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+/*******************************************************************************************
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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 4.2
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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 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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+ 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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+
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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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