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/*******************************************************************************************
*
* 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);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
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 = 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(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
//--------------------------------------------------------------------------------------
}
// 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);
}