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/*******************************************************************************************
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*
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* raylib [audio] example - Mixed audio processing
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*
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* Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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* Example contributed by hkc (@hatkidchan) 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) 2023 hkc (@hatkidchan)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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static float exponent = 1.0f; // Audio exponentiation value
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static float averageVolume[400] = { 0.0f }; // Average volume history
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//------------------------------------------------------------------------------------
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// Audio processing function
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//------------------------------------------------------------------------------------
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void ProcessAudio(void *buffer, unsigned int frames)
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{
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float *samples = (float *)buffer; // Samples internally stored as <float>s
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float average = 0.0f; // Temporary average volume
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for (unsigned int frame = 0; frame < frames; frame++)
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{
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float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1];
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*left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f );
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*right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f );
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average += fabsf(*left) / frames; // accumulating average volume
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average += fabsf(*right) / frames;
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}
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// Moving history to the left
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for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1];
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averageVolume[399] = average; // Adding last average value
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}
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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 - processing mixed output");
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InitAudioDevice(); // Initialize audio device
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AttachAudioMixedProcessor(ProcessAudio);
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Music music = LoadMusicStream("resources/country.mp3");
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Sound sound = LoadSound("resources/coin.wav");
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PlayMusicStream(music);
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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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// Modify processing variables
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_LEFT)) exponent -= 0.05f;
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if (IsKeyPressed(KEY_RIGHT)) exponent += 0.05f;
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if (exponent <= 0.5f) exponent = 0.5f;
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if (exponent >= 3.0f) exponent = 3.0f;
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if (IsKeyPressed(KEY_SPACE)) PlaySound(sound);
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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!", 255, 150, 20, LIGHTGRAY);
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DrawText(TextFormat("EXPONENT = %.2f", exponent), 215, 180, 20, LIGHTGRAY);
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DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
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for (int i = 0; i < 400; i++)
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{
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DrawLine(201 + i, 232 - averageVolume[i] * 32, 201 + i, 232, MAROON);
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}
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DrawRectangleLines(199, 199, 402, 34, GRAY);
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DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, LIGHTGRAY);
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DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 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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UnloadMusicStream(music); // Unload music stream buffers from RAM
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DetachAudioMixedProcessor(ProcessAudio); // Disconnect audio processor
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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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