Init zig project with raylib bindings
@ -0,0 +1,238 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - amp envelope
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by Arbinda Rizki Muhammad (@arbipink) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2026 Arbinda Rizki Muhammad (@arbipink)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h"
|
||||
|
||||
#include <math.h> // Required for: sinf()
|
||||
|
||||
#define BUFFER_SIZE 4096
|
||||
#define SAMPLE_RATE 44100
|
||||
|
||||
// Wave state
|
||||
typedef enum {
|
||||
IDLE,
|
||||
ATTACK,
|
||||
DECAY,
|
||||
SUSTAIN,
|
||||
RELEASE
|
||||
} ADSRState;
|
||||
|
||||
// Grouping all ADSR parameters and state into a struct
|
||||
typedef struct {
|
||||
float attackTime;
|
||||
float decayTime;
|
||||
float sustainLevel;
|
||||
float releaseTime;
|
||||
float currentValue;
|
||||
ADSRState state;
|
||||
} Envelope;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void FillAudioBuffer(int i, float *buffer, float envelopeValue, float *audioTime);
|
||||
static void UpdateEnvelope(Envelope *env);
|
||||
static void DrawADSRGraph(Envelope *env, Rectangle bounds);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - amp envelope");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
|
||||
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
|
||||
float buffer[BUFFER_SIZE] = { 0 };
|
||||
|
||||
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
|
||||
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
|
||||
|
||||
// Init Phase
|
||||
float audioTime = 0.0f;
|
||||
|
||||
// Initialize the struct
|
||||
Envelope env = {
|
||||
.attackTime = 1.0f,
|
||||
.decayTime = 1.0f,
|
||||
.sustainLevel = 0.5f,
|
||||
.releaseTime = 1.0f,
|
||||
.currentValue = 0.0f,
|
||||
.state = IDLE
|
||||
};
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) env.state = ATTACK;
|
||||
|
||||
if (IsKeyReleased(KEY_SPACE) && (env.state != IDLE)) env.state = RELEASE;
|
||||
|
||||
if (IsAudioStreamProcessed(stream))
|
||||
{
|
||||
if ((env.state != IDLE) || (env.currentValue > 0.0f))
|
||||
{
|
||||
for (int i = 0; i < BUFFER_SIZE; i++)
|
||||
{
|
||||
UpdateEnvelope(&env);
|
||||
FillAudioBuffer(i, buffer, env.currentValue, &audioTime);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear buffer if silent to avoid looping noise
|
||||
for (int i = 0; i < BUFFER_SIZE; i++) buffer[i] = 0;
|
||||
audioTime = 0.0f;
|
||||
}
|
||||
|
||||
UpdateAudioStream(stream, buffer, BUFFER_SIZE);
|
||||
}
|
||||
|
||||
if (!IsAudioStreamPlaying(stream)) PlayAudioStream(stream);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
GuiSliderBar((Rectangle){ 100, 60, 400, 30 }, "Attack (s)", TextFormat("%2.2fs", env.attackTime), &env.attackTime, 0.1f, 3.0f);
|
||||
GuiSliderBar((Rectangle){ 100, 100, 400, 30 }, "Decay (s)", TextFormat("%2.2fs", env.decayTime), &env.decayTime, 0.1f, 3.0f);
|
||||
GuiSliderBar((Rectangle){ 100, 140, 400, 30 }, "Sustain", TextFormat("%2.2f", env.sustainLevel), &env.sustainLevel, 0.0f, 1.0f);
|
||||
GuiSliderBar((Rectangle){ 100, 180, 400, 30 }, "Release (s)", TextFormat("%2.2fs", env.releaseTime), &env.releaseTime, 0.1f, 3.0f);
|
||||
|
||||
DrawADSRGraph(&env, (Rectangle){ 100, 250, 400, 100 });
|
||||
|
||||
DrawCircleV((Vector2){ 520, 350 - (env.currentValue * 100) }, 5, MAROON);
|
||||
DrawText(TextFormat("Current Gain: %2.2f", env.currentValue), 535, 345 - (env.currentValue * 100), 10, MAROON);
|
||||
|
||||
DrawText("Press SPACE to PLAY the sound!", 200, 400, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadAudioStream(stream);
|
||||
CloseAudioDevice();
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
static void FillAudioBuffer(int i, float *buffer, float envelopeValue, float *audioTime)
|
||||
{
|
||||
int frequency = 440;
|
||||
buffer[i] = envelopeValue*sinf(2.0f*PI*frequency*(*audioTime));
|
||||
*audioTime += (1.0f/SAMPLE_RATE);
|
||||
}
|
||||
|
||||
static void UpdateEnvelope(Envelope *env)
|
||||
{
|
||||
// Calculate the time delta for ONE sample (1/44100)
|
||||
float sampleTime = 1.0f/SAMPLE_RATE;
|
||||
|
||||
switch(env->state)
|
||||
{
|
||||
case ATTACK:
|
||||
{
|
||||
env->currentValue += (1.0f/env->attackTime)*sampleTime;
|
||||
if (env->currentValue >= 1.0f)
|
||||
{
|
||||
env->currentValue = 1.0f;
|
||||
env->state = DECAY;
|
||||
}
|
||||
|
||||
} break;
|
||||
case DECAY:
|
||||
{
|
||||
env->currentValue -= ((1.0f - env->sustainLevel)/env->decayTime)*sampleTime;
|
||||
if (env->currentValue <= env->sustainLevel)
|
||||
{
|
||||
env->currentValue = env->sustainLevel;
|
||||
env->state = SUSTAIN;
|
||||
}
|
||||
|
||||
} break;
|
||||
case SUSTAIN:
|
||||
{
|
||||
env->currentValue = env->sustainLevel;
|
||||
|
||||
} break;
|
||||
case RELEASE:
|
||||
{
|
||||
env->currentValue -= (env->sustainLevel/env->releaseTime)*sampleTime;
|
||||
if (env->currentValue <= 0.001f) // Use a small threshold to avoid infinite tail
|
||||
{
|
||||
env->currentValue = 0.0f;
|
||||
env->state = IDLE;
|
||||
}
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
static void DrawADSRGraph(Envelope *env, Rectangle bounds)
|
||||
{
|
||||
DrawRectangleRec(bounds, Fade(LIGHTGRAY, 0.3f));
|
||||
DrawRectangleLinesEx(bounds, 1, GRAY);
|
||||
|
||||
// Fixed visual width for sustain stage since it's an amplitude not a time value
|
||||
float sustainWidth = 1.0f;
|
||||
|
||||
// Total time to visualize (sum of A, D, R + a padding for Sustain)
|
||||
float totalTime = env->attackTime + env->decayTime + sustainWidth + env->releaseTime;
|
||||
|
||||
float scaleX = bounds.width/totalTime;
|
||||
float scaleY = bounds.height;
|
||||
|
||||
Vector2 start = { bounds.x, bounds.y + bounds.height };
|
||||
Vector2 peak = { start.x + (env->attackTime*scaleX), bounds.y };
|
||||
Vector2 sustain = { peak.x + (env->decayTime*scaleX), bounds.y + (1.0f - env->sustainLevel)*scaleY };
|
