David Reid 46788d59a8 Rework the libvorbis and libopus custom decoders.
These decoders have been moved into their own subfolders under the
extras/decoders folder:

  extras/decoders/libvorbis
  extras/decoders/libopus

In addition to being relocated, they have also been split into separate
.c/h pairs. They now work like a more conventional library. The
implementation of these libraries have also been decoupled from the
miniaudio implementation which means they depend only on the header
section of miniaudio.h now.

With this change the custom_decoder and custom_decoder_engine examples
have been updated. To compile these you now need to link in the
miniaudio_libvorbis.c and miniaudio_libopus.c files via your build
tool. For your own code, you can still include the .c files directly
into your code if you want to compile as a single translation unit.
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miniaudio

An audio playback and capture library in a single source file.

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Features - Examples - Building - Documentation - Supported Platforms - License

miniaudio is written in C with no dependencies except the standard library and should compile clean on all major compilers without the need to install any additional development packages. All major desktop and mobile platforms are supported.

Features

  • Simple build system with no external dependencies.
  • Simple and flexible API.
  • Low-level API for direct access to raw audio data.
  • High-level API for sound management, mixing, effects and optional 3D spatialization.
  • Flexible node graph system for advanced mixing and effect processing.
  • Resource management for loading sound files.
  • Decoding, with built-in support for WAV, FLAC and MP3, in addition to being able to plug in custom decoders.
  • Encoding (WAV only).
  • Data conversion.
  • Resampling, including custom resamplers.
  • Channel mapping.
  • Basic generation of waveforms and noise.
  • Basic effects and filters.

Refer to the Programming Manual for a more complete description of available features in miniaudio.

Examples

This example shows one way to play a sound using the high level API.

#include "miniaudio.h"

#include <stdio.h>

int main()
{
    ma_result result;
    ma_engine engine;

    result = ma_engine_init(NULL, &engine);
    if (result != MA_SUCCESS) {
        return -1;
    }

    ma_engine_play_sound(&engine, "sound.wav", NULL);

    printf("Press Enter to quit...");
    getchar();

    ma_engine_uninit(&engine);

    return 0;
}

This example shows how to decode and play a sound using the low level API.

#include "miniaudio.h"

#include <stdio.h>

void data_callback(ma_device* pDevice, void* pOutput, const void* pInput, ma_uint32 frameCount)
{
    ma_decoder* pDecoder = (ma_decoder*)pDevice->pUserData;
    if (pDecoder == NULL) {
        return;
    }

    ma_decoder_read_pcm_frames(pDecoder, pOutput, frameCount, NULL);

    (void)pInput;
}

int main(int argc, char** argv)
{
    ma_result result;
    ma_decoder decoder;
    ma_device_config deviceConfig;
    ma_device device;

    if (argc < 2) {
        printf("No input file.\n");
        return -1;
    }

    result = ma_decoder_init_file(argv[1], NULL, &decoder);
    if (result != MA_SUCCESS) {
        return -2;
    }

    deviceConfig = ma_device_config_init(ma_device_type_playback);
    deviceConfig.playback.format   = decoder.outputFormat;
    deviceConfig.playback.channels = decoder.outputChannels;
    deviceConfig.sampleRate        = decoder.outputSampleRate;
    deviceConfig.dataCallback      = data_callback;
    deviceConfig.pUserData         = &decoder;

    if (ma_device_init(NULL, &deviceConfig, &device) != MA_SUCCESS) {
        printf("Failed to open playback device.\n");
        ma_decoder_uninit(&decoder);
        return -3;
    }

    if (ma_device_start(&device) != MA_SUCCESS) {
        printf("Failed to start playback device.\n");
        ma_device_uninit(&device);
        ma_decoder_uninit(&decoder);
        return -4;
    }

    printf("Press Enter to quit...");
    getchar();

    ma_device_uninit(&device);
    ma_decoder_uninit(&decoder);

    return 0;
}

More examples can be found in the examples folder or online here: https://miniaud.io/docs/examples/

Building

Just compile miniaudio.c like any other source file and include miniaudio.h like a normal header. There's no need to install any dependencies. On Windows and macOS there's no need to link to anything. On Linux and BSD just link to -lpthread and -lm. On iOS you need to compile as Objective-C. Link to -ldl if you get errors about dlopen(), etc.

If you get errors about undefined references to __sync_val_compare_and_swap_8, __atomic_load_8, etc. you need to link with -latomic.

ABI compatibility is not guaranteed between versions so take care if compiling as a DLL/SO. The suggested way to integrate miniaudio is by adding it directly to your source tree.

Documentation

Online documentation can be found here: https://miniaud.io/docs/

Documentation can also be found at the top of miniaudio.h which is always the most up-to-date and authoritative source of information on how to use miniaudio. All other documentation is generated from this in-code documentation.

Supported Platforms

  • Windows
  • macOS, iOS
  • Linux
  • FreeBSD / OpenBSD / NetBSD
  • Android
  • Raspberry Pi
  • Emscripten / HTML5

miniaudio should compile clean on other platforms, but it will not include any support for playback or capture by default. To support that, you would need to implement a custom backend. You can do this without needing to modify the miniaudio source code. See the custom_backend example.

Backends

  • WASAPI
  • DirectSound
  • WinMM
  • Core Audio (Apple)
  • ALSA
  • PulseAudio
  • JACK
  • sndio (OpenBSD)
  • audio(4) (NetBSD and OpenBSD)
  • OSS (FreeBSD)
  • AAudio (Android 8.0+)
  • OpenSL|ES (Android only)
  • Web Audio (Emscripten)
  • Null (Silence)
  • Custom

License

Your choice of either public domain or MIT No Attribution.

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