Improve AudioCallback
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@ -21,7 +21,7 @@ static float averageVolume[400] = { 0.0f }; // Average volume history
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//------------------------------------------------------------------------------------
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// Audio processing function
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//------------------------------------------------------------------------------------
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void ProcessAudio(void *buffer, unsigned int frames)
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unsigned int ProcessAudio(void *buffer, unsigned int frames, void* userData)
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{
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float *samples = (float *)buffer; // Samples internally stored as <float>s
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float average = 0.0f; // Temporary average volume
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@ -41,6 +41,8 @@ void ProcessAudio(void *buffer, unsigned int frames)
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for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1];
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averageVolume[399] = average; // Adding last average value
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return frames;
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}
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//------------------------------------------------------------------------------------
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@ -57,7 +59,7 @@ int main(void)
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InitAudioDevice(); // Initialize audio device
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AttachAudioMixedProcessor(ProcessAudio);
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AttachAudioMixedProcessor(ProcessAudio, NULL);
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Music music = LoadMusicStream("resources/country.mp3");
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Sound sound = LoadSound("resources/coin.wav");
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@ -35,7 +35,7 @@ float oldFrequency = 1.0f;
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float sineIdx = 0.0f;
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// Audio input processing callback
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void AudioInputCallback(void *buffer, unsigned int frames)
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unsigned int AudioInputCallback(void *buffer, unsigned int frames, void* userData)
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{
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audioFrequency = frequency + (audioFrequency - frequency)*0.95f;
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@ -48,6 +48,8 @@ void AudioInputCallback(void *buffer, unsigned int frames)
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sineIdx += incr;
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if (sineIdx > 1.0f) sineIdx -= 1.0f;
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}
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return frames;
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}
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//------------------------------------------------------------------------------------
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@ -69,7 +71,7 @@ int main(void)
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// Init raw audio stream (sample rate: 44100, sample size: 16bit-short, channels: 1-mono)
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AudioStream stream = LoadAudioStream(44100, 16, 1);
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SetAudioStreamCallback(stream, AudioInputCallback);
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SetAudioStreamCallback(stream, AudioInputCallback, NULL);
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// Buffer for the single cycle waveform we are synthesizing
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short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
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@ -24,8 +24,8 @@ static unsigned int delayWriteIndex = 0;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static void AudioProcessEffectLPF(void *buffer, unsigned int frames); // Audio effect: lowpass filter
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static void AudioProcessEffectDelay(void *buffer, unsigned int frames); // Audio effect: delay
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static unsigned int AudioProcessEffectLPF(void *buffer, unsigned int frames, void* userData); // Audio effect: lowpass filter
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static unsigned int AudioProcessEffectDelay(void *buffer, unsigned int frames, void* userData); // Audio effect: delay
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -85,7 +85,7 @@ int main(void)
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if (IsKeyPressed(KEY_F))
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{
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enableEffectLPF = !enableEffectLPF;
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if (enableEffectLPF) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
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if (enableEffectLPF) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF, NULL);
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else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
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}
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@ -93,7 +93,7 @@ int main(void)
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if (IsKeyPressed(KEY_D))
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{
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enableEffectDelay = !enableEffectDelay;
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if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
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if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay, NULL);
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else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
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}
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@ -143,7 +143,7 @@ int main(void)
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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// Audio effect: lowpass filter
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static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
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static unsigned int AudioProcessEffectLPF(void *buffer, unsigned int frames, void* userData)
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{
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static float low[2] = { 0.0f, 0.0f };
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static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
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@ -161,10 +161,12 @@ static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
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bufferData[i] = low[0];
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bufferData[i + 1] = low[1];
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}
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return frames;
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}
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// Audio effect: delay
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static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
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static unsigned int AudioProcessEffectDelay(void *buffer, unsigned int frames, void* userData)
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{
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for (unsigned int i = 0; i < frames*2; i += 2)
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{
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@ -180,4 +182,6 @@ static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
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delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1];
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if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
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}
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return frames;
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}
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36
src/raudio.c
36
src/raudio.c
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@ -343,6 +343,7 @@ struct rAudioBuffer {
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ma_data_converter converter; // Audio data converter
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AudioCallback callback; // Audio buffer callback for buffer filling on audio threads
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void* userData; // User data forwarded to the callback
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rAudioProcessor *processor; // Audio processor
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float volume; // Audio buffer volume
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@ -369,6 +370,7 @@ struct rAudioBuffer {
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// NOTE: Useful to apply effects to an AudioBuffer
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struct rAudioProcessor {
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AudioCallback process; // Processor callback function
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void* userData; // User data forwarded to the callback
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rAudioProcessor *next; // Next audio processor on the list
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rAudioProcessor *prev; // Previous audio processor on the list
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};
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@ -445,6 +447,7 @@ void PlayAudioBuffer(AudioBuffer *buffer);
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void StopAudioBuffer(AudioBuffer *buffer);
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void PauseAudioBuffer(AudioBuffer *buffer);
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void ResumeAudioBuffer(AudioBuffer *buffer);
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void SetAudioBufferLooping(AudioBuffer* buffer, bool loop);
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void SetAudioBufferVolume(AudioBuffer *buffer, float volume);