||||
Vector2 rel = { sustain.x + (sustainWidth*scaleX), sustain.y };
|
||||
Vector2 end = { rel.x + (env->releaseTime*scaleX), bounds.y + bounds.height };
|
||||
|
||||
DrawLineV(start, peak, SKYBLUE);
|
||||
DrawLineV(peak, sustain, BLUE);
|
||||
DrawLineV(sustain, rel, DARKBLUE);
|
||||
DrawLineV(rel, end, ORANGE);
|
||||
|
||||
DrawText("ADSR Visualizer", bounds.x, bounds.y - 20, 10, DARKGRAY);
|
||||
}
|
||||
|
After Width: | Height: | Size: 11 KiB |
@ -0,0 +1,125 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - mixed processor
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 4.2, last time updated with raylib 4.2
|
||||
*
|
||||
* Example contributed by hkc (@hatkidchan) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2023-2025 hkc (@hatkidchan)
|
||||
*
|
||||
********************************************************************************************/
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
|
||||
static float exponent = 1.0f; // Audio exponentiation value
|
||||
static float averageVolume[400] = { 0.0f }; // Average volume history
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio processing function
|
||||
//------------------------------------------------------------------------------------
|
||||
void ProcessAudio(void *buffer, unsigned int frames)
|
||||
{
|
||||
float *samples = (float *)buffer; // Samples internally stored as <float>s
|
||||
float average = 0.0f; // Temporary average volume
|
||||
|
||||
for (unsigned int frame = 0; frame < frames; frame++)
|
||||
{
|
||||
float *left = &samples[frame*2 + 0], *right = &samples[frame*2 + 1];
|
||||
|
||||
*left = powf(fabsf(*left), exponent)*( (*left < 0.0f)? -1.0f : 1.0f );
|
||||
*right = powf(fabsf(*right), exponent)*( (*right < 0.0f)? -1.0f : 1.0f );
|
||||
|
||||
average += fabsf(*left)/frames; // accumulating average volume
|
||||
average += fabsf(*right)/frames;
|
||||
}
|
||||
|
||||
// Moving history to the left
|
||||
for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1];
|
||||
|
||||
averageVolume[399] = average; // Adding last average value
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - mixed processor");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
AttachAudioMixedProcessor(ProcessAudio);
|
||||
|
||||
Music music = LoadMusicStream("resources/country.mp3");
|
||||
Sound sound = LoadSound("resources/coin.wav");
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||
|
||||
// Modify processing variables
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_LEFT)) exponent -= 0.05f;
|
||||
if (IsKeyPressed(KEY_RIGHT)) exponent += 0.05f;
|
||||
|
||||
if (exponent <= 0.5f) exponent = 0.5f;
|
||||
if (exponent >= 3.0f) exponent = 3.0f;
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) PlaySound(sound);
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
|
||||
|
||||
DrawText(TextFormat("EXPONENT = %.2f", exponent), 215, 180, 20, LIGHTGRAY);
|
||||
|
||||
DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
|
||||
for (int i = 0; i < 400; i++)
|
||||
{
|
||||
DrawLine(201 + i, 232 - (int)(averageVolume[i]*32), 201 + i, 232, MAROON);
|
||||
}
|
||||
DrawRectangleLines(199, 199, 402, 34, GRAY);
|
||||
|
||||
DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, LIGHTGRAY);
|
||||
DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||
|
||||
DetachAudioMixedProcessor(ProcessAudio); // Disconnect audio processor
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
After Width: | Height: | Size: 8.5 KiB |
@ -0,0 +1,162 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - module playing
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 1.5, last time updated with raylib 3.5
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2016-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_CIRCLES 64
|
||||
|
||||
typedef struct {
|
||||
Vector2 position;
|
||||
float radius;
|
||||
float alpha;
|
||||
float speed;
|
||||
Color color;
|
||||
} CircleWave;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
|
||||
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
|
||||
|
||||
// Creates some circles for visual effect
|
||||
CircleWave circles[MAX_CIRCLES] = { 0 };
|
||||
|
||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||
{
|
||||
circles[i].alpha = 0.0f;
|
||||
circles[i].radius = (float)GetRandomValue(10, 40);
|
||||
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
|
||||
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
|
||||
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||
}
|
||||
|
||||
Music music = LoadMusicStream("resources/mini1111.xm");
|
||||
music.looping = false;
|
||||
float pitch = 1.0f;
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
float timePlayed = 0.0f;
|
||||
bool pause = false;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||
|
||||
// Restart music playing (stop and play)
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
StopMusicStream(music);
|
||||
PlayMusicStream(music);
|
||||
pause = false;
|
||||
}
|
||||
|
||||
// Pause/Resume music playing
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
pause = !pause;
|
||||
|
||||
if (pause) PauseMusicStream(music);
|
||||
else ResumeMusicStream(music);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_DOWN)) pitch -= 0.01f;
|
||||
else if (IsKeyDown(KEY_UP)) pitch += 0.01f;
|
||||
|
||||
SetMusicPitch(music, pitch);
|
||||
|
||||
// Get timePlayed scaled to bar dimensions
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*(screenWidth - 40);
|
||||
|
||||
// Color circles animation
|
||||
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
|
||||
{
|
||||
circles[i].alpha += circles[i].speed;
|
||||
circles[i].radius += circles[i].speed*10.0f;
|
||||
|
||||
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
|
||||
|
||||
if (circles[i].alpha <= 0.0f)
|
||||
{
|
||||
circles[i].alpha = 0.0f;
