Polyphase Game Engine
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Audio.h File Reference
#include "EngineTypes.h"

Go to the source code of this file.

Classes

struct  PcmFormat
 

Functions

void AUD_Initialize ()
 
void AUD_Shutdown ()
 
void AUD_Update ()
 
void AUD_Play (uint32_t voiceIndex, SoundWave *soundWave, float volume, float pitch, bool loop, float startTime, bool spatial)
 
void AUD_Stop (uint32_t voiceIndex)
 
bool AUD_IsPlaying (uint32_t voiceIndex)
 
void AUD_SetVolume (uint32_t voiceIndex, float leftVolume, float rightVolume)
 
void AUD_SetPitch (uint32_t voiceIndex, float pitch)
 
uint8_t * AUD_AllocWaveBuffer (uint32_t size)
 
void AUD_FreeWaveBuffer (void *buffer)
 
void AUD_ProcessWaveBuffer (SoundWave *soundWave)
 
uint32_t AUD_OpenStream (uint32_t sampleRate, uint32_t numChannels, uint32_t bitsPerSample)
 
void AUD_CloseStream (uint32_t streamId)
 
int32_t AUD_SubmitStreamBuffer (uint32_t streamId, const uint8_t *data, uint32_t byteSize)
 
uint64_t AUD_GetStreamPlayedSamples (uint32_t streamId)
 
void AUD_SetStreamVolume (uint32_t streamId, float volume)
 
void AUD_SetStreamPaused (uint32_t streamId, bool paused)
 
void AUD_FlushStream (uint32_t streamId)
 
void AUD_EncodeVorbis (Stream &inStream, Stream &outStream, PcmFormat format)
 
void AUD_DecodeVorbis (Stream &inStream, Stream &outStream, PcmFormat format)
 

Function Documentation

◆ AUD_AllocWaveBuffer()

uint8_t * AUD_AllocWaveBuffer ( uint32_t  size)

◆ AUD_CloseStream()

void AUD_CloseStream ( uint32_t  streamId)

◆ AUD_DecodeVorbis()

void AUD_DecodeVorbis ( Stream inStream,
Stream outStream,
PcmFormat  format 
)

◆ AUD_EncodeVorbis()

void AUD_EncodeVorbis ( Stream inStream,
Stream outStream,
PcmFormat  format 
)

◆ AUD_FlushStream()

void AUD_FlushStream ( uint32_t  streamId)

◆ AUD_FreeWaveBuffer()

void AUD_FreeWaveBuffer ( void *  buffer)

◆ AUD_GetStreamPlayedSamples()

uint64_t AUD_GetStreamPlayedSamples ( uint32_t  streamId)

◆ AUD_Initialize()

void AUD_Initialize ( )

◆ AUD_IsPlaying()

bool AUD_IsPlaying ( uint32_t  voiceIndex)

◆ AUD_OpenStream()

uint32_t AUD_OpenStream ( uint32_t  sampleRate,
uint32_t  numChannels,
uint32_t  bitsPerSample 
)

◆ AUD_Play()

void AUD_Play ( uint32_t  voiceIndex,
SoundWave soundWave,
float  volume,
float  pitch,
bool  loop,
float  startTime,
bool  spatial 
)

◆ AUD_ProcessWaveBuffer()

void AUD_ProcessWaveBuffer ( SoundWave soundWave)

◆ AUD_SetPitch()

void AUD_SetPitch ( uint32_t  voiceIndex,
float  pitch 
)

◆ AUD_SetStreamPaused()

void AUD_SetStreamPaused ( uint32_t  streamId,
bool  paused 
)

◆ AUD_SetStreamVolume()

void AUD_SetStreamVolume ( uint32_t  streamId,
float  volume 
)

◆ AUD_SetVolume()

void AUD_SetVolume ( uint32_t  voiceIndex,
float  leftVolume,
float  rightVolume 
)

◆ AUD_Shutdown()

void AUD_Shutdown ( )

◆ AUD_Stop()

void AUD_Stop ( uint32_t  voiceIndex)

◆ AUD_SubmitStreamBuffer()

int32_t AUD_SubmitStreamBuffer ( uint32_t  streamId,
const uint8_t *  data,
uint32_t  byteSize 
)

◆ AUD_Update()

void AUD_Update ( )