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	Simplified module for Music and AudioStream Added support for raw audio streaming (with example)
		
			
				
	
	
		
			142 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [audio] example - Module playing (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 1.5 (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) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_CIRCLES  64
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typedef struct {
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    Vector2 position;
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    float radius;
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    float alpha;
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    float speed;
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    Color color;
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} CircleWave;
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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 - module playing (streaming)");
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    InitAudioDevice();              // Initialize audio device
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    Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
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                         YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
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    // Creates ome circles for visual effect
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    CircleWave circles[MAX_CIRCLES];
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    for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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    {
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        circles[i].alpha = 0.0f;
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        circles[i].radius = GetRandomValue(10, 40);
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        circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
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        circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
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        circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
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        circles[i].color = colors[GetRandomValue(0, 13)];
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    }
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    // Load postprocessing bloom shader
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    Shader shader = LoadShader("resources/shaders/glsl330/base.vs", 
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                               "resources/shaders/glsl330/bloom.fs");
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    // Create a RenderTexture2D to be used for render to texture
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    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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    Music xm = LoadMusicStream("resources/audio/mini1111.xm");
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    PlayMusicStream(xm);
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    float timePlayed = 0.0f;
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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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        for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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        {
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            circles[i].alpha += circles[i].speed;
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            circles[i].radius += circles[i].speed*10.0f;
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            if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
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            if (circles[i].alpha <= 0.0f)
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            {
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                circles[i].alpha = 0.0f;
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                circles[i].radius = GetRandomValue(10, 40);
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                circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
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                circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
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                circles[i].color = colors[GetRandomValue(0, 13)];
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                circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
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            }
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        }
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        // Get timePlayed scaled to bar dimensions
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        timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2;
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        UpdateMusicStream(xm);        // Update music buffer with new stream data
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(BLACK);
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            BeginTextureMode(target);   // Enable drawing to texture
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                for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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                {
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                    DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
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                }
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            EndTextureMode();           // End drawing to texture (now we have a texture available for next passes)
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            BeginShaderMode(shader);
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                // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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                DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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            EndShaderMode();
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            // Draw time bar
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            DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
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            DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
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            DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE);
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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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    UnloadShader(shader);           // Unload shader
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    UnloadRenderTexture(target);    // Unload render texture
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    UnloadMusicStream(xm);          // Unload music stream 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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} |