Audio Engine
Real-time audio processing
void* engine_get_ctx(engine_t* engine)
Get callback context from engine (to access your model in callbacks)
| engine_t* | engine | Engine pointer passed to your callback |
Returns — Your callback context (typically your model pointer)
static void my_process(engine_t* engine, mixer_t* mix) {
my_model_t* m = engine_get_ctx(engine);
// Now use m->your_data
}void engine_set_callbacks(os_app_t* app, void* cb_ctx)
Set audio engine callbacks for the app
| os_app_t* | app | App instance |
| void* | cb_ctx | Callback context (usually model pointer) |
void engine_set_active(bool state)
Set audio engine active state
| bool | state | true to enable processing, false to disable |
void engine_clear_callbacks(const engine_callbacks_t* cb)
Clear audio engine callbacks
| const engine_callbacks_t* | cb |
Warning — Call this in your deinit() callback before the TAPP unloads to prevent the engine from calling freed TAPP code.