/*******************************************************************************************
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								*
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								*   raylib [audio] example - Raw audio streaming
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								*
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								*   Example originally created with raylib 1.6, last time updated with raylib 4.2
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								*
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								*   Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
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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) 2015-2024 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
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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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								#include <string.h>         // Required for: memcpy()
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								#define MAX_SAMPLES               512
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								#define MAX_SAMPLES_PER_UPDATE   4096
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								// Cycles per second (hz)
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								float frequency = 440.0f;
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								// Audio frequency, for smoothing
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								float audioFrequency = 440.0f;
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								// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
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								float oldFrequency = 1.0f;
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								// Index for audio rendering
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								float sineIdx = 0.0f;
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								// Audio input processing callback
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								void AudioInputCallback(void *buffer, unsigned int frames)
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								{
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								    audioFrequency = frequency + (audioFrequency - frequency)*0.95f;
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								    float incr = audioFrequency/44100.0f;
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								    short *d = (short *)buffer;
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								    for (unsigned int i = 0; i < frames; i++)
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								    {
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								        d[i] = (short)(32000.0f*sinf(2*PI*sineIdx));
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								        sineIdx += incr;
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								        if (sineIdx > 1.0f) sineIdx -= 1.0f;
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								    }
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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 - raw audio streaming");
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								    InitAudioDevice();              // Initialize audio device
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								    SetAudioStreamBufferSizeDefault(MAX_SAMPLES_PER_UPDATE);
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								    // Init raw audio stream (sample rate: 44100, sample size: 16bit-short, channels: 1-mono)
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								    AudioStream stream = LoadAudioStream(44100, 16, 1);
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								    SetAudioStreamCallback(stream, AudioInputCallback);
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								    // Buffer for the single cycle waveform we are synthesizing
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								    short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
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								    // Frame buffer, describing the waveform when repeated over the course of a frame
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								    short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
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								    PlayAudioStream(stream);        // Start processing stream buffer (no data loaded currently)
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								    // Position read in to determine next frequency
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								    Vector2 mousePosition = { -100.0f, -100.0f };
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								    /*
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								    // Cycles per second (hz)
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								    float frequency = 440.0f;
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								    // Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
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								    float oldFrequency = 1.0f;
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								    // Cursor to read and copy the samples of the sine wave buffer
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								    int readCursor = 0;
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								    */
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								    // Computed size in samples of the sine wave
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								    int waveLength = 1;
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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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								        // Sample mouse input.
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								        mousePosition = GetMousePosition();
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								        if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
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								        {
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								            float fp = (float)(mousePosition.y);
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								            frequency = 40.0f + (float)(fp);
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								            float pan = (float)(mousePosition.x) / (float)screenWidth;
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								            SetAudioStreamPan(stream, pan);
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								        }
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								        // Rewrite the sine wave
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								        // Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
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								        if (frequency != oldFrequency)
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								        {
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								            // Compute wavelength. Limit size in both directions.
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								            //int oldWavelength = waveLength;
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								            waveLength = (int)(22050/frequency);
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								            if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
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								            if (waveLength < 1) waveLength = 1;
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								            // Write sine wave
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								            for (int i = 0; i < waveLength*2; i++)
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								            {
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								                data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
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								            }
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								            // Make sure the rest of the line is flat
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								            for (int j = waveLength*2; j < MAX_SAMPLES; j++)
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								            {
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								                data[j] = (short)0;
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								            }
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								            // Scale read cursor's position to minimize transition artifacts
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								            //readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
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								            oldFrequency = frequency;
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								        }
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								        /*
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								        // Refill audio stream if required
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								        if (IsAudioStreamProcessed(stream))
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								        {
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								            // Synthesize a buffer that is exactly the requested size
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								            int writeCursor = 0;
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								            while (writeCursor < MAX_SAMPLES_PER_UPDATE)
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								            {
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								                // Start by trying to write the whole chunk at once
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								                int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
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								                // Limit to the maximum readable size
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								                int readLength = waveLength-readCursor;
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								                if (writeLength > readLength) writeLength = readLength;
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								                // Write the slice
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								                memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
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								                // Update cursors and loop audio
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								                readCursor = (readCursor + writeLength) % waveLength;
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								                writeCursor += writeLength;
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								            }
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								            // Copy finished frame to audio stream
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								            UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
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								        }
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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("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
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								            DrawText("click mouse button to change frequency or pan", 10, 10, 20, DARKGRAY);
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								            // Draw the current buffer state proportionate to the screen
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								            for (int i = 0; i < screenWidth; i++)
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								            {
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								                position.x = (float)i;
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								                position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000.0f;
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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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								    free(writeBuf);             // Unload write buffer
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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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