|
||||
circles[i].radius = (float)GetRandomValue(10, 40);
|
||||
circles[i].position.x = (float)GetRandomValue((int)circles[i].radius, (int)(screenWidth - circles[i].radius));
|
||||
circles[i].position.y = (float)GetRandomValue((int)circles[i].radius, (int)(screenHeight - circles[i].radius));
|
||||
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||
circles[i].speed = (float)GetRandomValue(1, 100)/2000.0f;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||
{
|
||||
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
|
||||
}
|
||||
|
||||
// Draw time bar
|
||||
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
|
||||
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
|
||||
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
|
||||
|
||||
// Draw help instructions
|
||||
DrawRectangle(20, 20, 425, 145, WHITE);
|
||||
DrawRectangleLines(20, 20, 425, 145, GRAY);
|
||||
DrawText("PRESS SPACE TO RESTART MUSIC", 40, 40, 20, BLACK);
|
||||
DrawText("PRESS P TO PAUSE/RESUME", 40, 70, 20, BLACK);
|
||||
DrawText("PRESS UP/DOWN TO CHANGE SPEED", 40, 100, 20, BLACK);
|
||||
DrawText(TextFormat("SPEED: %f", pitch), 40, 130, 20, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
After Width: | Height: | Size: 44 KiB |
@ -0,0 +1,144 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - music stream
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 4.2
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music stream");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Music music = LoadMusicStream("resources/country.mp3");
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
|
||||
bool pause = false; // Music playing paused
|
||||
|
||||
float pan = 0.0f; // Default audio pan center [-1.0f..1.0f]
|
||||
SetMusicPan(music, pan);
|
||||
|
||||
float volume = 0.8f; // Default audio volume [0.0f..1.0f]
|
||||
SetMusicVolume(music, volume);
|
||||
|
||||
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||
|
||||
// Restart music playing (stop and play)
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
StopMusicStream(music);
|
||||
PlayMusicStream(music);
|
||||
}
|
||||
|
||||
// Pause/Resume music playing
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
pause = !pause;
|
||||
|
||||
if (pause) PauseMusicStream(music);
|
||||
else ResumeMusicStream(music);
|
||||
}
|
||||
|
||||
// Set audio pan
|
||||
if (IsKeyDown(KEY_LEFT))
|
||||
{
|
||||
pan -= 0.05f;
|
||||
if (pan < -1.0f) pan = -1.0f;
|
||||
SetMusicPan(music, pan);
|
||||
}
|
||||
else if (IsKeyDown(KEY_RIGHT))
|
||||
{
|
||||
pan += 0.05f;
|
||||
if (pan > 1.0f) pan = 1.0f;
|
||||
SetMusicPan(music, pan);
|
||||
}
|
||||
|
||||
// Set audio volume
|
||||
if (IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
volume -= 0.05f;
|
||||
if (volume < 0.0f) volume = 0.0f;
|
||||
SetMusicVolume(music, volume);
|
||||
}
|
||||
else if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
volume += 0.05f;
|
||||
if (volume > 1.0f) volume = 1.0f;
|
||||
SetMusicVolume(music, volume);
|
||||
}
|
||||
|
||||
// Get normalized time played for current music stream
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
|
||||
|
||||
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
|
||||
|
||||
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
|
||||
DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
|
||||
DrawRectangleLines(300, 100, 200, 12, GRAY);
|
||||
DrawRectangle((int)(300 + (pan + 1.0f)/2.0f*200 - 5), 92, 10, 28, DARKGRAY);
|
||||
|
||||
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
|
||||
DrawRectangleLines(200, 200, 400, 12, GRAY);
|
||||
|
||||
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
|
||||
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
|
||||
|
||||
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
|
||||
DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
|
||||
DrawRectangleLines(300, 360, 200, 12, GRAY);
|
||||
DrawRectangle((int)(300 + volume*200 - 5), 352, 10, 28, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
After Width: | Height: | Size: 15 KiB |
@ -0,0 +1,146 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - raw stream
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 1.6, last time updated with raylib 6.0
|
||||
*
|
||||
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2015-2026 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
|
||||
#define BUFFER_SIZE 4096
|
||||
#define SAMPLE_RATE 44100
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw stream");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
|
||||
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
|
||||
float buffer[BUFFER_SIZE] = {};
|
||||
|
||||
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
|
||||
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
|
||||
float pan = 0.0f;
|
||||
SetAudioStreamPan(stream, pan);
|
||||
PlayAudioStream(stream);
|
||||
|
||||
int sineFrequency = 440;
|
||||
int newSineFrequency = 440;
|
||||
int sineIndex = 0;
|
||||
double sineStartTime = 0.0;
|
||||
|
||||
SetTargetFPS(30);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
newSineFrequency += 10;
|
||||
if (newSineFrequency > 12500) newSineFrequency = 12500;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
newSineFrequency -= 10;
|
||||
if (newSineFrequency < 20) newSineFrequency = 20;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_LEFT))
|
||||
{
|
||||
pan -= 0.01f;
|
||||
if (pan < -1.0f) pan = -1.0f;
|
||||
SetAudioStreamPan(stream, pan);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_RIGHT))
|
||||
{
|
||||
pan += 0.01f;
|
||||
if (pan > 1.0f) pan = 1.0f;
|
||||
SetAudioStreamPan(stream, pan);
|
||||
}
|
||||
|
||||
if (IsAudioStreamProcessed(stream))
|
||||
{
|
||||
for (int i = 0; i < BUFFER_SIZE; i++)
|
||||
{
|
||||
int wavelength = SAMPLE_RATE/sineFrequency;
|
||||
buffer[i] = sin(2*PI*sineIndex/wavelength);
