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- /*******************************************************************************************
- *
- * raylib [audio] example - Music playing (streaming)
- *
- * Example originally created with raylib 1.3, last time updated with raylib 4.2
- *
- * 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) 2015-2022 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include <stdlib.h> // Required for: NULL
- // Audio effect: lowpass filter
- static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
- {
- static float low[2] = { 0.0f, 0.0f };
- static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
- const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
- for (unsigned int i = 0; i < frames*2; i += 2)
- {
- float l = ((float *)buffer)[i], r = ((float *)buffer)[i + 1];
- low[0] += k * (l - low[0]);
- low[1] += k * (r - low[1]);
- ((float *)buffer)[i] = low[0];
- ((float *)buffer)[i + 1] = low[1];
- }
- }
- static float *delayBuffer = NULL;
- static unsigned int delayBufferSize = 0;
- static unsigned int delayReadIndex = 2;
- static unsigned int delayWriteIndex = 0;
- // Audio effect: delay
- static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
- {
- for (unsigned int i = 0; i < frames*2; i += 2)
- {
- float leftDelay = delayBuffer[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related???
- float rightDelay = delayBuffer[delayReadIndex++];
- if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
- ((float *)buffer)[i] = 0.5f*((float *)buffer)[i] + 0.5f*leftDelay;
- ((float *)buffer)[i + 1] = 0.5f*((float *)buffer)[i + 1] + 0.5f*rightDelay;
- delayBuffer[delayWriteIndex++] = ((float *)buffer)[i];
- delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1];
- if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
- }
- }
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
- InitAudioDevice(); // Initialize audio device
- Music music = LoadMusicStream("resources/country.mp3");
- // Allocate buffer for the delay effect
- delayBufferSize = 48000 * 2;
- delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float)); // 1 second delay (device sampleRate*channels)
- PlayMusicStream(music);
- float timePlayed = 0.0f;
- bool pause = false;
- bool hasFilter = true;
- bool hasDelay = true;
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateMusicStream(music); // Update music buffer with new stream data
- // Restart music playing (stop and play)
- if (IsKeyPressed(KEY_SPACE))
- {
- StopMusicStream(music);
- PlayMusicStream(music);
- }
- // Pause/Resume music playing
- if (IsKeyPressed(KEY_P))
- {
- pause = !pause;
- if (pause) PauseMusicStream(music);
- else ResumeMusicStream(music);
- }
- // Add/Remove effect: lowpass filter
- if (IsKeyPressed(KEY_F))
- {
- hasFilter = !hasFilter;
- if (hasFilter) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
- else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
- }
- // Add/Remove effect: delay
- if (IsKeyPressed(KEY_D))
- {
- hasDelay = !hasDelay;
- if (hasDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
- else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
- }
- // Get timePlayed scaled to bar dimensions (400 pixels)
- timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
- if (timePlayed > 400) StopMusicStream(music);
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
- DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
- DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
- DrawRectangleLines(200, 200, 400, 12, GRAY);
- DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
- DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadMusicStream(music); // Unload music stream buffers from RAM
- CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
- RL_FREE(delayBuffer); // Free delay buffer
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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