufferIndex] = true;
currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
// We need to break from this loop if we're not looping
if (!audioBuffer->looping)
{
StopAudioBuffer(audioBuffer);
break;
}
}
}
// Zero-fill excess
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
if (totalFramesRemaining > 0)
{
memset((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), 0, totalFramesRemaining*frameSizeInBytes);
// For static buffers we can fill the remaining frames with silence for safety, but we don't want
// to report those frames as "read". The reason for this is that the caller uses the return value
// to know whether or not a non-looping sound has finished playback.
if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining;
}
return framesRead;
}
// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume)
{
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
{
for (ma_uint32 iChannel = 0; iChannel < AUDIO.System.device.playback.channels; ++iChannel)
{
float *frameOut = framesOut + (iFrame*AUDIO.System.device.playback.channels);
const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
frameOut[iChannel] += (frameIn[iChannel]*AUDIO.System.masterVolume*localVolume);
}
}
}
// Initialise the multichannel buffer pool
static void InitAudioBufferPool()
{
// Dummy buffers
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
AUDIO.MultiChannel.pool[i] = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
}
// Close the audio buffers pool
static void CloseAudioBufferPool()
{
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
RL_FREE(AUDIO.MultiChannel.pool[i]->data);
RL_FREE(AUDIO.MultiChannel.pool[i]);
}
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Audio Device initialization and Closing // Module Functions Definition - Audio Device initialization and Closing
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -1710,6 +1478,232 @@ void SetAudioStreamPitch(AudioStream stream, float pitch)
// Module specific Functions Definition // Module specific Functions Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Log callback function
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message)
{
(void)pContext;
(void)pDevice;
TraceLog(LOG_ERROR, message); // All log messages from miniaudio are errors
}
// Sending audio data to device callback function
// NOTE: All the mixing takes place here
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount)
{
(void)pDevice;
// Mixing is basically just an accumulation, we need to initialize the output buffer to 0
memset(pFramesOut, 0, frameCount*pDevice->playback.channels*ma_get_bytes_per_sample(pDevice->playback.format));
// Using a mutex here for thread-safety which makes things not real-time
// This is unlikely to be necessary for this project, but may want to consider how you might want to avoid this
ma_mutex_lock(&AUDIO.System.lock);
{
for (AudioBuffer *audioBuffer = AUDIO.Buffer.first; audioBuffer != NULL; audioBuffer = audioBuffer->next)
{
// Ignore stopped or paused sounds
if (!audioBuffer->playing || audioBuffer->paused) continue;
ma_uint32 framesRead = 0;
while (1)
{
if (framesRead > frameCount)
{
TraceLog(LOG_DEBUG, "Mixed too many frames from audio buffer");
break;
}
if (framesRead == frameCount) break;
// Just read as much data as we can from the stream
ma_uint32 framesToRead = (frameCount - framesRead);
while (framesToRead > 0)
{
float tempBuffer[1024]; // 512 frames for stereo
ma_uint32 framesToReadRightNow = framesToRead;
if (framesToReadRightNow > sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS)
{
framesToReadRightNow = sizeof(tempBuffer)/sizeof(tempBuffer[0])/DEVICE_CHANNELS;
}
ma_uint32 framesJustRead = (ma_uint32)ma_pcm_converter_read(&audioBuffer->dsp, tempBuffer, framesToReadRightNow);
if (framesJustRead > 0)
{
float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
float *framesIn = tempBuffer;
MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
framesToRead -= framesJustRead;
framesRead += framesJustRead;
}
if (!audioBuffer->playing)
{
framesRead = frameCount;
break;
}
// If we weren't able to read all the frames we requested, break
if (framesJustRead < framesToReadRightNow)
{
if (!audioBuffer->looping)
{
StopAudioBuffer(audioBuffer);
break;
}
else
{
// Should never get here, but just for safety,
// move the cursor position back to the start and continue the loop
audioBuffer->frameCursorPos = 0;
continue;
}
}
}
// If for some reason we weren't able to read every frame we'll need to break from the loop
// Not doing this could theoretically put us into an infinite loop
if (framesToRead > 0) break;
}
}
}
ma_mutex_unlock(&AUDIO.System.lock);
}
// DSP read from audio buffer callback function
