diff --git a/examples/audio/audio_sound_positioning.c b/examples/audio/audio_sound_positioning.c new file mode 100644 index 000000000..4c78b66e3 --- /dev/null +++ b/examples/audio/audio_sound_positioning.c @@ -0,0 +1,115 @@ +/******************************************************************************************* +* +* raylib [audio] example - Playing spatialized 3D sound +* +* 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> + +//------------------------------------------------------------------------------------ +// Sound positioning function +//------------------------------------------------------------------------------------ +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(forward, listener.up)); + + // 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); +} + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(800, 600, "Quick Spatial Sound"); + InitAudioDevice(); + + SetTargetFPS(60); + DisableCursor(); + + 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, + }; + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera, CAMERA_FREE); + + float th = GetTime(); + + Vector3 spherePos = { + .x = 5.0f * cosf(th), + .y = 0.0f, + .z = 5.0f * sinf(th) + }; + + SetSoundPosition(camera, sound, spherePos, 20.0f); + if (!IsSoundPlaying(sound)) PlaySound(sound); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + { + ClearBackground(BLACK); + + BeginMode3D(camera); + DrawGrid(10, 2); + DrawSphere(spherePos, 0.5f, RED); + EndMode3D(); + } + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadSound(sound); + CloseAudioDevice(); + CloseWindow(); +} diff --git a/examples/audio/audio_sound_positioning.png b/examples/audio/audio_sound_positioning.png new file mode 100644 index 000000000..3e7a8ffdd Binary files /dev/null and b/examples/audio/audio_sound_positioning.png differ