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GitHub - rxi/cmixer: Portable ANSI C audio mixer for games

    https://github.com/rxi/cmixer
    A sound can be played by first creating a source, then calling cm_play() on that source. cm_Source *src = cm_new_source_from_file( " sound.wav " ); cm_play (src); When the cm_process() function is called, all the currently playing streams will be processed and mixed, the master output will be written to the provided 16bit buffer.

Audio Tackler (AUDIO MIXER) c project and source code | c ...

    http://freesourcecode.net/cprojects/82774/Audio-Tackler-%28AUDIO-MIXER%29-c-project-and-source-code
    The following C project contains the C source code and C examples used for Audio Tackler (AUDIO MIXER). PERFORM RUNTIME AUDIO MIXING USING AUDIO TACKLER : Audio Tackler has two classes that are designed to play wave audio files simultaneously with out the use of Direct Sound. It simply uses the multimedia API functions to access the sound card. The source code …

mixer.c - sound/usb/mixer.c - Linux source code (v5.14.2 ...

    https://elixir.bootlin.com/linux/latest/source/sound/usb/mixer.c
    The * following byte (s) specifies which connectors are inserted. * * This boolean ctl will simply report if any channels are connected * or not. */ if ( mixer -> protocol == UAC_VERSION_2) cval -> control = UAC2_TE_CONNECTOR; else /* UAC_VERSION_3 */ cval -> control = UAC3_TE_INSERTION; cval -> val_type = USB_MIXER_BOOLEAN; cval -> channels = 1; /* report …

mixer.c source code [linux/sound/usb/mixer.c ... - Woboq

    https://code.woboq.org/linux/linux/sound/usb/mixer.c.html
    c = uac_mixer_unit_bmControls(desc, state->mixer->protocol); 781: if (c - (void *)desc + (mu_channels - 1) / 8 >= desc->bLength) 782: return 0; /* no bmControls -> skip */ 783: 784: return mu_channels; 785} 786: 787 /* 788 * parse the source unit recursively until it reaches to a terminal: 789 * or a branched unit. 790 */ 791: static int check_input_term(struct mixer_build …

tinyalsa/mixer.c at master · tinyalsa/tinyalsa · GitHub

    https://github.com/tinyalsa/tinyalsa/blob/master/src/mixer.c
    int mixer_ctl_get_array (const struct mixer_ctl *ctl, void *array, size_t count) {struct mixer_ctl_group *grp; struct snd_ctl_elem_value ev; int ret = 0; size_t size; void *source; if (!ctl || !array || count == 0) {return-EINVAL;} grp = ctl-> grp; if (count > ctl-> info. count) return-EINVAL; memset (&ev, 0, sizeof (ev)); ev. id. numid = ctl-> info. id. numid;

GitHub - Piasy/AudioMixer: A cross-platform audio mixer ...

    https://github.com/Piasy/AudioMixer
    A cross-platform audio mixer, supports Android, iOS, macOS and Windows. Powered by WebRTC, FFmpeg and Djinni. - GitHub - Piasy/AudioMixer: A cross-platform audio mixer, supports Android, iOS, macOS and Windows. Powered by WebRTC, FFmpeg and Djinni.

GitHub - mixer/interactive-cpp: C++ SDK for Mixer ...

    https://github.com/mixer/interactive-cpp
    Clone the interactive-cpp repository. $ git clone https://github.com/mixer/interactive-cpp.git interactive-cpp. Copy the source directory into your C++ game project (you will likely want to rename it). Add interactivity.cpp to your compilation list and include interactivity.h to get started. See the InteractiveSample for an example of how you …

5 Best Free Open Source Audio Mixer Software for Windows

    https://listoffreeware.com/open-source-audio-mixer-software-windows/
    Mixxx is a free open source audio mixer software for Windows, Mac, and Linux. It is basically a DJ software that lets you import, mix, and play multiple tracks together. While playing audio tracks, you get the flexibility to change a lot of parameters including tempo, key, effects, volume control, replay gain, speed control, etc. It provides a variety of features that you can look forward to; …

audio - Algorithm to mix sound - Stack Overflow

    https://stackoverflow.com/questions/376036/algorithm-to-mix-sound
    Here's a very simple code example showing how you might sum two 16 bit samples together: short sample1 = ...; short sample2 = ...; float samplef1 = sample1 / 32768.0f; float samplef2 = sample2 / 32768.0f; float mixed = samplef1 + sample2f; // reduce the volume a bit: mixed *= 0.8; // hard clipping if (mixed > 1.0f) mixed = 1.0f; if (mixed < -1.0f) mixed = -1.0f; …

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