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raudio's Introduction

Hi there! ๐Ÿ‘‹

My name is Ray and I create things! In my GitHub you can find many of my open source projects! ๐Ÿ˜„

  • ๐Ÿ”ญ Iโ€™m currently working on raylib and tools!
  • ๐ŸŒฑ Iโ€™m currently learning new things every day!
  • ๐Ÿ‘ Iโ€™m looking to collaborate on any interesting project!
  • ๐Ÿค” Iโ€™m looking for help with raylib!
  • ๐Ÿ’ฌ Ask me about raylib and games development!
  • ๐Ÿ“ซ How to reach me: [email protected]

If you like my work, consider sponsoring me! โ™ฅ๏ธ

raudio's People

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raudio's Issues

Asynchronous Usage

Hello. I haven't seen any functions that expose any asynchronous functionality. It is doable in this library? I understand that it's based on miniaudio which itself allows for async sound loading.

Is it possible to build as a DLL?

I'm trying to build raudio as a DLL to use in my project with GCC 12.2.0 on MSYS2 mingw64:
gcc -DRAUDIO_STANDALONE -DSUPPORT_FILEFORMAT_WAV -DSUPPORT_FILEFORMAT_OGG -DSUPPORT_FILEFORMAT_MP3 -DSUPPORT_FILEFORMAT_FLAC -Wall raudio.c -shared -o raudio.dll
However, the result DLL doesn't have any exports according to dumpbin:

  Section contains the following exports for raudio.dll

    00000000 characteristics
    64C4D182 time date stamp Sat Jul 29 10:44:50 2023
        0.00 version
           1 ordinal base
           0 number of functions
           0 number of names

What would be the correct way to build it as a shared DLL?

Support WAV music streaming

Right now WAV files can only be full loaded as Sound.

It will be desirable to load them for streaming, like we can do with other audio file-formats.

Compiling Error

I'm trying to compile raudio on it's own for a CLI based game, but I am getting a lot of undefined references, which tells me it's a linker problem.

I have tried to compile raudio.c into an object file, compile my main.cpp file into main.o and from there compile them together. I also tried to it all in one swoop with g++ main.cpp include/raudio.c -I include/ -I include/external -DRAUDIO_STANDALONE -DSUPPORT_FILEFORMAT_WAV

I also noticed that when I did -DRAUDIO_STANDALONE, I had to comment out the definition in raudio.h otherwise I would get a redefinition error, but if I didn't do DRAUDIO_STANDALONE and I left the definition in raudio.h, it would look for raylib.h.

I'm sure this is a big case of my just know enough to case damage.

is it possible to play faster than realtime and to record to a .wav file ?

Hello

I'm using raudio for a project, and I would like to have the ability to 'render' a wav file faster than realtime.

What I have done for now is to modify raudio_standalone.c example, and save the pFramesOut content to wav, at the end of OnSendAudioDataToDevice.
So I can save raylib output to .wav, but the rendering time is still the real time.

What I'd like to do now is to call OnSendAudioDataToDevice() manually, and save the output data to .wav.
When I tried this, I get some output but it sounds like very small buffers repeated again and again.

Is there anything else I have to do to 'simulate' the callback from miniAudio, except calling it ?

Thanks for you help

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