Remove vertical scroll bars from code sections.

This commit is contained in:
David Reid
2025-09-08 12:05:49 +10:00
parent 9afdcd38d0
commit 27acc82695
24 changed files with 154 additions and 154 deletions
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@@ -281,7 +281,7 @@ remaining callbacks if it is successfully initialized.
Custom backends are identified with the <span style="font-family:monospace;">ma_backend_custom</span> backend type. For the purpose of demonstration, this example only uses the
<span style="font-family:monospace;">ma_backend_custom</span> backend type because otherwise the built-in backends would always get chosen first and none of the code for the custom
backends would actually get hit. By default, the <span style="font-family:monospace;">ma_backend_custom</span> backend is the lowest priority backend, except for <span style="font-family:monospace;">ma_backend_null</span>.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#ifdef</span> __EMSCRIPTEN__
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@@ -274,7 +274,7 @@ The custom decoding data sources (<span style="font-family:monospace;">ma_libvor
the decoder via the decoder config (<span style="font-family:monospace;">ma_decoder_config</span>). You need to implement a vtable for each
of your custom decoders. See <span style="font-family:monospace;">ma_decoding_backend_vtable</span> for the functions you need to implement.
The <span style="font-family:monospace;">onInitFile</span>, <span style="font-family:monospace;">onInitFileW</span> and <span style="font-family:monospace;">onInitMemory</span> functions are optional.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../extras/decoders/libvorbis/miniaudio_libvorbis.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../extras/decoders/libopus/miniaudio_libopus.c&quot;</span>
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@@ -257,7 +257,7 @@ Demonstrates how to implement a custom decoder and use it with the high level AP
This is the same as the custom_decoder example, only it&#39;s used with the high level engine API
rather than the low level decoding API. You can use this to add support for Opus to your games, for
example (via libopus).</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../extras/decoders/libvorbis/miniaudio_libvorbis.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../extras/decoders/libopus/miniaudio_libopus.c&quot;</span>
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@@ -283,7 +283,7 @@ consistently read from the head data source this state will become inconsistent
work correctly. When using a chain, this pointer needs to be reset if you need to play the
chain again from the start:
</p>
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ma_data_source_set_current(&amp;headDataSource, &amp;headDataSource);
ma_data_source_seek_to_pcm_frame(&amp;headDataSource, 0);
</pre></div><p>
@@ -292,7 +292,7 @@ The code above is setting the &quot;current&quot; data source in the chain to th
starting the chain from the start again. It is also seeking the head data source back to the start
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.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdio.h&gt;</span>
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@@ -258,7 +258,7 @@ This example applies a vocoder effect to the input stream before outputting it.
called <span style="font-family:monospace;">ma_vocoder_node</span> is used to achieve the effect which can be found in the extras folder in
the miniaudio repository. The vocoder node uses <a href="https://github.com/blastbay/voclib">https://github.com/blastbay/voclib</a> to achieve the
effect.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../extras/nodes/ma_vocoder_node/ma_vocoder_node.c&quot;</span>
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@@ -275,7 +275,7 @@ This example will play the sound that&#39;s passed in on the command line.
Using a shared resource manager, as we do in this example, is useful for when you want to user
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.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#define</span> MAX_DEVICES 2
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@@ -269,7 +269,7 @@ sound&#39;s output into the effect&#39;s input. See the Node Graph example for h
This example is playing only a single sound at a time which means only a single <span style="font-family:monospace;">ma_sound</span> object
it being used. If you want to play multiple sounds at the same time, even if they&#39;re for the same
sound file, you need multiple <span style="font-family:monospace;">ma_sound</span> objects.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#define</span> DELAY_IN_SECONDS 0.2f
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@@ -255,7 +255,7 @@ This example demonstrates how to initialize an audio engine and play a sound.
<p>
This will play the sound specified on the command line.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdio.h&gt;</span>
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@@ -262,7 +262,7 @@ audio output instead of miniaudio.
This example will load the sound specified on the command line and rotate it around the listener&#39;s
head.</p>
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<span style="color:#666666">#define</span> MA_NO_DEVICE_IO <span style="color:#009900">/* &lt;-- Disables the <span style="font-family:monospace;">ma_device</span> API. We don&#39;t need that in this example since SDL will be doing that part for us. */</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
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@@ -270,7 +270,7 @@ consistent, you must set the period size in the engine config to be consistent w
you specify in your IPLAudioSettings object. If for some reason you want the period size of the
engine to be different to that of your Steam Audio configuration, you&#39;ll need to implement a sort
of buffering solution to your node.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdint.h&gt;</span> <span style="color:#009900">/* Required for uint32_t which is used by STEAMAUDIO_VERSION, and a random use of uint8_t. If there&#39;s a Steam Audio maintainer reading this, that needs to be fixed to use IPLuint32 and IPLuint8. */</span>
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@@ -271,7 +271,7 @@ A more robust example would probably not want to use a ring buffer directly as t
Instead you would probably want to do a custom data source that handles underruns and overruns of
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.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#0033ff">static</span> <span style="color:#0099cc">ma_pcm_rb</span> rb;
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@@ -280,7 +280,7 @@ node graph.