|
||||
sineIndex++;
|
||||
|
||||
if (sineIndex >= wavelength)
|
||||
{
|
||||
sineFrequency = newSineFrequency;
|
||||
sineIndex = 0;
|
||||
sineStartTime = GetTime();
|
||||
}
|
||||
}
|
||||
|
||||
UpdateAudioStream(stream, buffer, BUFFER_SIZE);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText(TextFormat("sine frequency: %i", sineFrequency), screenWidth - 220, 10, 20, RED);
|
||||
DrawText(TextFormat("pan: %.2f", pan), screenWidth - 220, 30, 20, RED);
|
||||
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
|
||||
DrawText("Left/right to pan", 10, 30, 20, DARKGRAY);
|
||||
|
||||
int windowStart = (GetTime() - sineStartTime)*SAMPLE_RATE;
|
||||
int windowSize = 0.1f*SAMPLE_RATE;
|
||||
int wavelength = SAMPLE_RATE/sineFrequency;
|
||||
|
||||
// Draw a sine wave with the same frequency as the one being sent to the audio stream
|
||||
for (int i = 0; i < screenWidth; i++)
|
||||
{
|
||||
int t0 = windowStart + i*windowSize/screenWidth;
|
||||
int t1 = windowStart + (i + 1)*windowSize/screenWidth;
|
||||
Vector2 startPos = { i, 250 + 50*sin(2*PI*t0/wavelength) };
|
||||
Vector2 endPos = { i + 1, 250 + 50*sin(2*PI*t1/wavelength) };
|
||||
DrawLineV(startPos, endPos, RED);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
After Width: | Height: | Size: 16 KiB |
@ -0,0 +1,71 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - sound loading
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 1.1, last time updated with raylib 3.5
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
|
||||
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
|
||||
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSound(fxWav); // Unload sound data
|
||||
UnloadSound(fxOgg); // Unload sound data
|
||||
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
After Width: | Height: | Size: 15 KiB |
@ -0,0 +1,91 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - sound multi
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.0, last time updated with raylib 5.0
|
||||
*
|
||||
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_SOUNDS 10
|
||||
Sound soundArray[MAX_SOUNDS] = { 0 };
|
||||
int currentSound;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound multi");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
// Load audio file into the first slot as the 'source' sound,
|
||||
// this sound owns the sample data
|
||||
soundArray[0] = LoadSound("resources/sound.wav");
|
||||
|
||||
// Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
|
||||
for (int i = 1; i < MAX_SOUNDS; i++) soundArray[i] = LoadSoundAlias(soundArray[0]);
|
||||
|
||||
currentSound = 0; // Set the sound list to the start
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
PlaySound(soundArray[currentSound]); // Play the next open sound slot
|
||||
currentSound++; // Increment the sound slot
|
||||
|
||||
// If the sound slot is out of bounds, go back to 0
|
||||
if (currentSound >= MAX_SOUNDS) currentSound = 0;
|
||||
|
||||
// NOTE: Another approach would be to look at the list for the first sound
|
||||
// that is not playing and use that slot
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Press SPACE to PLAY a WAV sound!", 200, 180, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 1; i < MAX_SOUNDS; i++) UnloadSoundAlias(soundArray[i]); // Unload sound aliases
|
||||
UnloadSound(soundArray[0]); // Unload source sound data
|
||||
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
After Width: | Height: | Size: 15 KiB |
@ -0,0 +1,131 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - sound positioning
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Le Juez Victor (@Bigfoot71)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound positioning");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
Sound sound = LoadSound("resources/coin.wav");
|
||||
|
||||
Camera camera = {
|
||||
.position = (Vector3) { 0, 5, 5 },
|
||||
.target = (Vector3) { 0, 0, 0 },
|
||||
.up = (Vector3) { 0, 1, 0 },
|
||||
.fovy = 60,
|
||||
.projection = CAMERA_PERSPECTIVE
|
||||
};
|
||||
|
||||
DisableCursor();
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_FREE);
|
||||
|
||||
float th = (float)GetTime();
|
||||
|
||||
Vector3 spherePos = {
|
||||
.x = 5.0f*cosf(th),
|
||||
.y = 0.0f,
|
||||
.z = 5.0f*sinf(th)
|
||||
};
|
||||
|
||||
SetSoundPosition(camera, sound, spherePos, 1.0f);
|
||||
|
||||
if (!IsSoundPlaying(sound)) PlaySound(sound);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawGrid(10, 2);
|
||||
DrawSphere(spherePos, 0.5f, RED);
|
||||
EndMode3D();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSound(sound);
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Set sound 3d position
|
||||
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
|
||||
{
|
||||
// Calculate direction vector and distance between listener and sound source
|
||||
Vector3 direction = Vector3Subtract(position, listener.position);
|
||||
float distance = Vector3Length(direction);
|
||||
|
||||
// Apply logarithmic distance attenuation and clamp between 0-1
|
||||
float attenuation = 1.0f/(1.0f + (distance/maxDist));
|
||||
attenuation = Clamp(attenuation, 0.0f, 1.0f);
|
||||
|
||||
// Calculate normalized vectors for spatial positioning
|
||||
Vector3 normalizedDirection = Vector3Normalize(direction);
|
||||
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
|
||||
Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
|
||||
|
||||
// Reduce volume for sounds behind the listener
|
||||
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
|
||||
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
|
||||
|
||||
// Set stereo panning based on sound position relative to listener
|
||||
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
|
||||
|
||||
// Apply final sound properties
|
||||
SetSoundVolume(sound, attenuation);
|
||||
