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			111 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [audio] example - Raw audio 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 1.6 (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: malloc(), free()
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#include <math.h>           // Required for: sinf()
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#define MAX_SAMPLES      20000
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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 - raw audio streaming");
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    InitAudioDevice();              // Initialize audio device
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    // Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
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    AudioStream stream = InitAudioStream(22050, 32, 1);
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    // Fill audio stream with some samples (sine wave)
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    float *data = (float *)malloc(sizeof(float)*MAX_SAMPLES);
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    for (int i = 0; i < MAX_SAMPLES; i++)
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    {
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        data[i] = sinf(((2*PI*(float)i)/2)*DEG2RAD);
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    }
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    // NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
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    // for that reason, there is a clip everytime audio stream is looped
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    PlayAudioStream(stream);
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    int totalSamples = MAX_SAMPLES;
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    int samplesLeft = totalSamples;
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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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        // Refill audio stream if required
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        if (IsAudioBufferProcessed(stream)) 
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        {
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            int numSamples = 0;
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            if (samplesLeft >= 4096) numSamples = 4096;
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            else numSamples = samplesLeft;
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            UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
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            samplesLeft -= numSamples;
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            // Reset samples feeding (loop audio)
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            if (samplesLeft <= 0) samplesLeft = totalSamples;
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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("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
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            // NOTE: Draw a part of the sine wave (only screen width)
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            for (int i = 0; i < GetScreenWidth(); i++)
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            {
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                position.x = i;
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                position.y = 250 + 50*data[i];
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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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    CloseAudioStream(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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} |