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- /*******************************************************************************************
- *
- * raylib [audio] example - sound positioning
- *
- * Example complexity rating: [★★☆☆] 2/4
- *
- * Example originally created with raylib 5.5, last time updated with raylib 5.5
- *
- * Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
- *
- * 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) 2025 Le Juez Victor (@Bigfoot71)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include "raymath.h"
- //------------------------------------------------------------------------------------
- // Module Functions Declaration
- //------------------------------------------------------------------------------------
- static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound positioning");
- InitAudioDevice();
- Sound sound = LoadSound("resources/coin.wav");
- Camera camera = {
- .position = (Vector3) { 0, 5, 5 },
- .target = (Vector3) { 0, 0, 0 },
- .up = (Vector3) { 0, 1, 0 },
- .fovy = 60,
- .projection = CAMERA_PERSPECTIVE
- };
- DisableCursor();
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose())
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_FREE);
- float th = (float)GetTime();
- Vector3 spherePos = {
- .x = 5.0f*cosf(th),
- .y = 0.0f,
- .z = 5.0f*sinf(th)
- };
- SetSoundPosition(camera, sound, spherePos, 20.0f);
- if (!IsSoundPlaying(sound)) PlaySound(sound);
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- DrawGrid(10, 2);
- DrawSphere(spherePos, 0.5f, RED);
- EndMode3D();
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadSound(sound);
- CloseAudioDevice(); // Close audio device
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- //------------------------------------------------------------------------------------
- // Module Functions Definition
- //------------------------------------------------------------------------------------
- // Set sound 3d position
- static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
- {
- // Calculate direction vector and distance between listener and sound source
- Vector3 direction = Vector3Subtract(position, listener.position);
- float distance = Vector3Length(direction);
- // Apply logarithmic distance attenuation and clamp between 0-1
- float attenuation = 1.0f/(1.0f + (distance/maxDist));
- attenuation = Clamp(attenuation, 0.0f, 1.0f);
- // Calculate normalized vectors for spatial positioning
- Vector3 normalizedDirection = Vector3Normalize(direction);
- Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
- Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
- // Reduce volume for sounds behind the listener
- float dotProduct = Vector3DotProduct(forward, normalizedDirection);
- if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
- // Set stereo panning based on sound position relative to listener
- float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
- // Apply final sound properties
- SetSoundVolume(sound, attenuation);
- SetSoundPan(sound, pan);
- }
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