SetSoundPan(sound, pan);
|
||||
}
|
||||
|
After Width: | Height: | Size: 26 KiB |
@ -0,0 +1,285 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - spectrum visualizer
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Inspired by Inigo Quilez's https://www.shadertoy.com/
|
||||
* Resources/specification: https://gist.github.com/soulthreads/2efe50da4be1fb5f7ab60ff14ca434b8
|
||||
*
|
||||
* Example created by created by IANN (@meisei4) reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 IANN (@meisei4)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
#define MONO 1
|
||||
#define SAMPLE_RATE 44100
|
||||
#define SAMPLE_RATE_F 44100.0f
|
||||
#define FFT_WINDOW_SIZE 1024
|
||||
#define BUFFER_SIZE 512
|
||||
#define PER_SAMPLE_BIT_DEPTH 16
|
||||
#define AUDIO_STREAM_RING_BUFFER_SIZE (FFT_WINDOW_SIZE*2)
|
||||
#define EFFECTIVE_SAMPLE_RATE (SAMPLE_RATE_F*0.5f)
|
||||
#define WINDOW_TIME ((double)FFT_WINDOW_SIZE/(double)EFFECTIVE_SAMPLE_RATE)
|
||||
#define FFT_HISTORICAL_SMOOTHING_DUR 2.0f
|
||||
#define MIN_DECIBELS (-100.0f) // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/minDecibels
|
||||
#define MAX_DECIBELS (-30.0f) // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/maxDecibels
|
||||
#define INVERSE_DECIBEL_RANGE (1.0f/(MAX_DECIBELS - MIN_DECIBELS))
|
||||
#define DB_TO_LINEAR_SCALE (20.0f/2.302585092994046f)
|
||||
#define SMOOTHING_TIME_CONSTANT 0.8f // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/smoothingTimeConstant
|
||||
#define TEXTURE_HEIGHT 1
|
||||
#define FFT_ROW 0
|
||||
#define UNUSED_CHANNEL 0.0f
|
||||
|
||||
typedef struct FFTComplex { float real, imaginary; } FFTComplex;
|
||||
|
||||
typedef struct FFTData {
|
||||
FFTComplex *spectrum;
|
||||
FFTComplex *workBuffer;
|
||||
float *prevMagnitudes;
|
||||
float (*fftHistory)[BUFFER_SIZE];
|
||||
int fftHistoryLen;
|
||||
int historyPos;
|
||||
double lastFftTime;
|
||||
float tapbackPos;
|
||||
} FFTData;
|
||||
|
||||
static void CaptureFrame(FFTData *fftData, const float *audioSamples);
|
||||
static void RenderFrame(const FFTData *fftData, Image *fftImage);
|
||||
static void CooleyTukeyFFTSlow(FFTComplex *spectrum, int n);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//----------------------------------------------------------------------------------- ---
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - spectrum visualizer");
|
||||
|
||||
Image fftImage = GenImageColor(BUFFER_SIZE, TEXTURE_HEIGHT, WHITE);
|
||||
Texture2D fftTexture = LoadTextureFromImage(fftImage);
|
||||
RenderTexture2D bufferA = LoadRenderTexture(screenWidth, screenHeight);
|
||||
Vector2 iResolution = { (float)screenWidth, (float)screenHeight };
|
||||
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/fft.fs", GLSL_VERSION));
|
||||
|
||||
int iResolutionLocation = GetShaderLocation(shader, "iResolution");
|
||||
int iChannel0Location = GetShaderLocation(shader, "iChannel0");
|
||||
SetShaderValue(shader, iResolutionLocation, &iResolution, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValueTexture(shader, iChannel0Location, fftTexture);
|
||||
|
||||
InitAudioDevice();
|
||||
SetAudioStreamBufferSizeDefault(AUDIO_STREAM_RING_BUFFER_SIZE);
|
||||
|
||||
// WARNING: Memory out-of-bounds on PLATFORM_WEB
|
||||
Wave wav = LoadWave("resources/country.mp3");
|
||||
WaveFormat(&wav, SAMPLE_RATE, PER_SAMPLE_BIT_DEPTH, MONO);
|
||||
|
||||
AudioStream audioStream = LoadAudioStream(SAMPLE_RATE, PER_SAMPLE_BIT_DEPTH, MONO);
|
||||
PlayAudioStream(audioStream);
|
||||
|
||||
int fftHistoryLen = (int)ceilf(FFT_HISTORICAL_SMOOTHING_DUR/WINDOW_TIME) + 1;
|
||||
|
||||
FFTData fft = {
|
||||
.spectrum = RL_CALLOC(sizeof(FFTComplex), FFT_WINDOW_SIZE),
|
||||
.workBuffer = RL_CALLOC(sizeof(FFTComplex), FFT_WINDOW_SIZE),
|
||||
.prevMagnitudes = RL_CALLOC(BUFFER_SIZE, sizeof(float)),
|
||||
.fftHistory = RL_CALLOC(fftHistoryLen, sizeof(float[BUFFER_SIZE])),
|
||||
.fftHistoryLen = fftHistoryLen,
|
||||
.historyPos = 0,
|
||||
.lastFftTime = 0.0,
|
||||
.tapbackPos = 0.01f
|
||||
};
|
||||
|
||||
unsigned int wavCursor = 0;
|
||||
const short *wavPCM16 = wav.data;
|
||||
|
||||
short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };
|
||||
float audioSamples[FFT_WINDOW_SIZE] = { 0 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
while (IsAudioStreamProcessed(audioStream))
|
||||
{
|
||||
for (int i = 0; i < AUDIO_STREAM_RING_BUFFER_SIZE; i++)
|
||||
{
|
||||
int left = (wav.channels == 2)? wavPCM16[wavCursor*2 + 0] : wavPCM16[wavCursor];
|
||||
int right = (wav.channels == 2)? wavPCM16[wavCursor*2 + 1] : left;
|
||||
chunkSamples[i] = (short)((left + right)/2);
|
||||
|
||||
if (++wavCursor >= wav.frameCount) wavCursor = 0;
|
||||
}
|
||||
|
||||
UpdateAudioStream(audioStream, chunkSamples, AUDIO_STREAM_RING_BUFFER_SIZE);
|
||||
|
||||
for (int i = 0; i < FFT_WINDOW_SIZE; i++) audioSamples[i] = (chunkSamples[i*2] + chunkSamples[i*2 + 1])*0.5f/32767.0f;
|
||||
}
|
||||
|
||||
CaptureFrame(&fft, audioSamples);
|
||||
RenderFrame(&fft, &fftImage);
|
||||
UpdateTexture(fftTexture, fftImage.data);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
SetShaderValueTexture(shader, iChannel0Location, fftTexture);
|
||||
DrawTextureRec(bufferA.texture,
|
||||
(Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight },
|
||||
(Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
EndDrawing();
|
||||
//------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
UnloadRenderTexture(bufferA);
|
||||
UnloadTexture(fftTexture);
|
||||
UnloadImage(fftImage);
|
||||
UnloadAudioStream(audioStream);
|
||||
UnloadWave(wav);
|
||||
CloseAudioDevice();
|
||||
|
||||
RL_FREE(fft.spectrum);
|
||||
RL_FREE(fft.workBuffer);
|
||||
RL_FREE(fft.prevMagnitudes);
|
||||
RL_FREE(fft.fftHistory);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Cooley–Tukey FFT https://en.wikipedia.org/wiki/Cooley%E2%80%93Tukey_FFT_algorithm#Data_reordering,_bit_reversal,_and_in-place_algorithms
