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项目介绍

mackron/miniaudio 是一个托管在 GitHub 上的开源项目,主要使用 C 编写,采用 Other 许可证,目前获得 7.0k 个 Star、578 次 Fork。

仓库全名
mackron/miniaudio
开源许可证
Other
Star 数
7.0k
Fork 数
578
未关闭 Issue
15

README 摘要

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…

完整内容见 GitHub 原始 README 或本页 。

常见问题

miniaudio 用什么语言开发?

主要使用 C 编写,采用 Other 许可证,目前有 7.0k 个 Star。

miniaudio 可以免费商用吗?

仓库标注的许可证为 Other,商用前请先阅读仓库 LICENSE 文件确认授权范围。

如何获取 miniaudio 的源码?

可以直接克隆仓库:git clone https://github.com/mackron/miniaudio.git,默认分支为 master;安装与运行步骤见仓库 README。

miniaudio 最近还在维护吗?

仓库最近一次更新为 7月7日,当前有 15 个未关闭 Issue;Star 数为 7.0k,可作为社区活跃度的参考。

README

miniaudio

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

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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.

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