ma_resource_manager_data_buffer_node_unacquire frees the node synchronously when it observes a non-MA_BUSY result (the "sound isn't loading" branch). But a decoded-paged node publishes result == MA_SUCCESS as soon as it is playable, while ma_job_process__resource_manager__page_data_buffer_node jobs keep running to decode the remaining pages. Those jobs reference the node and increment its executionPointer at their tail, several instructions after the result becomes observable. A concurrent unacquire that sees a non-BUSY result therefore frees the node out from under the page job tail, which then reads and atomically increments freed (and possibly recycled) memory. The node carries the same order / executionPointer ticket scheme as the data buffer, and the MA_BUSY branch already relies on it (it posts an ordered FREE_DATA_BUFFER_NODE job). Only the synchronous shortcut skipped it. Make it wait for executionPointer to catch up to executionCounter before freeing, so no job is still referencing the node -- the same fix as ma_resource_manager_data_buffer_uninit for the buffer level, one level down. Caught by ThreadSanitizer.
An audio playback and capture library in a single source file.
Features - Examples - Building - Documentation - Supported Platforms - Security - 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/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/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.
You can also use CMake if that's your preference.
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
Security
See the miniaudio security policy.
License
Your choice of either public domain or MIT No Attribution.