|
||||
static void CooleyTukeyFFTSlow(FFTComplex *spectrum, int n)
|
||||
{
|
||||
int j = 0;
|
||||
for (int i = 1; i < n - 1; i++)
|
||||
{
|
||||
int bit = n >> 1;
|
||||
while (j >= bit)
|
||||
{
|
||||
j -= bit;
|
||||
bit >>= 1;
|
||||
}
|
||||
j += bit;
|
||||
if (i < j)
|
||||
{
|
||||
FFTComplex temp = spectrum[i];
|
||||
spectrum[i] = spectrum[j];
|
||||
spectrum[j] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
for (int len = 2; len <= n; len <<= 1)
|
||||
{
|
||||
float angle = -2.0f*PI/len;
|
||||
FFTComplex twiddleUnit = { cosf(angle), sinf(angle) };
|
||||
for (int i = 0; i < n; i += len)
|
||||
{
|
||||
FFTComplex twiddleCurrent = { 1.0f, 0.0f };
|
||||
for (int j = 0; j < len/2; j++)
|
||||
{
|
||||
FFTComplex even = spectrum[i + j];
|
||||
FFTComplex odd = spectrum[i + j + len/2];
|
||||
FFTComplex twiddledOdd = {
|
||||
odd.real*twiddleCurrent.real - odd.imaginary*twiddleCurrent.imaginary,
|
||||
odd.real*twiddleCurrent.imaginary + odd.imaginary*twiddleCurrent.real
|
||||
};
|
||||
|
||||
spectrum[i + j].real = even.real + twiddledOdd.real;
|
||||
spectrum[i + j].imaginary = even.imaginary + twiddledOdd.imaginary;
|
||||
spectrum[i + j + len/2].real = even.real - twiddledOdd.real;
|
||||
spectrum[i + j + len/2].imaginary = even.imaginary - twiddledOdd.imaginary;
|
||||
|
||||
float twiddleRealNext = twiddleCurrent.real*twiddleUnit.real - twiddleCurrent.imaginary*twiddleUnit.imaginary;
|
||||
twiddleCurrent.imaginary = twiddleCurrent.real*twiddleUnit.imaginary + twiddleCurrent.imaginary*twiddleUnit.real;
|
||||
twiddleCurrent.real = twiddleRealNext;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void CaptureFrame(FFTData *fftData, const float *audioSamples)
|
||||
{
|
||||
for (int i = 0; i < FFT_WINDOW_SIZE; i++)
|
||||
{
|
||||
float x = (2.0f*PI*i)/(FFT_WINDOW_SIZE - 1.0f);
|
||||
float blackmanWeight = 0.42f - 0.5f*cosf(x) + 0.08f*cosf(2.0f*x); // https://en.wikipedia.org/wiki/Window_function#Blackman_window
|
||||
fftData->workBuffer[i].real = audioSamples[i]*blackmanWeight;
|
||||
fftData->workBuffer[i].imaginary = 0.0f;
|
||||
}
|
||||
|
||||
CooleyTukeyFFTSlow(fftData->workBuffer, FFT_WINDOW_SIZE);
|
||||
memcpy(fftData->spectrum, fftData->workBuffer, sizeof(FFTComplex)*FFT_WINDOW_SIZE);
|
||||
|
||||
float smoothedSpectrum[BUFFER_SIZE];
|
||||
|
||||
for (int bin = 0; bin < BUFFER_SIZE; bin++)
|
||||
{
|
||||
float re = fftData->workBuffer[bin].real;
|
||||
float im = fftData->workBuffer[bin].imaginary;
|
||||
float linearMagnitude = sqrtf(re*re + im*im)/FFT_WINDOW_SIZE;
|
||||
|
||||
float smoothedMagnitude = SMOOTHING_TIME_CONSTANT*fftData->prevMagnitudes[bin] + (1.0f - SMOOTHING_TIME_CONSTANT)*linearMagnitude;
|
||||
fftData->prevMagnitudes[bin] = smoothedMagnitude;
|
||||
|
||||
float db = logf(fmaxf(smoothedMagnitude, 1e-40f))*DB_TO_LINEAR_SCALE;
|
||||
float normalized = (db - MIN_DECIBELS)*INVERSE_DECIBEL_RANGE;
|
||||
smoothedSpectrum[bin] = Clamp(normalized, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
fftData->lastFftTime = GetTime();
|
||||
memcpy(fftData->fftHistory[fftData->historyPos], smoothedSpectrum, sizeof(smoothedSpectrum));
|
||||
fftData->historyPos = (fftData->historyPos + 1)%fftData->fftHistoryLen;
|
||||
}
|
||||
|
||||
static void RenderFrame(const FFTData *fftData, Image *fftImage)
|
||||
{
|
||||
float framesSinceTapback = floorf((float)(fftData->tapbackPos/WINDOW_TIME));
|
||||
framesSinceTapback = Clamp(framesSinceTapback, 0.0f, (float)(fftData->fftHistoryLen - 1));
|
||||
|
||||
int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback)%fftData->fftHistoryLen;
|
||||
if (historyPosition < 0) historyPosition += fftData->fftHistoryLen;
|
||||
|
||||
const float *amplitude = fftData->fftHistory[historyPosition];
|
||||
for (int bin = 0; bin < BUFFER_SIZE; bin++) ImageDrawPixel(fftImage, bin, FFT_ROW, ColorFromNormalized((Vector4){ amplitude[bin], UNUSED_CHANNEL, UNUSED_CHANNEL, UNUSED_CHANNEL }));
|
||||
}
|
||||
|
After Width: | Height: | Size: 15 KiB |
@ -0,0 +1,246 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - stream callback
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example created by Dan Hoang (@dan-hoang) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* NOTE: Example sends a wave to the audio device,
|
||||
* user gets the choice of four waves: sine, square, triangle, and sawtooth
|
||||
* A stream is set up to play to the audio device; stream is hooked to a callback that
|
||||
* generates a wave, that is determined by user choice
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2026 Dan Hoang (@dan-hoang)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#define BUFFER_SIZE 4096
|
||||
#define SAMPLE_RATE 44100
|
||||
|
||||
// Wave type
|
||||
typedef enum {
|
||||
SINE,
|
||||
SQUARE,
|
||||
TRIANGLE,
|
||||
SAWTOOTH
|
||||
} WaveType;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void SineCallback(void *framesOut, unsigned int frameCount);
|
||||
static void SquareCallback(void *framesOut, unsigned int frameCount);
|
||||
static void TriangleCallback(void *framesOut, unsigned int frameCount);
|
||||
static void SawtoothCallback(void *framesOut, unsigned int frameCount);
|
||||
|
||||
static int waveFrequency = 440;
|
||||
static int newWaveFrequency = 440;
|
||||
static int waveIndex = 0;
|
||||
|
||||
// Buffer to keep the last second of uploaded audio,
|
||||
// part of which will be drawn on the screen
|
||||
static float buffer[SAMPLE_RATE] = { 0 };
|
||||
static AudioCallback waveCallbacks[] = { SineCallback, SquareCallback, TriangleCallback, SawtoothCallback };
|
||||
static char *waveTypesAsString[] = { "sine", "square", "triangle", "sawtooth" };
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream callback");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
