Auto-generated C# bindings for miniaudio
using System.Runtime.InteropServices;
using Miniaudio;
internal class Program
{
public unsafe static void Main(string[] args)
{
// It is recommended to allocate native memory for miniaudio structures.
ma_engine* engine = (ma_engine*)NativeMemory.Alloc((nuint)sizeof(ma_engine));
ma.engine_init(null, engine);
// When calling a function that accepts a string of type "sbyte*",
// always convert the string to ANSI encoding first.
string filePath1 = "music.mp3";
ma_sound* sound1 = (ma_sound*)NativeMemory.Alloc((nuint)sizeof(ma_sound));
nint filePath1_Ansi = Marshal.StringToHGlobalAnsi(filePath1);
ma.sound_init_from_file(engine, (sbyte*)filePath1_Ansi, 0, null, null, sound1);
Marshal.FreeHGlobal(filePath1_Ansi);
ma.sound_start(sound1);
// Note that ANSI encoding does not support certain characters.
// It is more recommended to use the following methods.
Console.ReadKey();
ma.sound_stop(sound1);
string filePath2 = "😄.wav";
ma_sound* sound2 = (ma_sound*)NativeMemory.Alloc((nuint)sizeof(ma_sound));
fixed (void* p = filePath2) // or Marshal.StringToHGlobalUni(filePath2);
{
ma.sound_init_from_file_w(engine, (ushort*)p, (uint)ma_sound_flags.MA_SOUND_FLAG_LOOPING, null, null, sound2);
}
ma.sound_start(sound2);
Console.ReadKey();
ma.sound_stop(sound2);
// Clean up
ma.engine_uninit(engine);
NativeMemory.Free(engine);
NativeMemory.Free(sound1);
NativeMemory.Free(sound2);
}
}dotnet tool install --global ClangSharpPInvokeGenerator
git clone https://github.com/cubeww/Miniaudio-CS --recursive
cd Miniaudio-CS/GenerateBindings
ClangSharpPInvokeGenerator @generate.gen