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			184 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			184 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [audio] example - Music stream processing effects
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| *
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| *   Example originally created with raylib 4.2, last time updated with raylib 5.0
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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) 2022-2024 Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #include <stdlib.h> // Required for: NULL
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| 
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| // Required delay effect variables
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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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| 
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| //------------------------------------------------------------------------------------
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| // Module Functions Declaration
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| //------------------------------------------------------------------------------------
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| static void AudioProcessEffectLPF(void *buffer, unsigned int frames);   // Audio effect: lowpass filter
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| static void AudioProcessEffectDelay(void *buffer, unsigned int frames); // Audio effect: delay
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream effects");
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| 
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|     InitAudioDevice();              // Initialize audio device
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| 
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|     Music music = LoadMusicStream("resources/country.mp3");
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| 
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|     // Allocate buffer for the delay effect
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|     delayBufferSize = 48000*2;      // 1 second delay (device sampleRate*channels)
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|     delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float));
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| 
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|     PlayMusicStream(music);
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| 
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|     float timePlayed = 0.0f;        // Time played normalized [0.0f..1.0f]
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|     bool pause = false;             // Music playing paused
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|     
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|     bool enableEffectLPF = false;   // Enable effect low-pass-filter
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|     bool enableEffectDelay = false; // Enable effect delay (1 second)
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| 
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|     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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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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| 
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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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| 
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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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| 
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|             if (pause) PauseMusicStream(music);
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|             else ResumeMusicStream(music);
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|         }
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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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|             enableEffectLPF = !enableEffectLPF;
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|             if (enableEffectLPF) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
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|             else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
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|         }
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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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|             enableEffectDelay = !enableEffectDelay;
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|             if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
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|             else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
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|         }
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|         
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|         // Get normalized time played for current music stream
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|         timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
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| 
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|         if (timePlayed > 1.0f) timePlayed = 1.0f;   // Make sure time played is no longer than music
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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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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, LIGHTGRAY);
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| 
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|             DrawRectangle(200, 180, 400, 12, LIGHTGRAY);
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|             DrawRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
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|             DrawRectangleLines(200, 180, 400, 12, GRAY);
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| 
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|             DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
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|             DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
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|             
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|             DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
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|             DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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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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| 
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|     CloseAudioDevice();         // Close audio device (music streaming is automatically stopped)
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| 
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|     RL_FREE(delayBuffer);       // Free delay buffer
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| 
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|     CloseWindow();              // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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| 
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| //------------------------------------------------------------------------------------
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| // Module Functions Definition
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| //------------------------------------------------------------------------------------
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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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| 
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|     // Converts the buffer data before using it
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|     float *bufferData = (float *)buffer;
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|     for (unsigned int i = 0; i < frames*2; i += 2)
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|     {
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|         const float l = bufferData[i];
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|         const float r = bufferData[i + 1];
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| 
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|         low[0] += k * (l - low[0]);
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|         low[1] += k * (r - low[1]);
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|         bufferData[i] = low[0];
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|         bufferData[i + 1] = low[1];
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|     }
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| }
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| 
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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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| 
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|         if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
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| 
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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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| 
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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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