/*******************************************************************************************
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								*
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								*   raylib [audio] example - Music playing (streaming)
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								*
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								*   This example has been created using raylib 1.3 (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: NULL
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								// Audio effect: lowpass filter
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								static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
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								{
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								    static float low[2] = { 0.0f, 0.0f };
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								    static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
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								    const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
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								    for (unsigned int i = 0; i < frames*2; i += 2)
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								    {
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								        float l = ((float *)buffer)[i], r = ((float *)buffer)[i + 1];
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								        low[0] += k * (l - low[0]);
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								        low[1] += k * (r - low[1]);
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								        ((float *)buffer)[i] = low[0];
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								        ((float *)buffer)[i + 1] = low[1];
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								    }
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								}
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								static float *delayBuffer = NULL;
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								static unsigned int delayBufferSize = 0;
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								static unsigned int delayReadIndex = 2;
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								static unsigned int delayWriteIndex = 0;
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								// Audio effect: delay
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								static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
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								{
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								    for (unsigned int i = 0; i < frames*2; i += 2)
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								    {
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								        float leftDelay = delayBuffer[delayReadIndex++];    // ERROR: Reading buffer -> WHY??? Maybe thread related???
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								        float rightDelay = delayBuffer[delayReadIndex++];
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								        if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
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								        ((float *)buffer)[i] = 0.5f*((float *)buffer)[i] + 0.5f*leftDelay;
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								        ((float *)buffer)[i + 1] = 0.5f*((float *)buffer)[i + 1] + 0.5f*rightDelay;
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								        delayBuffer[delayWriteIndex++] = ((float *)buffer)[i];
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								        delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1];
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								        if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
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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 - music playing (streaming)");
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								    InitAudioDevice();              // Initialize audio device
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								    Music music = LoadMusicStream("resources/country.mp3");
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								    // Allocate buffer for the delay effect
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								    delayBufferSize = 48000 * 2;
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								    delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float));   // 1 second delay (device sampleRate*channels)
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								    PlayMusicStream(music);
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								    float timePlayed = 0.0f;
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								    bool pause = false;
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								    bool hasFilter = true;
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								    bool hasDelay = true;
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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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								        // Restart music playing (stop and play)
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								        if (IsKeyPressed(KEY_SPACE))
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								        {
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								            StopMusicStream(music);
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								            PlayMusicStream(music);
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								        }
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								        // Pause/Resume music playing
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								        if (IsKeyPressed(KEY_P))
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								        {
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								            pause = !pause;
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								            if (pause) PauseMusicStream(music);
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								            else ResumeMusicStream(music);
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								        }
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								        // Add/Remove effect: lowpass filter
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								        if (IsKeyPressed(KEY_F))
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								        {
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								            hasFilter = !hasFilter;
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								            if (hasFilter) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
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								            else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
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								        }
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								        // Add/Remove effect: delay
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								        if (IsKeyPressed(KEY_D))
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								        {
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								            hasDelay = !hasDelay;
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								            if (hasDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
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								            else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
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								        }
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								        // Get timePlayed scaled to bar dimensions (400 pixels)
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								        timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
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								        if (timePlayed > 400) StopMusicStream(music);
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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("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
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								            DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
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								            DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
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								            DrawRectangleLines(200, 200, 400, 12, GRAY);
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								            DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
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								            DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 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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								    CloseAudioDevice();         // Close audio device (music streaming is automatically stopped)
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								    RL_FREE(delayBuffer);       // Free delay buffer
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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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