Files
IAEngine/Engine/Src/Imp/CPP/AudioManager.cpp
2025-10-06 01:23:54 +05:30

49 lines
1.6 KiB
C++

// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <AudioManager.hpp>
#include <IAEngine/Engine.hpp>
#include <SDL3/SDL_iostream.h>
namespace ia::iae
{
MIX_Mixer *AudioManager::s_mixer;
VOID AudioManager::Initialize()
{
if (!MIX_Init())
THROW_UNKNOWN("Failed to initialize SDL Mixer: ", SDL_GetError());
if (!(s_mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, NULL)))
THROW_UNKNOWN(BuildString("Failed to create the SDL mixer: ", SDL_GetError()));
}
VOID AudioManager::Terminate()
{
MIX_DestroyMixer(s_mixer);
}
Handle AudioManager::CreateAudio(IN PCUINT8 encodedData, IN SIZE_T encodedDataSize)
{
return (Handle) MIX_LoadAudio_IO(s_mixer, SDL_IOFromConstMem(encodedData, encodedDataSize), false, true);
}
VOID AudioManager::DestoryAudio(IN Handle handle)
{
MIX_DestroyAudio((MIX_Audio*)handle);
}
} // namespace ia::iae