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@ -2,7 +2,7 @@ |
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* |
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* raylib [audio] example - Music playing (streaming) |
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* |
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* Example originally created with raylib 1.3, last time updated with raylib 4.2 |
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* Example originally created with raylib 1.3, last time updated with raylib 4.0 |
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* |
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software |
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@ -13,49 +13,6 @@ |
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#include "raylib.h" |
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#include <stdlib.h> // Required for: NULL |
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// Audio effect: lowpass filter |
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static void AudioProcessEffectLPF(void *buffer, unsigned int frames) |
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{ |
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static float low[2] = { 0.0f, 0.0f }; |
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static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter |
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const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula |
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for (unsigned int i = 0; i < frames*2; i += 2) |
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{ |
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float l = ((float *)buffer)[i], r = ((float *)buffer)[i + 1]; |
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low[0] += k * (l - low[0]); |
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low[1] += k * (r - low[1]); |
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((float *)buffer)[i] = low[0]; |
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((float *)buffer)[i + 1] = low[1]; |
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} |
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} |
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static float *delayBuffer = NULL; |
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static unsigned int delayBufferSize = 0; |
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static unsigned int delayReadIndex = 2; |
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static unsigned int delayWriteIndex = 0; |
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// Audio effect: delay |
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static void AudioProcessEffectDelay(void *buffer, unsigned int frames) |
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{ |
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for (unsigned int i = 0; i < frames*2; i += 2) |
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{ |
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float leftDelay = delayBuffer[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related??? |
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float rightDelay = delayBuffer[delayReadIndex++]; |
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if (delayReadIndex == delayBufferSize) delayReadIndex = 0; |
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((float *)buffer)[i] = 0.5f*((float *)buffer)[i] + 0.5f*leftDelay; |
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((float *)buffer)[i + 1] = 0.5f*((float *)buffer)[i + 1] + 0.5f*rightDelay; |
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delayBuffer[delayWriteIndex++] = ((float *)buffer)[i]; |
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delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1]; |
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if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0; |
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} |
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} |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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@ -72,19 +29,12 @@ int main(void) |
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Music music = LoadMusicStream("resources/country.mp3"); |
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// Allocate buffer for the delay effect |
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delayBufferSize = 48000 * 2; |
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delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float)); // 1 second delay (device sampleRate*channels) |
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PlayMusicStream(music); |
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bool hasFilter = true; |
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bool hasDelay = true; |
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float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f] |
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bool pause = false; // Music playing paused |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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SetTargetFPS(30); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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@ -94,37 +44,6 @@ int main(void) |
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//---------------------------------------------------------------------------------- |
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UpdateMusicStream(music); // Update music buffer with new stream data |
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// Restart music playing (stop and play) |
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if (IsKeyPressed(KEY_SPACE)) |
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{ |
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StopMusicStream(music); |
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PlayMusicStream(music); |
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} |
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// Pause/Resume music playing |
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if (IsKeyPressed(KEY_P)) |
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{ |
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pause = !pause; |
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if (pause) PauseMusicStream(music); |
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else ResumeMusicStream(music); |
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} |
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// Add/Remove effect: lowpass filter |
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if (IsKeyPressed(KEY_F)) |
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{ |
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hasFilter = !hasFilter; |
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if (hasFilter) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF); |
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else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF); |
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} |
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// Add/Remove effect: delay |
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if (IsKeyPressed(KEY_D)) |
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{ |
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hasDelay = !hasDelay; |
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if (hasDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay); |
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else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay); |
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} |
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// Get normalized time played for current music stream |
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timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music); |
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@ -156,8 +75,6 @@ int main(void) |
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) |
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RL_FREE(delayBuffer); // Free delay buffer |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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