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								/*******************************************************************************************
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								*
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								*   raylib [others] example - Embedded files loading (Wave and Image)
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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 3.0, last time updated with raylib 2.5
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								*
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								*   Example contributed by Kristian Holmgren (@defutura) 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) 2020-2025 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "resources/audio_data.h"   // Wave file exported with ExportWaveAsCode()
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								#include "resources/image_data.h"   // Image file exported with ExportImageAsCode()
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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 [others] example - embedded files loading");
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								    InitAudioDevice();              // Initialize audio device
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								    // Loaded in CPU memory (RAM) from header file (audio_data.h)
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								    // Same as: Wave wave = LoadWave("sound.wav");
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								    Wave wave = {
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								        .data = AUDIO_DATA,
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								        .frameCount = AUDIO_FRAME_COUNT,
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								        .sampleRate = AUDIO_SAMPLE_RATE,
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								        .sampleSize = AUDIO_SAMPLE_SIZE,
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								        .channels = AUDIO_CHANNELS
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								    };
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								    // Wave converted to Sound to be played
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								    Sound sound = LoadSoundFromWave(wave);
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								    // With a Wave loaded from file, after Sound is loaded, we can unload Wave
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								    // but in our case, Wave is embedded in executable, in program .data segment
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								    // we can not (and should not) try to free that private memory region
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								    //UnloadWave(wave);             // Do not unload wave data!
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								    // Loaded in CPU memory (RAM) from header file (image_data.h)
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								    // Same as: Image image = LoadImage("raylib_logo.png");
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								    Image image = {
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								        .data = IMAGE_DATA,
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								        .width = IMAGE_WIDTH,
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								        .height = IMAGE_HEIGHT,
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								        .format = IMAGE_FORMAT,
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								        .mipmaps = 1
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								    };
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								    // Image converted to Texture (VRAM) to be drawn
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								    Texture2D texture = LoadTextureFromImage(image);
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								    // With an Image loaded from file, after Texture is loaded, we can unload Image
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								    // but in our case, Image is embedded in executable, in program .data segment
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								    // we can not (and should not) try to free that private memory region
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								    //UnloadImage(image);           // Do not unload image data!
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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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								        if (IsKeyPressed(KEY_SPACE)) PlaySound(sound);      // Play sound
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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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								            DrawTexture(texture, screenWidth/2 - texture.width/2, 40, WHITE);
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								            DrawText("raylib logo and sound loaded from header files", 150, 320, 20, LIGHTGRAY);
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								            DrawText("Press SPACE to PLAY the sound!", 220, 370, 20, LIGHTGRAY);
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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);     // Unload sound from VRAM
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								    UnloadTexture(texture); // Unload texture from VRAM
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								    CloseAudioDevice();     // Close audio device
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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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