/*******************************************************************************************
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*
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* raylib [audio] example - stream callback
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example created by Dan Hoang (@dan-hoang) and reviewed by
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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) 2015-2026
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h>
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#include <math.h>
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#define BUFFER_SIZE 4096
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#define SAMPLE_RATE 44100
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// This example sends a wave to the audio device
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// The user gets the choice of four waves: sine, square, triangle, and sawtooth
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// A stream is set up to play to the audio device
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// The stream is hooked to a callback that generates a wave
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// The callback used is determined by user choice
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typedef enum
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{
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SINE,
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SQUARE,
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TRIANGLE,
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SAWTOOTH
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} WaveType;
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int waveFrequency = 440;
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int newWaveFrequency = 440;
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int waveIndex = 0;
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// Buffer for keeping the last second of uploaded audio, part of which will be drawn on the screen
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float buffer[SAMPLE_RATE] = {};
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void SineCallback(void *framesOut, unsigned int frameCount)
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{
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int wavelength = SAMPLE_RATE/waveFrequency;
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// Synthesize the sine wave
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for (int i = 0; i < frameCount; i++)
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{
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((float *)framesOut)[i] = sin(2*PI*waveIndex/wavelength);
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waveIndex++;
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if (waveIndex >= wavelength)
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{
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waveFrequency = newWaveFrequency;
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waveIndex = 0;
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}
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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}
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void SquareCallback(void *framesOut, unsigned int frameCount)
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{
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int wavelength = SAMPLE_RATE/waveFrequency;
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// Synthesize the square wave
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for (int i = 0; i < frameCount; i++)
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{
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((float *)framesOut)[i] = (waveIndex < wavelength/2)? 1 : -1;
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waveIndex++;
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if (waveIndex >= wavelength)
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{
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waveFrequency = newWaveFrequency;
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waveIndex = 0;
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}
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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}
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void TriangleCallback(void *framesOut, unsigned int frameCount)
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{
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int wavelength = SAMPLE_RATE/waveFrequency;
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// Synthesize the triangle wave
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for (int i = 0; i < frameCount; i++)
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{
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((float *)framesOut)[i] = (waveIndex < wavelength/2)? (-1 + 2.0f*waveIndex/(wavelength/2)) : (1 - 2.0f*(waveIndex - wavelength/2)/(wavelength/2));
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waveIndex++;
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if (waveIndex >= wavelength)
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{
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waveFrequency = newWaveFrequency;
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waveIndex = 0;
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}
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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}
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void SawtoothCallback(void *framesOut, unsigned int frameCount)
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{
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int wavelength = SAMPLE_RATE/waveFrequency;
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// Synthesize the sawtooth wave
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for (int i = 0; i < frameCount; i++)
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{
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((float *)framesOut)[i] = -1 + 2.0f*waveIndex/wavelength;
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waveIndex++;
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if (waveIndex >= wavelength)
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{
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waveFrequency = newWaveFrequency;
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waveIndex = 0;
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}
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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}
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AudioCallback waveCallbacks[] = { SineCallback, SquareCallback, TriangleCallback, SawtoothCallback };
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char *waveTypesAsString[] = { "sine", "square", "triangle", "sawtooth" };
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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 callback");
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InitAudioDevice();
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// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
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SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
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// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
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AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
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PlayAudioStream(stream);
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// Configure it so that waveCallbacks[waveType] is called whenever stream is out of samples
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WaveType waveType = SINE;
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SetAudioStreamCallback(stream, waveCallbacks[waveType]);
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SetTargetFPS(30);
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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 (IsKeyDown(KEY_UP))
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{
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newWaveFrequency += 10;
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if (newWaveFrequency > 12500) newWaveFrequency = 12500;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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newWaveFrequency -= 10;
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if (newWaveFrequency < 20) newWaveFrequency = 20;
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}
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if (IsKeyPressed(KEY_LEFT))
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{
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switch (waveType)
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{
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case SINE:
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{
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waveType = SAWTOOTH;
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} break;
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case SQUARE:
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{
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waveType = SINE;
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} break;
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case TRIANGLE:
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{
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waveType = SQUARE;
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} break;
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case SAWTOOTH:
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{
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waveType = TRIANGLE;
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} break;
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}
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SetAudioStreamCallback(stream, waveCallbacks[waveType]);
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}
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if (IsKeyPressed(KEY_RIGHT))
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{
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switch (waveType)
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{
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case SINE:
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{
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waveType = SQUARE;
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} break;
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case SQUARE:
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{
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waveType = TRIANGLE;
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} break;
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case TRIANGLE:
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{
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waveType = SAWTOOTH;
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} break;
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case SAWTOOTH:
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{
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waveType = SINE;
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} break;
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}
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SetAudioStreamCallback(stream, waveCallbacks[waveType]);
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}
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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(TextFormat("frequency: %i", newWaveFrequency), screenWidth - 220, 10, 20, RED);
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DrawText(TextFormat("wave type: %s", waveTypesAsString[waveType]), screenWidth - 220, 30, 20, RED);
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DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
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DrawText("Left/right to change wave type", 10, 30, 20, DARKGRAY);
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// Draw the last 10 ms of uploaded audio
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for (int i = 0; i < screenWidth; i++)
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{
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Vector2 startPos = { i, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + i*SAMPLE_RATE/100/screenWidth] };
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Vector2 endPos = { i + 1, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + (i + 1)*SAMPLE_RATE/100/screenWidth] };
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DrawLineV(startPos, endPos, RED);
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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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UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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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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