Commit 1fbad329 authored by David Reid's avatar David Reid

Stop using MINIAUDIO_IMPLEMENTATION in examples.

parent e1f5ed4f
...@@ -31,9 +31,7 @@ starting the chain from the start again. It is also seeking the head data source ...@@ -31,9 +31,7 @@ starting the chain from the start again. It is also seeking the head data source
so that playback starts from the start as expected. You do not need to seek non-head items back to so that playback starts from the start as expected. You do not need to seek non-head items back to
the start as miniaudio will do that for you internally. the start as miniaudio will do that for you internally.
*/ */
#define MA_EXPERIMENTAL__DATA_LOOPING_AND_CHAINING #include "../miniaudio.c"
#define MINIAUDIO_IMPLEMENTATION
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
......
...@@ -6,8 +6,7 @@ called `ma_vocoder_node` is used to achieve the effect which can be found in the ...@@ -6,8 +6,7 @@ called `ma_vocoder_node` is used to achieve the effect which can be found in the
the miniaudio repository. The vocoder node uses https://github.com/blastbay/voclib to achieve the the miniaudio repository. The vocoder node uses https://github.com/blastbay/voclib to achieve the
effect. effect.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include "../extras/nodes/ma_vocoder_node/ma_vocoder_node.c" #include "../extras/nodes/ma_vocoder_node/ma_vocoder_node.c"
#include <stdio.h> #include <stdio.h>
......
...@@ -14,8 +14,7 @@ Using a shared resource manager, as we do in this example, is useful for when yo ...@@ -14,8 +14,7 @@ Using a shared resource manager, as we do in this example, is useful for when yo
multiple engines so that you can output to multiple playback devices simultaneoulys. An example multiple engines so that you can output to multiple playback devices simultaneoulys. An example
might be a local co-op multiplayer game where each player has their own headphones. might be a local co-op multiplayer game where each player has their own headphones.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#define MAX_DEVICES 2 #define MAX_DEVICES 2
#define MAX_SOUNDS 32 #define MAX_SOUNDS 32
......
...@@ -13,8 +13,7 @@ This example is playing only a single sound at a time which means only a single ...@@ -13,8 +13,7 @@ This example is playing only a single sound at a time which means only a single
it being used. If you want to play multiple sounds at the same time, even if they're for the same it being used. If you want to play multiple sounds at the same time, even if they're for the same
sound file, you need multiple `ma_sound` objects. sound file, you need multiple `ma_sound` objects.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#define DELAY_IN_SECONDS 0.2f #define DELAY_IN_SECONDS 0.2f
#define DECAY 0.25f /* Volume falloff for each echo. */ #define DECAY 0.25f /* Volume falloff for each echo. */
......
...@@ -3,8 +3,7 @@ This example demonstrates how to initialize an audio engine and play a sound. ...@@ -3,8 +3,7 @@ This example demonstrates how to initialize an audio engine and play a sound.
This will play the sound specified on the command line. This will play the sound specified on the command line.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
......
...@@ -9,8 +9,7 @@ This example will load the sound specified on the command line and rotate it aro ...@@ -9,8 +9,7 @@ This example will load the sound specified on the command line and rotate it aro
head. head.
*/ */
#define MA_NO_DEVICE_IO /* <-- Disables the `ma_device` API. We don't need that in this example since SDL will be doing that part for us. */ #define MA_NO_DEVICE_IO /* <-- Disables the `ma_device` API. We don't need that in this example since SDL will be doing that part for us. */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#define SDL_MAIN_HANDLED #define SDL_MAIN_HANDLED
#include <SDL2/SDL.h> /* Change this to your include location. Might be <SDL.h>. */ #include <SDL2/SDL.h> /* Change this to your include location. Might be <SDL.h>. */
......
...@@ -14,8 +14,7 @@ you specify in your IPLAudioSettings object. If for some reason you want the per ...@@ -14,8 +14,7 @@ you specify in your IPLAudioSettings object. If for some reason you want the per
engine to be different to that of your Steam Audio configuration, you'll need to implement a sort engine to be different to that of your Steam Audio configuration, you'll need to implement a sort
of buffering solution to your node. of buffering solution to your node.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdint.h> /* Required for uint32_t which is used by STEAMAUDIO_VERSION, and a random use of uint8_t. If there's a Steam Audio maintainer reading this, that needs to be fixed to use IPLuint32 and IPLuint8. */ #include <stdint.h> /* Required for uint32_t which is used by STEAMAUDIO_VERSION, and a random use of uint8_t. If there's a Steam Audio maintainer reading this, that needs to be fixed to use IPLuint32 and IPLuint8. */
#include <phonon.h> /* Steam Audio */ #include <phonon.h> /* Steam Audio */
......
...@@ -15,8 +15,7 @@ Instead you would probably want to do a custom data source that handles underrun ...@@ -15,8 +15,7 @@ Instead you would probably want to do a custom data source that handles underrun
the ring buffer and deals with desyncs between capture and playback. In the future this example the ring buffer and deals with desyncs between capture and playback. In the future this example
may be updated to make use of a more advanced data source that handles all of this. may be updated to make use of a more advanced data source that handles all of this.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
static ma_pcm_rb rb; static ma_pcm_rb rb;
static ma_device device; static ma_device device;
......
...@@ -51,8 +51,7 @@ pass and echo effects so that one of them becomes more obvious than the other. ...@@ -51,8 +51,7 @@ pass and echo effects so that one of them becomes more obvious than the other.
When you want to read from the graph, you simply call `ma_node_graph_read_pcm_frames()`. When you want to read from the graph, you simply call `ma_node_graph_read_pcm_frames()`.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
/* Data Format */ /* Data Format */
#define FORMAT ma_format_f32 /* Must always be f32. */ #define FORMAT ma_format_f32 /* Must always be f32. */
......
