/* SPDX-License-Identifier: MIT */ /* * konaudio.h * * Copyright (c) 2026 KonAki * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef KONAUDIO_H #define KONAUDIO_H #include #include "konassets.h" /*** definition ***/ #define KON_AUDIO_MAX_PLAYING 64 #define KON_AUDIO_BUSES 4 /* buses are just groups with their own volume. what they mean is up to you */ #define KON_BUS_SFX 0 #define KON_BUS_MUSIC 1 #define KON_BUS_VOICE 2 #define KON_BUS_UI 3 typedef struct kon_audio kon_audio_t; typedef uint32_t kon_audioHandle_t; /* 0 means nothing is playing */ typedef struct kon_audioParams { float volume; /* 1 */ float pan; /* -1 left to 1 right, ignored when positional */ float pitch; /* 1 is normal, 2 is an octave up and twice as fast */ int loop; uint64_t loopStart; /* frame to jump back to */ uint64_t loopEnd; /* frame to jump from, 0 means the end of the sound */ int bus; int positional; float x, y, z; float minDistance; /* full volume inside this */ float maxDistance; /* silent outside this */ } kon_audioParams_t; /* opens the default output device. the device decides the real rate, see kon_audioRate */ kon_audio_t *kon_audioCreate(uint32_t sampleRate); /* no device. you pull the mix yourself with kon_audioMix, for tests or rendering to a file */ kon_audio_t *kon_audioCreateOffline(uint32_t sampleRate); void kon_audioDestroy(kon_audio_t *audio); uint32_t kon_audioRate(const kon_audio_t *audio); /*** playing ***/ /* volume 1, pan 0, pitch 1, sfx bus, positional range 1 to 20 */ kon_audioParams_t kon_audioParamsDefault(void); /* pan goes from -1 (left) to 1 (right). returns 0 when everything is busy. the sound has to stay alive until it is done or stopped, see kon_audioStopSound */ kon_audioHandle_t kon_audioPlay(kon_audio_t *audio, const kon_sound_t *sound, float volume, float pan, int loop); kon_audioHandle_t kon_audioPlayEx(kon_audio_t *audio, const kon_sound_t *sound, const kon_audioParams_t *params); /* shortcut for a sound in the world, use mono sounds for these */ kon_audioHandle_t kon_audioPlayAt(kon_audio_t *audio, const kon_sound_t *sound, float volume, float x, float y, float z); void kon_audioStop(kon_audio_t *audio, kon_audioHandle_t handle); void kon_audioStopSound(kon_audio_t *audio, const kon_sound_t *sound); void kon_audioStopAll(kon_audio_t *audio); int kon_audioIsPlaying(kon_audio_t *audio, kon_audioHandle_t handle); int kon_audioPlayingCount(kon_audio_t *audio); /* all of these do nothing on a handle that is already finished */ void kon_audioHandleSetVolume(kon_audio_t *audio, kon_audioHandle_t handle, float volume); void kon_audioHandleSetPan(kon_audio_t *audio, kon_audioHandle_t handle, float pan); void kon_audioHandleSetPitch(kon_audio_t *audio, kon_audioHandle_t handle, float pitch); void kon_audioHandleSetPosition(kon_audio_t *audio, kon_audioHandle_t handle, float x, float y, float z); /* moves the handle's own fade to target (0 to 1) over some seconds. stopAtEnd ends it once it arrives */ void kon_audioHandleFade(kon_audio_t *audio, kon_audioHandle_t handle, float target, float seconds, int stopAtEnd); /*** mixing ***/ void kon_audioSetVolume(kon_audio_t *audio, float volume); void kon_audioSetBusVolume(kon_audio_t *audio, int bus, float volume); /* the ears for positional sounds. forward and up do not have to be normalised. starts at the origin looking down -z with y up, so +x is right */ void kon_audioSetListener(kon_audio_t *audio, float x, float y, float z, float fx, float fy, float fz, float ux, float uy, float uz); /* biggest sample of the last mix, after master volume. for meters */ float kon_audioPeak(kon_audio_t *audio); /* mixes interleaved stereo float frames. the device calls this, offline you call it */ void kon_audioMix(kon_audio_t *audio, float *out, uint32_t frames); /*** music ***/ /* one looping track on the music bus. a new sound crossfades from the old one. params can be NULL, loop and bus are always set for you. asking for the track that already plays does nothing */ kon_audioHandle_t kon_audioMusic(kon_audio_t *audio, const kon_sound_t *sound, const kon_audioParams_t *params, float fadeSeconds); void kon_audioMusicStop(kon_audio_t *audio, float fadeSeconds); const kon_sound_t *kon_audioMusicCurrent(kon_audio_t *audio); #endif