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 a 8000 ny additional development packages. All major desktop and mobile platforms are 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 the Programming Manual for a more complete description of available features in miniaudio.
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/
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.
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.
- 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.
- 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 miniaudio security policy.
Your choice of either public domain or MIT No Attribution.
