rename items based on feedback
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d25c662f24
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6a6373b019
20
src/raudio.c
20
src/raudio.c
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@ -912,7 +912,6 @@ Sound LoadSoundFromWave(Wave wave)
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sound.stream.sampleSize = 32;
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sound.stream.sampleSize = 32;
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sound.stream.channels = AUDIO_DEVICE_CHANNELS;
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sound.stream.channels = AUDIO_DEVICE_CHANNELS;
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sound.stream.buffer = audioBuffer;
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sound.stream.buffer = audioBuffer;
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sound.noFree = false;
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}
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}
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return sound;
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return sound;
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@ -921,25 +920,24 @@ Sound LoadSoundFromWave(Wave wave)
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// Clone sound from existing sound data, clone does not own wave data
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// Clone sound from existing sound data, clone does not own wave data
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// Wave data must
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// Wave data must
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// NOTE: Wave data must be unallocated manually and will be shared across all clones
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// NOTE: Wave data must be unallocated manually and will be shared across all clones
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Sound CloneSound(Sound sourceSound)
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Sound LoadSoundAlias(Sound source)
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{
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{
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Sound sound = { 0 };
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Sound sound = { 0 };
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if (sourceSound.stream.buffer->data != NULL)
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if (source.stream.buffer->data != NULL)
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{
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{
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AudioBuffer* audioBuffer = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO.System.device.sampleRate, sourceSound.frameCount, AUDIO_BUFFER_USAGE_STATIC);
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AudioBuffer* audioBuffer = LoadAudioBuffer(AUDIO_DEVICE_FORMAT, AUDIO_DEVICE_CHANNELS, AUDIO.System.device.sampleRate, source.frameCount, AUDIO_BUFFER_USAGE_STATIC);
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if (audioBuffer == NULL)
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if (audioBuffer == NULL)
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{
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{
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TRACELOG(LOG_WARNING, "SOUND: Failed to create buffer");
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TRACELOG(LOG_WARNING, "SOUND: Failed to create buffer");
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return sound; // early return to avoid dereferencing the audioBuffer null pointer
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return sound; // early return to avoid dereferencing the audioBuffer null pointer
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}
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}
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audioBuffer->data = sourceSound.stream.buffer->data;
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audioBuffer->data = source.stream.buffer->data;
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sound.frameCount = sourceSound.frameCount;
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sound.frameCount = source.frameCount;
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sound.stream.sampleRate = AUDIO.System.device.sampleRate;
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sound.stream.sampleRate = AUDIO.System.device.sampleRate;
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sound.stream.sampleSize = 32;
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sound.stream.sampleSize = 32;
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sound.stream.channels = AUDIO_DEVICE_CHANNELS;
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sound.stream.channels = AUDIO_DEVICE_CHANNELS;
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sound.stream.buffer = audioBuffer;
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sound.stream.buffer = audioBuffer;
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sound.noFree = true;
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}
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}
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return sound;
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return sound;
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@ -965,7 +963,13 @@ void UnloadWave(Wave wave)
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// Unload sound
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// Unload sound
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void UnloadSound(Sound sound)
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void UnloadSound(Sound sound)
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{
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{
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UnloadAudioBuffer(sound.stream.buffer, !sound.noFree);
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UnloadAudioBuffer(sound.stream.buffer, true);
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//TRACELOG(LOG_INFO, "SOUND: Unloaded sound data from RAM");
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}
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void UnloadSoundAlias(Sound alias)
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{
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UnloadAudioBuffer(alias.stream.buffer, false);
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//TRACELOG(LOG_INFO, "SOUND: Unloaded sound data from RAM");
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//TRACELOG(LOG_INFO, "SOUND: Unloaded sound data from RAM");
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}
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}
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@ -461,7 +461,6 @@ typedef struct AudioStream {
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typedef struct Sound {
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typedef struct Sound {
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AudioStream stream; // Audio stream
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AudioStream stream; // Audio stream
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unsigned int frameCount; // Total number of frames (considering channels)
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unsigned int frameCount; // Total number of frames (considering channels)
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bool noFree; // The sound data buffer is owned by something else, don't free it
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} Sound;
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} Sound;
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// Music, audio stream, anything longer than ~10 seconds should be streamed
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// Music, audio stream, anything longer than ~10 seconds should be streamed
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@ -1532,11 +1531,12 @@ RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileDat
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RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
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RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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RLAPI Sound CloneSound(Sound sourceSound); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
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RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
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RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
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RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
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RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
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RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
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RLAPI void UnloadWave(Wave wave); // Unload wave data
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RLAPI void UnloadWave(Wave wave); // Unload wave data
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RLAPI void UnloadSound(Sound sound); // Unload sound
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RLAPI void UnloadSound(Sound sound); // Unload sound
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RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
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RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
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RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
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RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
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RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
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