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5.1 KiB

/*******************************************************************************************
*
* raylib [audio] example - raw stream
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 1.6, last time updated with raylib 4.2
*
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#define BUFFER_SIZE 4096
#define SAMPLE_RATE 44100
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw stream");
InitAudioDevice();
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
float buffer[BUFFER_SIZE] = {};
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
float pan = 0.0f;
SetAudioStreamPan(stream, pan);
PlayAudioStream(stream);
int sineFrequency = 440;
int newSineFrequency = 440;
int sineIndex = 0;
double sineStartTime = 0.0;
SetTargetFPS(30);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_UP))
{
newSineFrequency += 10;
if (newSineFrequency > 12500) newSineFrequency = 12500;
}
if (IsKeyDown(KEY_DOWN))
{
newSineFrequency -= 10;
if (newSineFrequency < 20) newSineFrequency = 20;
}
if (IsKeyDown(KEY_LEFT))
{
pan -= 0.01f;
if (pan < -1.0f) pan = -1.0f;
SetAudioStreamPan(stream, pan);
}
if (IsKeyDown(KEY_RIGHT))
{
pan += 0.01f;
if (pan > 1.0f) pan = 1.0f;
SetAudioStreamPan(stream, pan);
}
if (IsAudioStreamProcessed(stream))
{
for (int i = 0; i < BUFFER_SIZE; i++)
{
int wavelength = SAMPLE_RATE/sineFrequency;
buffer[i] = sin(2*PI*sineIndex/wavelength);
sineIndex++;
if (sineIndex >= wavelength)
{
sineFrequency = newSineFrequency;
sineIndex = 0;
sineStartTime = GetTime();
}
}
UpdateAudioStream(stream, buffer, BUFFER_SIZE);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText(TextFormat("sine frequency: %i", sineFrequency), screenWidth - 220, 10, 20, RED);
DrawText(TextFormat("pan: %.2f", pan), screenWidth - 220, 30, 20, RED);
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
DrawText("Left/right to pan", 10, 30, 20, DARKGRAY);
int windowStart = (GetTime() - sineStartTime)*SAMPLE_RATE;
int windowSize = 0.1f*SAMPLE_RATE;
int wavelength = SAMPLE_RATE/sineFrequency;
// Draw a sine wave with the same frequency as the one being sent to the audio stream
for (int i = 0; i < screenWidth; i++)
{
int t0 = windowStart + i*windowSize/screenWidth;
int t1 = windowStart + (i + 1)*windowSize/screenWidth;
Vector2 startPos = { i, 250 + 50*sin(2*PI*t0/wavelength) };
Vector2 endPos = { i + 1, 250 + 50*sin(2*PI*t1/wavelength) };
DrawLineV(startPos, endPos, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}