|
||||
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
|
||||
|
||||
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
|
||||
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
|
||||
PlayAudioStream(stream);
|
||||
|
||||
// Configure it so that waveCallbacks[waveType] is called whenever stream is out of samples
|
||||
WaveType waveType = SINE;
|
||||
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
|
||||
|
||||
SetTargetFPS(30);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
newWaveFrequency += 10;
|
||||
if (newWaveFrequency > 12500) newWaveFrequency = 12500;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
newWaveFrequency -= 10;
|
||||
if (newWaveFrequency < 20) newWaveFrequency = 20;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_LEFT))
|
||||
{
|
||||
if (waveType == SINE) waveType = SAWTOOTH;
|
||||
else if (waveType == SQUARE) waveType = SINE;
|
||||
else if (waveType == TRIANGLE) waveType = SQUARE;
|
||||
else waveType = TRIANGLE;
|
||||
|
||||
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_RIGHT))
|
||||
{
|
||||
if (waveType == SINE) waveType = SQUARE;
|
||||
else if (waveType == SQUARE) waveType = TRIANGLE;
|
||||
else if (waveType == TRIANGLE) waveType = SAWTOOTH;
|
||||
else waveType = SINE;
|
||||
|
||||
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawText(TextFormat("frequency: %i", newWaveFrequency), screenWidth - 220, 10, 20, RED);
|
||||
DrawText(TextFormat("wave type: %s", waveTypesAsString[waveType]), screenWidth - 220, 30, 20, RED);
|
||||
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
|
||||
DrawText("Left/right to change wave type", 10, 30, 20, DARKGRAY);
|
||||
|
||||
// Draw the last 10 ms of uploaded audio
|
||||
for (int i = 0; i < screenWidth; i++)
|
||||
{
|
||||
Vector2 startPos = { i, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + i*SAMPLE_RATE/100/screenWidth] };
|
||||
Vector2 endPos = { i + 1, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + (i + 1)*SAMPLE_RATE/100/screenWidth] };
|
||||
DrawLineV(startPos, endPos, RED);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
static void SineCallback(void *framesOut, unsigned int frameCount)
|
||||
{
|
||||
int wavelength = SAMPLE_RATE/waveFrequency;
|
||||
|
||||
// Synthesize the sine wave
|
||||
for (int i = 0; i < frameCount; i++)
|
||||
{
|
||||
((float *)framesOut)[i] = sin(2*PI*waveIndex/wavelength);
|
||||
|
||||
waveIndex++;
|
||||
|
||||
if (waveIndex >= wavelength)
|
||||
{
|
||||
waveFrequency = newWaveFrequency;
|
||||
waveIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Save the synthesized samples for later drawing
|
||||
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
|
||||
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
|
||||
}
|
||||
|
||||
static void SquareCallback(void *framesOut, unsigned int frameCount)
|
||||
{
|
||||
int wavelength = SAMPLE_RATE/waveFrequency;
|
||||
|
||||
// Synthesize the square wave
|
||||
for (int i = 0; i < frameCount; i++)
|
||||
{
|
||||
((float *)framesOut)[i] = (waveIndex < wavelength/2)? 1 : -1;
|
||||
waveIndex++;
|
||||
|
||||
if (waveIndex >= wavelength)
|
||||
{
|
||||
waveFrequency = newWaveFrequency;
|
||||
waveIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Save the synthesized samples for later drawing
|
||||
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
|
||||
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
|
||||
}
|
||||
|
||||
static void TriangleCallback(void *framesOut, unsigned int frameCount)
|
||||
{
|
||||
int wavelength = SAMPLE_RATE/waveFrequency;
|
||||
|
||||
// Synthesize the triangle wave
|
||||
for (int i = 0; i < frameCount; i++)
|
||||
{
|
||||
((float *)framesOut)[i] = (waveIndex < wavelength/2)? (-1 + 2.0f*waveIndex/(wavelength/2)) : (1 - 2.0f*(waveIndex - wavelength/2)/(wavelength/2));
|
||||
waveIndex++;
|
||||
|
||||
if (waveIndex >= wavelength)
|
||||
{
|
||||
waveFrequency = newWaveFrequency;
|
||||
waveIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Save the synthesized samples for later drawing
|
||||
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
|
||||
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
|
||||
}
|
||||
|
||||
static void SawtoothCallback(void *framesOut, unsigned int frameCount)
|
||||
{
|
||||
int wavelength = SAMPLE_RATE/waveFrequency;
|
||||
|
||||
// Synthesize the sawtooth wave
|
||||
for (int i = 0; i < frameCount; i++)
|
||||
{
|
||||
((float *)framesOut)[i] = -1 + 2.0f*waveIndex/wavelength;
|
||||
waveIndex++;
|
||||
|
||||
if (waveIndex >= wavelength)
|
||||
{
|
||||
waveFrequency = newWaveFrequency;
|
||||
waveIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Save the synthesized samples for later drawing
|
||||
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
|
||||
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
|
||||
}
|
||||
|
After Width: | Height: | Size: 15 KiB |
@ -0,0 +1,187 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - stream effects
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 4.2, last time updated with raylib 5.0
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static float *delayBuffer = NULL;
|
||||
static unsigned int delayBufferSize = 0;
|
||||
static unsigned int delayReadIndex = 2;
|
||||
static unsigned int delayWriteIndex = 0;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void AudioProcessEffectLPF(void *buffer, unsigned int frames); // Audio effect: lowpass filter
|
||||
static void AudioProcessEffectDelay(void *buffer, unsigned int frames); // Audio effect: delay
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream effects");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Music music = LoadMusicStream("resources/country.mp3");
|
||||
|
||||
// Allocate buffer for the delay effect
|
||||
delayBufferSize = 48000*2; // 1 second delay (device sampleRate*channels)
