diff --git a/docs/examples/custom_backend.html b/docs/examples/custom_backend.html index 3944e324..2637042a 100644 --- a/docs/examples/custom_backend.html +++ b/docs/examples/custom_backend.html @@ -255,7 +255,7 @@ This example show how a custom backend can be implemented.

This implements a full-featured SDL2 backend. It's intentionally built using the same paradigms as the built-in backends in order to make -it suitable as a solid basis for a custom implementation. The SDL2 backend can be disabled with MA_NO_SDL, exactly like the build-in +it suitable as a solid basis for a custom implementation. The SDL2 backend can be disabled with MA_NO_SDL, exactly like the built-in backends. It supports both runtime and compile-time linking and respects the MA_NO_RUNTIME_LINKING option. It also works on Emscripten which requires the -s USE_SDL=2 option.

@@ -282,8 +282,7 @@ Custom backends are identified with the ma_ ma_backend_custom 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 ma_backend_custom backend is the lowest priority backend, except for ma_backend_null.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #ifdef __EMSCRIPTEN__
 #include <emscripten.h>
diff --git a/docs/examples/custom_decoder.html b/docs/examples/custom_decoder.html
index 6efafaaa..50437c80 100644
--- a/docs/examples/custom_decoder.html
+++ b/docs/examples/custom_decoder.html
@@ -313,7 +313,7 @@ MINIAUDIO_IMPLEMENTATION system. This will change from version 0.12.
     Add your custom backend vtables here. The order in the array defines the order of priority. The
     vtables will be passed in via the decoder config.
     */
-    const ma_decoding_backend_vtable* pCustomBackendVTables[] =
+    ma_decoding_backend_vtable* pCustomBackendVTables[] =
     {
         ma_decoding_backend_libvorbis,
         ma_decoding_backend_libopus
diff --git a/docs/examples/custom_decoder_engine.html b/docs/examples/custom_decoder_engine.html
index a0062ec3..ed5e8181 100644
--- a/docs/examples/custom_decoder_engine.html
+++ b/docs/examples/custom_decoder_engine.html
@@ -281,7 +281,7 @@ MINIAUDIO_IMPLEMENTATION system. This will change from version 0.12.
     Add your custom backend vtables here. The order in the array defines the order of priority. The
     vtables will be passed in to the resource manager config.
     */
-    const ma_decoding_backend_vtable* pCustomBackendVTables[] =
+    ma_decoding_backend_vtable* pCustomBackendVTables[] =
     {
         ma_decoding_backend_libvorbis,
         ma_decoding_backend_libopus
diff --git a/docs/examples/data_source_chaining.html b/docs/examples/data_source_chaining.html
index fc6deba8..f24b3eef 100644
--- a/docs/examples/data_source_chaining.html
+++ b/docs/examples/data_source_chaining.html
@@ -296,9 +296,7 @@ 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
 the start as miniaudio will do that for you internally.

-#define MA_EXPERIMENTAL__DATA_LOOPING_AND_CHAINING
-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 
diff --git a/docs/examples/duplex_effect.html b/docs/examples/duplex_effect.html
index 979fb4b7..e6d44e4e 100644
--- a/docs/examples/duplex_effect.html
+++ b/docs/examples/duplex_effect.html
@@ -259,8 +259,7 @@ called ma_vocoder_node is used to ac
 the miniaudio repository. The vocoder node uses https://github.com/blastbay/voclib to achieve the
 effect.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 #include "../extras/nodes/ma_vocoder_node/ma_vocoder_node.c"
 
 #include <stdio.h>
diff --git a/docs/examples/engine_advanced.html b/docs/examples/engine_advanced.html
index 479bf2c8..2c7bed74 100644
--- a/docs/examples/engine_advanced.html
+++ b/docs/examples/engine_advanced.html
@@ -276,8 +276,7 @@ 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
 might be a local co-op multiplayer game where each player has their own headphones.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #define MAX_DEVICES 2
 #define MAX_SOUNDS  32
diff --git a/docs/examples/engine_effects.html b/docs/examples/engine_effects.html
index cf787fad..ed76e689 100644
--- a/docs/examples/engine_effects.html
+++ b/docs/examples/engine_effects.html
@@ -270,8 +270,7 @@ 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
 sound file, you need multiple ma_sound objects.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #define DELAY_IN_SECONDS    0.2f
 #define DECAY               0.25f   /* Volume falloff for each echo. */
diff --git a/docs/examples/engine_hello_world.html b/docs/examples/engine_hello_world.html
index d356a72a..bc44ea34 100644
--- a/docs/examples/engine_hello_world.html
+++ b/docs/examples/engine_hello_world.html
@@ -256,8 +256,7 @@ This example demonstrates how to initialize an audio engine and play a sound.
 
