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Audio playback and capture library written in C, in a single source file.
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mackron/miniaudio
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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 majorcompilers without the need to install any additional development packages. All major desktop and mobile platformsare supported.
- 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 theProgramming Manual for a more complete description ofavailable features in miniaudio.
This example shows one way to play a sound using the high level API.
#include"miniaudio/miniaudio.h"#include<stdio.h>intmain(){ma_resultresult;ma_engineengine;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);return0;}
This example shows how to decode and play a sound using the low level API.
#include"miniaudio/miniaudio.h"#include<stdio.h>voiddata_callback(ma_device*pDevice,void*pOutput,constvoid*pInput,ma_uint32frameCount){ma_decoder*pDecoder= (ma_decoder*)pDevice->pUserData;if (pDecoder==NULL) {return; }ma_decoder_read_pcm_frames(pDecoder,pOutput,frameCount,NULL); (void)pInput;}intmain(intargc,char**argv){ma_resultresult;ma_decoderdecoder;ma_device_configdeviceConfig;ma_devicedevice;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);return0;}
More examples can be found in theexamples folder or online here:https://miniaud.io/docs/examples/
Just compile miniaudio.c like any other source file and include miniaudio.h like a normal header. There's no needto install any dependencies. On Windows and macOS there's no need to link to anything. On Linux and BSD just linkto-lpthread and-lm. On iOS you need to compile as Objective-C. Link to-ldl if you get errors aboutdlopen(), etc.
If you get errors about undefined references to__sync_val_compare_and_swap_8,__atomic_load_8, etc. youneed to link with-latomic.
ABI compatibility is not guaranteed between versions so take care if compiling as a DLL/SO. The suggested wayto integrate miniaudio is by adding it directly to your source tree.
You can also use CMake if that's your preference.
Online documentation can be found here:https://miniaud.io/docs/
Documentation can also be found at the top ofminiaudio.hwhich is always the most up-to-date and authoritative source of information on how to use miniaudio. All otherdocumentation is generated from this in-code documentation.
- 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 captureby default. To support that, you would need to implement a custom backend. You can do this without needing tomodify the miniaudio source code. See thecustom_backend example.
- 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
See the miniaudiosecurity policy.
Your choice of either public domain orMIT No Attribution.
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Audio playback and capture library written in C, in a single source file.
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