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/*******************************************************************************************
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*
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* raylib [audio] example - Music stream processing effects
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*
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* Example originally created with raylib 4.2, last time updated with raylib 5.0
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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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*
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* Copyright (c) 2022-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: NULL
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// Required delay effect variables
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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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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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static void AudioProcessEffectLPF(void *buffer, unsigned int frames); // Audio effect: lowpass filter
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static void AudioProcessEffectDelay(void *buffer, unsigned int frames); // Audio effect: delay
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream effects");
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InitAudioDevice(); // Initialize audio device
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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; // 1 second delay (device sampleRate*channels)
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delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float));
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PlayMusicStream(music);
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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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bool enableEffectLPF = false; // Enable effect low-pass-filter
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bool enableEffectDelay = false; // Enable effect delay (1 second)
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SetTargetFPS(60); // 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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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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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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enableEffectLPF = !enableEffectLPF;
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if (enableEffectLPF) 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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enableEffectDelay = !enableEffectDelay;
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if (enableEffectDelay) 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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if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, LIGHTGRAY);
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DrawRectangle(200, 180, 400, 12, LIGHTGRAY);
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DrawRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
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DrawRectangleLines(200, 180, 400, 12, GRAY);
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DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
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DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
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DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
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DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
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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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UnloadMusicStream(music); // Unload music stream buffers from RAM
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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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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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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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// Converts the buffer data before using it
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float *bufferData = (float *)buffer;
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for (unsigned int i = 0; i < frames*2; i += 2)
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{
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const float l = bufferData[i];
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const float r = bufferData[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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bufferData[i] = low[0];
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bufferData[i + 1] = low[1];
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}
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}
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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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