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void SetAudioBufferPitch(AudioBuffer *buffer, float pitch);
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void SetAudioBufferPan(AudioBuffer *buffer, float pan);
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@ -596,6 +599,7 @@ AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
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audioBuffer->pan = 0.5f;
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audioBuffer->callback = NULL;
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audioBuffer->userData = NULL;
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audioBuffer->processor = NULL;
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audioBuffer->playing = false;
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@ -684,6 +688,17 @@ void ResumeAudioBuffer(AudioBuffer *buffer)
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}
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}
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// Turn looping on or off
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void SetAudioBufferLooping(AudioBuffer* buffer, bool loop)
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{
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if (buffer != NULL)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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buffer->looping = loop;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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// Set volume for an audio buffer
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void SetAudioBufferVolume(AudioBuffer *buffer, float volume)
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{
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@ -2186,6 +2201,12 @@ void StopAudioStream(AudioStream stream)
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StopAudioBuffer(stream.buffer);
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}
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// Turn looping on or off
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void SetAudioStreamLooping(AudioStream stream, bool loop)
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{
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SetAudioBufferLooping(stream.buffer, loop);
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}
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// Set volume for audio stream (1.0 is max level)
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void SetAudioStreamVolume(AudioStream stream, float volume)
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{
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@ -2211,12 +2232,13 @@ void SetAudioStreamBufferSizeDefault(int size)
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}
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// Audio thread callback to request new data
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void SetAudioStreamCallback(AudioStream stream, AudioCallback callback)
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void SetAudioStreamCallback(AudioStream stream, AudioCallback callback, void* userData)
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{
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if (stream.buffer != NULL)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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stream.buffer->callback = callback;
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stream.buffer->userData = userData;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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}
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@ -2224,12 +2246,13 @@ void SetAudioStreamCallback(AudioStream stream, AudioCallback callback)
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// Add processor to audio stream. Contrary to buffers, the order of processors is important
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// The new processor must be added at the end. As there aren't supposed to be a lot of processors attached to
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// a given stream, we iterate through the list to find the end. That way we don't need a pointer to the last element
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void AttachAudioStreamProcessor(AudioStream stream, AudioCallback process)
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void AttachAudioStreamProcessor(AudioStream stream, AudioCallback process, void* userData)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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rAudioProcessor *processor = (rAudioProcessor *)RL_CALLOC(1, sizeof(rAudioProcessor));
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processor->process = process;
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processor->userData = userData;
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rAudioProcessor *last = stream.buffer->processor;
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@ -2277,12 +2300,13 @@ void DetachAudioStreamProcessor(AudioStream stream, AudioCallback process)
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// Add processor to audio pipeline. Order of processors is important
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// Works the same way as {Attach,Detach}AudioStreamProcessor() functions, except
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// these two work on the already mixed output just before sending it to the sound hardware
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void AttachAudioMixedProcessor(AudioCallback process)
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void AttachAudioMixedProcessor(AudioCallback process, void* userData)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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rAudioProcessor *processor = (rAudioProcessor *)RL_CALLOC(1, sizeof(rAudioProcessor));
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processor->process = process;
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processor->userData = userData;
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rAudioProcessor *last = AUDIO.mixedProcessor;
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@ -2344,7 +2368,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer,
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// Using audio buffer callback
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if (audioBuffer->callback)
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{
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audioBuffer->callback(framesOut, frameCount);
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frameCount = audioBuffer->callback(framesOut, frameCount, audioBuffer->userData);
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audioBuffer->framesProcessed += frameCount;
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return frameCount;
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@ -2527,7 +2551,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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rAudioProcessor *processor = audioBuffer->processor;
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while (processor)
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{
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processor->process(framesIn, framesJustRead);
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processor->process(framesIn, framesJustRead, processor->userData);
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processor = processor->next;
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}
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@ -2571,7 +2595,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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rAudioProcessor *processor = AUDIO.mixedProcessor;
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while (processor)
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{
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processor->process(pFramesOut, frameCount);
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processor->process(pFramesOut, frameCount, processor->userData);
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processor = processor->next;
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}
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@ -1602,7 +1602,7 @@ RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
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typedef unsigned int (*AudioCallback)(void *bufferData, unsigned int frames, void* userData);
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// Audio device management functions
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RLAPI void InitAudioDevice(void); // Initialize audio device and context
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@ -1670,16 +1670,17 @@ RLAPI void PauseAudioStream(AudioStream stream); // Pause a
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RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream
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RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
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RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
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RLAPI void SetAudioStreamLooping(AudioStream stream, bool loop); // Turn looping on or off
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RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
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RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
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RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
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RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback, void* userData); // Audio thread callback to request new data
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RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
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RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor, void* userData); // Attach audio stream processor to stream, receives the samples as 'float'
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RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
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RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
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RLAPI void AttachAudioMixedProcessor(AudioCallback processor, void* userData); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
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RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
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#if defined(__cplusplus)
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