Expand description
Module for playing sounds
Re-exports
Modules
Structs
The core of
Creating this object is not enough to play sound. We will need to convert this into a
This struct is mostly used as a way to setup state, define a callback and specify things like channels, frequency, etc.
Look at the examples for a complete example on how to do this.
AudioDeviceCore
has common resources all platform-specific implementations will need. Creating this object is not enough to play sound. We will need to convert this into a
FlufflAudioDeviceContex
This struct is mostly used as a way to setup state, define a callback and specify things like channels, frequency, etc.
Look at the examples for a complete example on how to do this.
A POD-ish struct for defining properties of the sound we with to play
If one of the fields isn’t defined it will fallback to a somewhat sane default value
If one of the fields isn’t defined it will fallback to a somewhat sane default value
Traits
A trait used to define properties of the sound before playing
Functions
given a
num_samples
and frequency
it returns the elapsed time in msgiven
frequency
(in sample/sec) and dt
(in milliseconds), it can calculate samples required per channelgiven
frequency
(in sample/sec) and dt
(in milliseconds), it can calculate samples required per channelType Definitions
When playing/generating sound a callback will be required and it will need to be of this format.