 This will play the sound specified on the command line.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 
diff --git a/docs/examples/engine_sdl.html b/docs/examples/engine_sdl.html
index 0acf1c36..0cba4e64 100644
--- a/docs/examples/engine_sdl.html
+++ b/docs/examples/engine_sdl.html
@@ -264,8 +264,7 @@ This example will load the sound specified on the command line and rotate it aro
 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 MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #define SDL_MAIN_HANDLED
 #include <SDL2/SDL.h>    /* Change this to your include location. Might be <SDL.h>. */
diff --git a/docs/examples/engine_steamaudio.html b/docs/examples/engine_steamaudio.html
index 1c8f46ac..4c6a587c 100644
--- a/docs/examples/engine_steamaudio.html
+++ b/docs/examples/engine_steamaudio.html
@@ -271,8 +271,7 @@ 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
 of buffering solution to your node.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #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 */
diff --git a/docs/examples/hilo_interop.html b/docs/examples/hilo_interop.html
index 19c3ad61..d680c052 100644
--- a/docs/examples/hilo_interop.html
+++ b/docs/examples/hilo_interop.html
@@ -272,8 +272,7 @@ 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
 may be updated to make use of a more advanced data source that handles all of this.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 static ma_pcm_rb rb;
 static ma_device device;
diff --git a/docs/examples/node_graph.html b/docs/examples/node_graph.html
index d62ef4de..6b933523 100644
--- a/docs/examples/node_graph.html
+++ b/docs/examples/node_graph.html
@@ -321,8 +321,7 @@ 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().

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 /* Data Format */
 #define FORMAT              ma_format_f32   /* Must always be f32. */
diff --git a/docs/examples/resource_manager.html b/docs/examples/resource_manager.html
index d6b7d499..b4f1a499 100644
--- a/docs/examples/resource_manager.html
+++ b/docs/examples/resource_manager.html
@@ -289,8 +289,7 @@ 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.

 #define MA_NO_ENGINE        /* We're intentionally not using the ma_engine API here. */
-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #ifdef __EMSCRIPTEN__
 #include <emscripten.h>
diff --git a/docs/examples/resource_manager_advanced.html b/docs/examples/resource_manager_advanced.html
index 09a28bab..ec641808 100644
--- a/docs/examples/resource_manager_advanced.html
+++ b/docs/examples/resource_manager_advanced.html
@@ -274,8 +274,7 @@ 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.

 #define MA_NO_ENGINE        /* We're intentionally not using the ma_engine API here. */
-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 static ma_resource_manager_data_source g_dataSources[16];
 static ma_uint32                       g_dataSourceCount;
diff --git a/docs/examples/simple_capture.html b/docs/examples/simple_capture.html
index a1a1bfca..25a6792e 100644
--- a/docs/examples/simple_capture.html
+++ b/docs/examples/simple_capture.html
@@ -263,8 +263,7 @@ 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
 data received by the microphone straight to a WAV file.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdlib.h>
 #include <stdio.h>
diff --git a/docs/examples/simple_duplex.html b/docs/examples/simple_duplex.html
index fb622da1..60e172e1 100644
--- a/docs/examples/simple_duplex.html
+++ b/docs/examples/simple_duplex.html
@@ -265,8 +265,7 @@ 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 conversion for you automatically.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 
diff --git a/docs/examples/simple_enumeration.html b/docs/examples/simple_enumeration.html
index 73972d42..54035fb4 100644
--- a/docs/examples/simple_enumeration.html
+++ b/docs/examples/simple_enumeration.html
@@ -262,8 +262,7 @@ 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
 ma_device_init() when you initialize your devices.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 
diff --git a/docs/examples/simple_loopback.html b/docs/examples/simple_loopback.html
index 24143567..c31c6f3e 100644
--- a/docs/examples/simple_loopback.html
+++ b/docs/examples/simple_loopback.html
@@ -267,8 +267,7 @@ 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.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdlib.h>
 #include <stdio.h>
diff --git a/docs/examples/simple_looping.html b/docs/examples/simple_looping.html
index f39ee009..6f3ebfe1 100644
--- a/docs/examples/simple_looping.html
+++ b/docs/examples/simple_looping.html
@@ -258,8 +258,7 @@ This example uses a decoder as the data source. Decoders can be used with 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.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 
diff --git a/docs/examples/simple_mixing.html b/docs/examples/simple_mixing.html
index 30b3d623..da3b0068 100644
--- a/docs/examples/simple_mixing.html
+++ b/docs/examples/simple_mixing.html
@@ -266,8 +266,7 @@ is when sample are clamped to their minimum and maximum range, which for floatin
 Usage:   simple_mixing [input file 0] [input file 1] ... [input file n]
 Example: simple_mixing file1.wav file2.flac
 
-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 
diff --git a/docs/examples/simple_playback.html b/docs/examples/simple_playback.html
index 9837730e..59005809 100644
--- a/docs/examples/simple_playback.html
+++ b/docs/examples/simple_playback.html
@@ -265,8 +265,7 @@ 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
 the simple_mixing example for how best to do this.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 
diff --git a/docs/examples/simple_playback_sine.html b/docs/examples/simple_playback_sine.html
index 64c08c05..db8641fd 100644
--- a/docs/examples/simple_playback_sine.html
+++ b/docs/examples/simple_playback_sine.html
@@ -273,8 +273,7 @@ This example works with Emscripten.

 #define MA_NO_DECODING
 #define MA_NO_ENCODING
-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 
diff --git a/docs/examples/simple_spatialization.html b/docs/examples/simple_spatialization.html
index 1ddda063..79d7a015 100644
--- a/docs/examples/simple_spatialization.html
+++ b/docs/examples/simple_spatialization.html
@@ -273,8 +273,7 @@ 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
 orbiting effect. Terminate the program with Ctrl+C.

-#define MINIAUDIO_IMPLEMENTATION
-#include "../miniaudio.h"
+#include "../miniaudio.c"
 
 #include <stdio.h>
 #include <math.h>   /* For sinf() and cosf() */