Commit 63ac5e17 authored by David Reid's avatar David Reid

Update documentation to make it clear that structs are transparent.

parent 0e682351
...@@ -26,6 +26,12 @@ miniaudio includes both low level and high level APIs. The low level API is good ...@@ -26,6 +26,12 @@ miniaudio includes both low level and high level APIs. The low level API is good
to do all of their mixing themselves and only require a light weight interface to the underlying to do all of their mixing themselves and only require a light weight interface to the underlying
audio device. The high level API is good for those who have complex mixing and effect requirements. audio device. The high level API is good for those who have complex mixing and effect requirements.
In miniaudio, objects are transparent structures. Unlike many other libraries, there are no handles
to opaque objects which means you need to allocate memory for objects yourself. In the examples
presented in this documentation you will often see objects declared on the stack. You need to be
careful when translating these examples to your own code so that you don't accidentally declare
your objects on the stack and then cause them to become invalid once the function returns.
1.1. Low Level API 1.1. Low Level API
------------------ ------------------
...@@ -304,6 +310,17 @@ with `ma_engine_get_resource_manager()`. The engine itself is a node graph (`ma_ ...@@ -304,6 +310,17 @@ with `ma_engine_get_resource_manager()`. The engine itself is a node graph (`ma_
means you can pass a pointer to the engine object into any of the `ma_node_graph` APIs (with a means you can pass a pointer to the engine object into any of the `ma_node_graph` APIs (with a
cast). Alternatively, you can use `ma_engine_get_node_graph()` instead of a cast. cast). Alternatively, you can use `ma_engine_get_node_graph()` instead of a cast.
Note that all objects in miniaudio, including the `ma_engine` object in the example above, are
transparent structures. There are no handles to opaque structures in miniaudio which means you need
to be mindful of how you declare them. In the example above we are declaring it on the stack, but
this will result in the struct being invalidated once the function encapsulating it returns. If
allocating the engine on the heap is more appropriate, you can easily do so with a standard call
to malloc() or whatever heap allocation routine you like:
```c
ma_engine* pEngine = ma_malloc(sizeof(*pEngine), &myAllocationCallbacks);
```
The `ma_engine` API uses the same config/init pattern used all throughout miniaudio. To configure The `ma_engine` API uses the same config/init pattern used all throughout miniaudio. To configure
an engine, you can fill out a `ma_engine_config` object and pass it into the first parameter of an engine, you can fill out a `ma_engine_config` object and pass it into the first parameter of
`ma_engine_init()`: `ma_engine_init()`:
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