This example will be using the following node graph set up:
</p>
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&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; Data flows left to right &gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;
+---------------+ +-----------------+
@@ -317,7 +317,7 @@ pass and echo effects so that one of them becomes more obvious than the other.
<p>
When you want to read from the graph, you simply call <span style="font-family:monospace;">ma_node_graph_read_pcm_frames()</span>.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#009900">/* Data Format */</span>
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@@ -287,7 +287,7 @@ for processing jobs. That is more advanced, and beyond the scope of this example
When you initialize a resource manager you can specify the sample format, channels and sample rate to use when reading
data from the data source. This means the resource manager will ensure all sounds will have a standard format. When not
set, each sound will have their own formats and you&#39;ll need to do the necessary data conversion yourself.</p>
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<span style="color:#666666">#define</span> MA_NO_ENGINE <span style="color:#009900">/* We&#39;re intentionally not using the ma_engine API here. */</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
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@@ -272,7 +272,7 @@ threads. You can also implement your own custom job threads which this example a
In this example we show how you can create a data source, mix them with other data sources, configure the number of job
threads to manage internally and how to implement your own custom job thread.</p>
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<span style="color:#666666">#define</span> MA_NO_ENGINE <span style="color:#009900">/* We&#39;re intentionally not using the ma_engine API here. */</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
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@@ -262,7 +262,7 @@ specified on the command line.
Capturing works in a very similar way to playback. The only difference is the direction of data movement. Instead of
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.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdlib.h&gt;</span>
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@@ -264,7 +264,7 @@ Note that the microphone and playback device must run in lockstep. Any kind of t
glitching which the backend may not be able to recover from. For this reason, miniaudio forces you to use the same
sample rate for both capture and playback. If internally the native sample rates differ, miniaudio will perform the
sample rate conversion for you automatically.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdio.h&gt;</span>
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@@ -261,7 +261,7 @@ 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
<span style="font-family:monospace;">ma_device_init()</span> when you initialize your devices.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdio.h&gt;</span>
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@@ -266,7 +266,7 @@ 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
properties. The output buffer in the callback will be null whereas the input buffer will be valid.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdlib.h&gt;</span>
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@@ -257,7 +257,7 @@ Shows one way to handle looping of a sound.
This example uses a decoder as the data source. Decoders can be used with the <span style="font-family:monospace;">ma_data_source</span> API which, conveniently,
supports looping via the <span style="font-family:monospace;">ma_data_source_read_pcm_frames()</span> API. To use it, all you need to do is pass a pointer to the
decoder straight into <span style="font-family:monospace;">ma_data_source_read_pcm_frames()</span> and it will just work.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdio.h&gt;</span>
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@@ -259,10 +259,10 @@ device and then mix your sounds together which you can do by simply summing thei
do this is to use floating point samples and use miniaudio&#39;s built-in clipper to handling clipping for you. (Clipping
is when sample are clamped to their minimum and maximum range, which for floating point is -1..1.)
</p>
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Usage: simple_mixing [input file 0] [input file 1] ... [input file n]
Example: simple_mixing file1.wav file2.flac
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdio.h&gt;</span>
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@@ -264,7 +264,7 @@ This example uses the <span style="font-family:monospace;">ma_decoder</span> API
device and can be used independently of it. This example only plays back a single sound file, but it&#39;s possible to play
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.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdio.h&gt;</span>
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@@ -270,7 +270,7 @@ the <span style="font-family:monospace;">ma_waveform_read_pcm_frames()</span> AP
<p>
This example works with Emscripten.</p>
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<span style="color:#666666">#define</span> MA_NO_DECODING
<span style="color:#666666">#define</span> MA_NO_ENCODING
<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
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@@ -272,7 +272,7 @@ information on the available features.
To use this example, pass in the path of a sound as the first argument. The sound will be
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.</p>
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<span style="color:#666666">#include</span> <span style="color:#cc3300">&quot;../miniaudio.c&quot;</span>
<span style="color:#666666">#include</span> <span style="color:#cc3300">&lt;stdio.h&gt;</span>
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