static ma_uint32 OnAudioBufferDSPRead(ma_pcm_converter *pDSP, void *pFramesOut, ma_uint32 frameCount, void *pUserData)
{
AudioBuffer *audioBuffer = (AudioBuffer *)pUserData;
ma_uint32 subBufferSizeInFrames = (audioBuffer->sizeInFrames > 1)? audioBuffer->sizeInFrames/2 : audioBuffer->sizeInFrames;
ma_uint32 currentSubBufferIndex = audioBuffer->frameCursorPos/subBufferSizeInFrames;
if (currentSubBufferIndex > 1)
{
TraceLog(LOG_DEBUG, "Frame cursor position moved too far forward in audio stream");
return 0;
}
// Another thread can update the processed state of buffers so
// we just take a copy here to try and avoid potential synchronization problems
bool isSubBufferProcessed[2];
isSubBufferProcessed[0] = audioBuffer->isSubBufferProcessed[0];
isSubBufferProcessed[1] = audioBuffer->isSubBufferProcessed[1];
ma_uint32 frameSizeInBytes = ma_get_bytes_per_sample(audioBuffer->dsp.formatConverterIn.config.formatIn)*audioBuffer->dsp.formatConverterIn.config.channels;
// Fill out every frame until we find a buffer that's marked as processed. Then fill the remainder with 0
ma_uint32 framesRead = 0;
while (1)
{
// We break from this loop differently depending on the buffer's usage
// - For static buffers, we simply fill as much data as we can
// - For streaming buffers we only fill the halves of the buffer that are processed
// Unprocessed halves must keep their audio data in-tact
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
if (framesRead >= frameCount) break;
}
else
{
if (isSubBufferProcessed[currentSubBufferIndex]) break;
}
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
if (totalFramesRemaining == 0) break;
ma_uint32 framesRemainingInOutputBuffer;
if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC)
{
framesRemainingInOutputBuffer = audioBuffer->sizeInFrames - audioBuffer->frameCursorPos;
}
else
{
ma_uint32 firstFrameIndexOfThisSubBuffer = subBufferSizeInFrames*currentSubBufferIndex;
framesRemainingInOutputBuffer = subBufferSizeInFrames - (audioBuffer->frameCursorPos - firstFrameIndexOfThisSubBuffer);
}
ma_uint32 framesToRead = totalFramesRemaining;
if (framesToRead > framesRemainingInOutputBuffer) framesToRead = framesRemainingInOutputBuffer;
memcpy((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), audioBuffer->data + (audioBuffer->frameCursorPos*frameSizeInBytes), framesToRead*frameSizeInBytes);
audioBuffer->frameCursorPos = (audioBuffer->frameCursorPos + framesToRead)%audioBuffer->sizeInFrames;
framesRead += framesToRead;
// If we've read to the end of the buffer, mark it as processed
if (framesToRead == framesRemainingInOutputBuffer)
{
audioBuffer->isSubBufferProcessed[currentSubBufferIndex] = true;
isSubBufferProcessed[currentSubBufferIndex] = true;
currentSubBufferIndex = (currentSubBufferIndex + 1)%2;
// We need to break from this loop if we're not looping
if (!audioBuffer->looping)
{
StopAudioBuffer(audioBuffer);
break;
}
}
}
// Zero-fill excess
ma_uint32 totalFramesRemaining = (frameCount - framesRead);
if (totalFramesRemaining > 0)
{
memset((unsigned char *)pFramesOut + (framesRead*frameSizeInBytes), 0, totalFramesRemaining*frameSizeInBytes);
// For static buffers we can fill the remaining frames with silence for safety, but we don't want
// to report those frames as "read". The reason for this is that the caller uses the return value
// to know whether or not a non-looping sound has finished playback.
if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining;
}
return framesRead;
}
// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume)
{
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
{
for (ma_uint32 iChannel = 0; iChannel < AUDIO.System.device.playback.channels; ++iChannel)
{
float *frameOut = framesOut + (iFrame*AUDIO.System.device.playback.channels);
const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
frameOut[iChannel] += (frameIn[iChannel]*AUDIO.System.masterVolume*localVolume);
}
}
}
// Initialise the multichannel buffer pool
static void InitAudioBufferPool(void)
{
// Dummy buffers
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
AUDIO.MultiChannel.pool[i] = InitAudioBuffer(DEVICE_FORMAT, DEVICE_CHANNELS, DEVICE_SAMPLE_RATE, 0, AUDIO_BUFFER_USAGE_STATIC);
}
}
// Close the audio buffers pool
static void CloseAudioBufferPool(void)
{
for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++)
{
RL_FREE(AUDIO.MultiChannel.pool[i]->data);
RL_FREE(AUDIO.MultiChannel.pool[i]);
}
}
#if defined(SUPPORT_FILEFORMAT_WAV) #if defined(SUPPORT_FILEFORMAT_WAV)
// Load WAV file into Wave structure // Load WAV file into Wave structure
static Wave LoadWAV(const char *fileName) static Wave LoadWAV(const char *fileName)