Polyphase Game Engine
Loading...
Searching...
No Matches
AudioResample.h
Go to the documentation of this file.
1
#pragma once
2
3
#include <stdint.h>
4
#include <vector>
5
6
// Linear-interpolating PCM sample-rate conversion. Input is interleaved
7
// 8-bit unsigned or 16-bit signed PCM with 1 or 2 channels; output keeps the
8
// same bit depth and channel count at dstRate. outNumSamples counts
9
// interleaved samples (frames * channels), matching SoundWave::mNumSamples.
10
bool
AUD_ResamplePcm
(
const
uint8_t* src,
11
uint32_t srcSize,
12
uint32_t bitsPerSample,
13
uint32_t numChannels,
14
uint32_t srcRate,
15
uint32_t dstRate,
16
std::vector<uint8_t>& outPcm,
17
uint32_t& outNumSamples);
AUD_ResamplePcm
bool AUD_ResamplePcm(const uint8_t *src, uint32_t srcSize, uint32_t bitsPerSample, uint32_t numChannels, uint32_t srcRate, uint32_t dstRate, std::vector< uint8_t > &outPcm, uint32_t &outNumSamples)
Definition
AudioResample.cpp:6
Engine
Source
Audio
AudioResample.h
Generated by
1.9.8