* The old logging callback has been deprecated and will be removed in
version 0.11.
* MA_LOG_LEVEL_DEBUG has been added and MA_LOG_LEVEL_VERBOSE
deprecated.
* The MA_LOG_LEVEL option has been deprecated. All log levels are now
posted to the logging callbacks, except for MA_LOG_LEVEL_DEBUG
which is only posted if MA_DEBUG_OUTPUT is enabled.
The new logging system works by creating a `ma_log` object. You then
register callbacks that will be fired when a log message is posted. You
can register up to 4 callbacks. You the specify a pointer to this log
object in the context config. This replaces the `logCallback` variable.
The old logging system was specific to context's and device's, however
with the introduction of new APIs this is no longer appropriate. The
new logging system is completely generic with a simple user-data
pointer being used for application-specific data.
This commit adds some helper APIs for retrieving a pointer to the
context's log object:
* ma_context_get_log()
* ma_device_get_log()
* ma_device_get_context()
The MA_DEBUG_OUTPUT option has been improved for Android builds. With
the new system, __android_log_print() will be used instead of printf().
A single file library for audio playback and capture.
Example - Documentation - Supported Platforms - Backends - Major Features - Building - Unofficial Bindings
Example
This example shows how to decode and play a sound.
#define MINIAUDIO_IMPLEMENTATION
#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);
(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/
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 authoritive source of information on how to use miniaudio. All other documentation is generated from this in-code documentation.
Supported Platforms
- Windows (XP+), UWP
- macOS, iOS
- Linux
- BSD
- Android
- Raspberry Pi
- Emscripten / HTML5
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)
Major Features
- Your choice of either public domain or MIT No Attribution.
- Entirely contained within a single file for easy integration into your source tree.
- No external dependencies except for the C standard library and backend libraries.
- Written in C and compilable as C++, enabling miniaudio to work on almost all compilers.
- Supports all major desktop and mobile platforms, with multiple backends for maximum compatibility.
- Supports custom backends.
- Supports playback, capture, full-duplex and loopback (WASAPI only).
- Device enumeration for connecting to specific devices, not just defaults.
- Connect to multiple devices at once.
- Shared and exclusive mode on supported backends.
- Backend-specific configuration options.
- Device capability querying.
- Automatic data conversion between your application and the internal device.
- Sample format conversion with optional dithering.
- Channel conversion and channel mapping.
- Resampling with support for multiple algorithms.
- Simple linear resampling with anti-aliasing.
- Optional Speex resampling (must opt-in).
- Filters.
- Biquad
- Low-pass (first, second and high order)
- High-pass (first, second and high order)
- Second order band-pass
- Second order notch
- Second order peaking
- Second order low shelf
- Second order high shelf
- Waveform generation.
- Sine
- Square
- Triangle
- Sawtooth
- Noise generation.
- White
- Pink
- Brownian
- Decoding
- WAV
- FLAC
- MP3
- Vorbis via stb_vorbis (not built in - must be included separately).
- Encoding
- WAV
- Lock free ring buffer (single producer, single consumer).
Refer to the Programming Manual for a more complete description of available features in miniaudio.
Building
Do the following in one source file:
#define MINIAUDIO_IMPLEMENTATION
#include "miniaudio.h"
Then just compile. There's no need to install any dependencies. On Windows and macOS there's no need to link to anything. On Linux just link to -lpthread, -lm and -ldl. On BSD just link to -lpthread and -lm. On iOS you need to compile as Objective-C.
If you prefer separate .h and .c files, you can find a split version of miniaudio in the extras/miniaudio_split folder. From here you can use miniaudio as a traditional .c and .h library - just add miniaudio.c to your source tree like any other source file and include miniaudio.h like a normal header. If you prefer compiling as a single translation unit (AKA unity builds), you can just #include the .c file in your main source file:
#include "miniaudio.c"
Note that the split version is auto-generated using a tool and is based on the main file in the root directory. If you want to contribute, please make the change in the main file.
Vorbis Decoding
Vorbis decoding is enabled via stb_vorbis. To use it, you need to include the header section of stb_vorbis before the implementation of miniaudio. You can enable Vorbis by doing the following:
#define STB_VORBIS_HEADER_ONLY
#include "extras/stb_vorbis.c" /* Enables Vorbis decoding. */
#define MINIAUDIO_IMPLEMENTATION
#include "miniaudio.h"
/* stb_vorbis implementation must come after the implementation of miniaudio. */
#undef STB_VORBIS_HEADER_ONLY
#include "extras/stb_vorbis.c"
Unofficial Bindings
The projects below offer bindings for other languages which you may be interested in. Note that these are unofficial and are not maintained as part of this repository. If you encounter a binding-specific bug, please post a bug report to the specific project. If you've written your own bindings let me know and I'll consider adding it to this list.
| Language | Project |
|---|---|
| Go | malgo |
| Python | pyminiaudio |
| Rust | miniaudio-rs |
