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- /*******************************************************************************************
- *
- * raylib [audio] example - Music stream processing effects
- *
- * 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) 2022-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include <stdlib.h> // Required for: NULL
-
- // Required delay effect variables
- 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;
- }
- }
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