lib RAudio

Overview

Defined in:

raylib-cr/audio.cr

Function Summary

Function Detail

fun attach_audio_mixed_processor = AttachAudioMixedProcessor(processor : Pointer(Void) -> UInt32) #

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fun attach_audio_stream_processor = AttachAudioStreamProcessor(stream : RAudio::AudioStream, processor : Pointer(Void) -> UInt32) #

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fun audio_device_ready? = IsAudioDeviceReady : Bool #

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fun audio_stream_playing? = IsAudioStreamPlaying(stream : RAudio::AudioStream) : Bool #

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fun audio_stream_processed? = IsAudioStreamProcessed(stream : RAudio::AudioStream) : Bool #

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fun audio_stream_ready? = IsAudioStreamReady(stream : RAudio::AudioStream) : Bool #

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fun close_audio_device = CloseAudioDevice #

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fun detach_audio_mixed_processor = DetachAudioMixedProcessor(processor : Pointer(Void) -> UInt32) #

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fun detach_audio_stream_processor = DetachAudioStreamProcessor(stream : RAudio::AudioStream, processor : Pointer(Void) -> UInt32) #

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fun export_wave? = ExportWave(wave : RAudio::Wave, file_name : Pointer(UInt8)) : Bool #

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fun export_wave_as_code? = ExportWaveAsCode(wave : RAudio::Wave, file_name : Pointer(UInt8)) : Bool #

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fun get_master_volume = GetMasterVolume : LibC::Float #

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fun get_music_time_length = GetMusicTimeLength(music : RAudio::Music) : LibC::Float #

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fun get_music_time_played = GetMusicTimePlayed(music : RAudio::Music) : LibC::Float #

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fun init_audio_device = InitAudioDevice #

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fun load_audio_stream = LoadAudioStream(sample_rate : UInt32, sample_size : UInt32, channels : UInt32) : AudioStream #

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fun load_music_stream = LoadMusicStream(file_name : Pointer(UInt8)) : Music #

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fun load_music_stream_from_memory = LoadMusicStreamFromMemory(file_type : Pointer(UInt8), data : Pointer(UInt8), data_size : Int32) : Music #

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fun load_sound = LoadSound(file_name : Pointer(UInt8)) : Sound #

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fun load_sound_alias = LoadSoundAlias(sound : RAudio::Sound) : Sound #

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fun load_sound_from_wave = LoadSoundFromWave(wave : RAudio::Wave) : Sound #

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fun load_wave = LoadWave(file_name : Pointer(UInt8)) : Wave #

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fun load_wave_from_memory = LoadWaveFromMemory(file_type : Pointer(UInt8), file_data : Pointer(UInt8), data_size : Int32) : Wave #

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fun load_wave_samples = LoadWaveSamples(wave : RAudio::Wave) : Pointer(LibC::Float) #

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fun music_ready? = IsMusicReady(music : RAudio::Music) : Bool #

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fun music_stream_playing? = IsMusicStreamPlaying(music : RAudio::Music) : Bool #

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fun pause_audio_stream = PauseAudioStream(stream : RAudio::AudioStream) #

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fun pause_music_stream = PauseMusicStream(music : RAudio::Music) #

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fun pause_sound = PauseSound(sound : RAudio::Sound) #

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fun play_audio_stream = PlayAudioStream(stream : RAudio::AudioStream) #

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fun play_music_stream = PlayMusicStream(music : RAudio::Music) #

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fun play_sound = PlaySound(sound : RAudio::Sound) #

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fun resume_audio_stream = ResumeAudioStream(stream : RAudio::AudioStream) #

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fun resume_music_stream = ResumeMusicStream(music : RAudio::Music) #

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fun resume_sound = ResumeSound(sound : RAudio::Sound) #

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fun seek_music_stream = SeekMusicStream(music : RAudio::Music, position : Float32) #

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fun set_audio_stream_buffer_size_default = SetAudioStreamBufferSizeDefault(size : Int32) #

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fun set_audio_stream_callback = SetAudioStreamCallback(stream : RAudio::AudioStream, callback : Pointer(Void) -> UInt32) #

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fun set_audio_stream_pan = SetAudioStreamPan(stream : RAudio::AudioStream, pan : Float32) #

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fun set_audio_stream_pitch = SetAudioStreamPitch(stream : RAudio::AudioStream, pitch : Float32) #

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fun set_audio_stream_volume = SetAudioStreamVolume(stream : RAudio::AudioStream, volume : Float32) #

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fun set_master_volume = SetMasterVolume(volume : Float32) #

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fun set_music_pan = SetMusicPan(music : RAudio::Music, pan : Float32) #

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fun set_music_pitch = SetMusicPitch(music : RAudio::Music, pitch : Float32) #

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fun set_music_volume = SetMusicVolume(music : RAudio::Music, volume : Float32) #

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fun set_sound_pan = SetSoundPan(sound : RAudio::Sound, pan : Float32) #

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fun set_sound_pitch = SetSoundPitch(sound : RAudio::Sound, pitch : Float32) #

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fun set_sound_volume = SetSoundVolume(sound : RAudio::Sound, volume : Float32) #

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fun sound_playing? = IsSoundPlaying(sound : RAudio::Sound) : Bool #

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fun sound_ready? = IsSoundReady(sound : RAudio::Sound) : Bool #

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fun stop_audio_stream = StopAudioStream(stream : RAudio::AudioStream) #

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fun stop_music_stream = StopMusicStream(music : RAudio::Music) #

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fun stop_sound = StopSound(sound : RAudio::Sound) #

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fun unload_audio_stream = UnloadAudioStream(stream : RAudio::AudioStream) #

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fun unload_music_stream = UnloadMusicStream(music : RAudio::Music) #

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fun unload_sound = UnloadSound(sound : RAudio::Sound) #

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fun unload_sound_alias = UnloadSoundAlias(sound : RAudio::Sound) #

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fun unload_wave = UnloadWave(wave : RAudio::Wave) #

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fun unload_wave_samples = UnloadWaveSamples(samples : Pointer(Float32)) #

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fun update_audio_stream = UpdateAudioStream(stream : RAudio::AudioStream, data : Pointer(Void), frame_count : Int32) #

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fun update_music_stream = UpdateMusicStream(music : RAudio::Music) #

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fun update_sound = UpdateSound(sound : RAudio::Sound, data : Pointer(Void), sample_count : Int32) #

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fun wave_copy = WaveCopy(wave : RAudio::Wave) : Wave #

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fun wave_crop = WaveCrop(wave : Pointer(RAudio::Wave), init_sample : Int32, final_sample : Int32) #

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fun wave_format = WaveFormat(wave : Pointer(RAudio::Wave), sample_rate : Int32, sample_size : Int32, channels : Int32) #

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fun wave_ready? = IsWaveReady(wave : RAudio::Wave) : Bool #

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