|
||||
delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float));
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
|
||||
bool pause = false; // Music playing paused
|
||||
|
||||
bool enableEffectLPF = false; // Enable effect low-pass-filter
|
||||
bool enableEffectDelay = false; // Enable effect delay (1 second)
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||
|
||||
// Restart music playing (stop and play)
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
StopMusicStream(music);
|
||||
PlayMusicStream(music);
|
||||
}
|
||||
|
||||
// Pause/Resume music playing
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
pause = !pause;
|
||||
|
||||
if (pause) PauseMusicStream(music);
|
||||
else ResumeMusicStream(music);
|
||||
}
|
||||
|
||||
// Add/Remove effect: lowpass filter
|
||||
if (IsKeyPressed(KEY_F))
|
||||
{
|
||||
enableEffectLPF = !enableEffectLPF;
|
||||
if (enableEffectLPF) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
|
||||
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
|
||||
}
|
||||
|
||||
// Add/Remove effect: delay
|
||||
if (IsKeyPressed(KEY_D))
|
||||
{
|
||||
enableEffectDelay = !enableEffectDelay;
|
||||
if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
|
||||
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
|
||||
}
|
||||
|
||||
// Get normalized time played for current music stream
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
|
||||
|
||||
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, LIGHTGRAY);
|
||||
|
||||
DrawRectangle(200, 180, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
|
||||
DrawRectangleLines(200, 180, 400, 12, GRAY);
|
||||
|
||||
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
|
||||
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
|
||||
|
||||
DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
|
||||
DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
RL_FREE(delayBuffer); // Free delay buffer
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio effect: lowpass filter
|
||||
static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
|
||||
{
|
||||
static float low[2] = { 0.0f, 0.0f };
|
||||
static const float cutoff = 70.0f/44100.0f; // 70 Hz lowpass filter
|
||||
const float k = cutoff/(cutoff + 0.1591549431f); // RC filter formula
|
||||
|
||||
// Converts the buffer data before using it
|
||||
float *bufferData = (float *)buffer;
|
||||
for (unsigned int i = 0; i < frames*2; i += 2)
|
||||
{
|
||||
const float l = bufferData[i];
|
||||
const float r = bufferData[i + 1];
|
||||
|
||||
low[0] += k*(l - low[0]);
|
||||
low[1] += k*(r - low[1]);
|
||||
bufferData[i] = low[0];
|
||||
bufferData[i + 1] = low[1];
|
||||
}
|
||||
}
|
||||
|
||||
// Audio effect: delay
|
||||
static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
|
||||
{
|
||||
for (unsigned int i = 0; i < frames*2; i += 2)
|
||||
{
|
||||
float leftDelay = delayBuffer[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related???
|
||||
float rightDelay = delayBuffer[delayReadIndex++];
|
||||
|
||||
if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
|
||||
|
||||
((float *)buffer)[i] = 0.5f*((float *)buffer)[i] + 0.5f*leftDelay;
|
||||
((float *)buffer)[i + 1] = 0.5f*((float *)buffer)[i + 1] + 0.5f*rightDelay;
|
||||
|
||||
delayBuffer[delayWriteIndex++] = ((float *)buffer)[i];
|
||||
delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1];
|
||||
if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 16 KiB |
@ -0,0 +1,10 @@
|
||||
| resource | author | licence | notes |
|
||||
| :------------------- | :---------: | :------ | :---- |
|
||||
| country.mp3 | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| target.ogg | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| target.flac | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| coin.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| sound.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| spring.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| weird.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| mini1111.xm | [tPORt](https://modarchive.org/index.php?request=view_by_moduleid&query=51891) | [Mod Archive Distribution license](https://modarchive.org/index.php?terms-upload) | - |
|
||||
@ -0,0 +1,37 @@
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform vec2 iResolution;
|
||||
uniform sampler2D iChannel0;
|
||||
|
||||
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
const float FFT_ROW = 0.0;
|
||||
const float NUM_OF_BINS = 512.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragCoord = fragTexCoord*iResolution;
|
||||
float cellWidth = iResolution.x/NUM_OF_BINS;
|
||||
float binIndex = floor(fragCoord.x/cellWidth);
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@ -0,0 +1,35 @@
|
||||
#version 120
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform vec2 iResolution;
|
||||
uniform sampler2D iChannel0;
|
||||
|
||||
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
const float FFT_ROW = 0.0;
|
||||
const float NUM_OF_BINS = 512.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragCoord = fragTexCoord*iResolution;
|
||||
float cellWidth = iResolution.x/NUM_OF_BINS;
|
||||
float binIndex = floor(fragCoord.x/cellWidth);
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
@ -0,0 +1,35 @@
|
||||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform vec2 iResolution;
|
||||
uniform sampler2D iChannel0;
|
||||
|
||||
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
const float FFT_ROW = 0.0;
|
||||
const float NUM_OF_BINS = 512.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragCoord = fragTexCoord*iResolution;
|
||||
float cellWidth = iResolution.x/NUM_OF_BINS;
|
||||
float binIndex = floor(fragCoord.x/cellWidth);
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
finalColor = color;
|
||||
}
|
||||