/*******************************************************************************************
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								*
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								*   raylib [audio] example - Raw audio streaming
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								*
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								*   NOTE: This example requires OpenAL Soft library installed
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								*
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								*   This example has been created using raylib 1.6 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2015 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: malloc(), free()
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								#include <math.h>           // Required for: sinf()
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								#define MAX_SAMPLES             22050
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								#define MAX_SAMPLES_PER_UPDATE   4096
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 800;
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								    int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
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								    InitAudioDevice();              // Initialize audio device
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								    // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
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								    AudioStream stream = InitAudioStream(22050, 16, 1);
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								    // Generate samples data from sine wave
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								    short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
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								    // TODO: Review data generation, it seems data is discontinued for loop,
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								    // for that reason, there is a clip everytime audio stream is looped...
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								    for (int i = 0; i < MAX_SAMPLES; i++)
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								    {
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								        data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000);
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								    }
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								    PlayAudioStream(stream);        // Start processing stream buffer (no data loaded currently)
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								    int totalSamples = MAX_SAMPLES;
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								    int samplesLeft = totalSamples;
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								    Vector2 position = { 0, 0 };
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								    SetTargetFPS(30);               // Set our game to run at 30 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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								        // Refill audio stream if required
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								        // NOTE: Every update we check if stream data has been already consumed and we update
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								        // buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
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								        // but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
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								        if (IsAudioBufferProcessed(stream)) 
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								        {
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								            int numSamples = 0;
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								            if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
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								            else numSamples = samplesLeft;
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								            UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
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								            samplesLeft -= numSamples;
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								            // Reset samples feeding (loop audio)
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								            if (samplesLeft <= 0) samplesLeft = totalSamples;
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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("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
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								            // NOTE: Draw a part of the sine wave (only screen width, proportional values)
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								            for (int i = 0; i < GetScreenWidth(); i++)
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								            {
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								                position.x = i;
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								                position.y = 250 + 50*data[i]/32000;
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								                DrawPixelV(position, 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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								    free(data);                 // Unload sine wave data
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								    CloseAudioStream(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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