...@@ -24,8 +24,7 @@ data from the data source. This means the resource manager will ensure all sound ...@@ -24,8 +24,7 @@ data from the data source. This means the resource manager will ensure all sound
set, each sound will have their own formats and you'll need to do the necessary data conversion yourself. set, each sound will have their own formats and you'll need to do the necessary data conversion yourself.
*/ */
#define MA_NO_ENGINE /* We're intentionally not using the ma_engine API here. */ #define MA_NO_ENGINE /* We're intentionally not using the ma_engine API here. */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
......
...@@ -15,8 +15,7 @@ In this example we show how you can create a data source, mix them with other da ...@@ -15,8 +15,7 @@ In this example we show how you can create a data source, mix them with other da
threads to manage internally and how to implement your own custom job thread. threads to manage internally and how to implement your own custom job thread.
*/ */
#define MA_NO_ENGINE /* We're intentionally not using the ma_engine API here. */ #define MA_NO_ENGINE /* We're intentionally not using the ma_engine API here. */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
static ma_resource_manager_data_source g_dataSources[16]; static ma_resource_manager_data_source g_dataSources[16];
static ma_uint32 g_dataSourceCount; static ma_uint32 g_dataSourceCount;
......
...@@ -8,8 +8,7 @@ Capturing works in a very similar way to playback. The only difference is the di ...@@ -8,8 +8,7 @@ Capturing works in a very similar way to playback. The only difference is the di
the application sending data to the device, the device will send data to the application. This example just writes the the application sending data to the device, the device will send data to the application. This example just writes the
data received by the microphone straight to a WAV file. data received by the microphone straight to a WAV file.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
......
...@@ -10,8 +10,7 @@ glitching which the backend may not be able to recover from. For this reason, mi ...@@ -10,8 +10,7 @@ glitching which the backend may not be able to recover from. For this reason, mi
sample rate for both capture and playback. If internally the native sample rates differ, miniaudio will perform the sample rate for both capture and playback. If internally the native sample rates differ, miniaudio will perform the
sample rate conversion for you automatically. sample rate conversion for you automatically.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
......
...@@ -7,8 +7,7 @@ context sits above a device. You can have many devices to one context. ...@@ -7,8 +7,7 @@ context sits above a device. You can have many devices to one context.
If you use device enumeration, you should explicitly specify the same context you used for enumeration in the call to If you use device enumeration, you should explicitly specify the same context you used for enumeration in the call to
`ma_device_init()` when you initialize your devices. `ma_device_init()` when you initialize your devices.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
......
...@@ -10,8 +10,7 @@ used indirectly with PulseAudio by choosing the appropriate loopback device afte ...@@ -10,8 +10,7 @@ used indirectly with PulseAudio by choosing the appropriate loopback device afte
To use loopback mode you just need to set the device type to ma_device_type_loopback and set the capture device config To use loopback mode you just need to set the device type to ma_device_type_loopback and set the capture device config
properties. The output buffer in the callback will be null whereas the input buffer will be valid. properties. The output buffer in the callback will be null whereas the input buffer will be valid.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h> #include <stdio.h>
......
...@@ -5,8 +5,7 @@ This example uses a decoder as the data source. Decoders can be used with the `m ...@@ -5,8 +5,7 @@ This example uses a decoder as the data source. Decoders can be used with the `m
supports looping via the `ma_data_source_read_pcm_frames()` API. To use it, all you need to do is pass a pointer to the supports looping via the `ma_data_source_read_pcm_frames()` API. To use it, all you need to do is pass a pointer to the
decoder straight into `ma_data_source_read_pcm_frames()` and it will just work. decoder straight into `ma_data_source_read_pcm_frames()` and it will just work.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
......
...@@ -11,8 +11,7 @@ Usage: simple_mixing [input file 0] [input file 1] ... [input file n] ...@@ -11,8 +11,7 @@ Usage: simple_mixing [input file 0] [input file 1] ... [input file n]
Example: simple_mixing file1.wav file2.flac Example: simple_mixing file1.wav file2.flac
``` ```
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
......
...@@ -10,8 +10,7 @@ device and can be used independently of it. This example only plays back a singl ...@@ -10,8 +10,7 @@ device and can be used independently of it. This example only plays back a singl
back multiple files by simple loading multiple decoders and mixing them (do not create multiple devices to do this). See back multiple files by simple loading multiple decoders and mixing them (do not create multiple devices to do this). See
the simple_mixing example for how best to do this. the simple_mixing example for how best to do this.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
......
...@@ -14,8 +14,7 @@ This example works with Emscripten. ...@@ -14,8 +14,7 @@ This example works with Emscripten.
*/ */
#define MA_NO_DECODING #define MA_NO_DECODING
#define MA_NO_ENCODING #define MA_NO_ENCODING
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
......
...@@ -14,8 +14,7 @@ To use this example, pass in the path of a sound as the first argument. The soun ...@@ -14,8 +14,7 @@ To use this example, pass in the path of a sound as the first argument. The soun
positioned in front of the listener, while the listener rotates on the the spot to create an positioned in front of the listener, while the listener rotates on the the spot to create an
orbiting effect. Terminate the program with Ctrl+C. orbiting effect. Terminate the program with Ctrl+C.
*/ */
#define MINIAUDIO_IMPLEMENTATION #include "../miniaudio.c"
#include "../miniaudio.h"
#include <stdio.h> #include <stdio.h>
#include <math.h> /* For sinf() and cosf() */ #include <math.h> /* For sinf() and cosf() */
......
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