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/******************************************************************************************* |
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* |
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* raylib [audio] example - Playing spatialized 3D sound |
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* |
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* Example complexity rating: [★★☆☆] 2/4 |
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* |
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* Example originally created with raylib 5.5, last time updated with raylib 5.5 |
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* |
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* Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5) |
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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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* |
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* Copyright (c) 2025 Le Juez Victor (@Bigfoot71) |
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* |
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********************************************************************************************/ |
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#include <raylib.h> |
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#include <raymath.h> |
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//------------------------------------------------------------------------------------ |
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// Sound positioning function |
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//------------------------------------------------------------------------------------ |
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static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist) |
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{ |
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// Calculate direction vector and distance between listener and sound source |
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Vector3 direction = Vector3Subtract(position, listener.position); |
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float distance = Vector3Length(direction); |
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// Apply logarithmic distance attenuation and clamp between 0-1 |
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float attenuation = 1.0f / (1.0f + (distance / maxDist)); |
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attenuation = Clamp(attenuation, 0.0f, 1.0f); |
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// Calculate normalized vectors for spatial positioning |
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Vector3 normalizedDirection = Vector3Normalize(direction); |
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Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position)); |
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Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up)); |
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// Reduce volume for sounds behind the listener |
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float dotProduct = Vector3DotProduct(forward, normalizedDirection); |
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if (dotProduct < 0.0f) { |
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attenuation *= (1.0f + dotProduct * 0.5f); |
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} |
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// Set stereo panning based on sound position relative to listener |
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float pan = 0.5f + 0.5f * Vector3DotProduct(normalizedDirection, right); |
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// Apply final sound properties |
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SetSoundVolume(sound, attenuation); |
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SetSoundPan(sound, pan); |
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} |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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InitWindow(800, 600, "Quick Spatial Sound"); |
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InitAudioDevice(); |
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SetTargetFPS(60); |
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DisableCursor(); |
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Sound sound = LoadSound("resources/coin.wav"); |
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Camera camera = { |
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.position = (Vector3) { 0, 5, 5 }, |
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.target = (Vector3) { 0, 0, 0 }, |
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.up = (Vector3) { 0, 1, 0 }, |
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.fovy = 60, |
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}; |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera, CAMERA_FREE); |
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float th = GetTime(); |
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Vector3 spherePos = { |
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.x = 5.0f * cosf(th), |
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.y = 0.0f, |
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.z = 5.0f * sinf(th) |
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}; |
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SetSoundPosition(camera, sound, spherePos, 20.0f); |
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if (!IsSoundPlaying(sound)) PlaySound(sound); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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{ |
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ClearBackground(BLACK); |
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BeginMode3D(camera); |
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DrawGrid(10, 2); |
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DrawSphere(spherePos, 0.5f, RED); |
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EndMode3D(); |
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} |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadSound(sound); |
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CloseAudioDevice(); |
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CloseWindow(); |
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} |