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authorRay San <[email protected]>2017-02-06 18:48:56 +0100
committerRay San <[email protected]>2017-02-06 18:48:56 +0100
commit1f6eb1fc61d2cc0cca54a79c1516432f09c86313 (patch)
tree9ddff0e6ddba65004557c3628a3d56dfaf47ea4b /docs/examples/web/audio_module_playing.c
parentf2f05a734d4999ffdc19629c838f46914650bbd0 (diff)
downloadraylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.tar.gz
raylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.zip
Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
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+/*******************************************************************************************
+*
+* raylib [audio] example - Module playing (streaming)
+*
+* NOTE: This example requires OpenAL Soft library installed
+*
+* This example has been created using raylib 1.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+#define MAX_CIRCLES 32
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ Vector2 position;
+ float radius;
+ float alpha;
+ float speed;
+ Color color;
+} CircleWave;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int screenWidth = 800;
+int screenHeight = 450;
+
+float timePlayed = 0.0f;
+
+Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
+ YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
+
+// Creates ome circles for visual effect
+CircleWave circles[MAX_CIRCLES];
+
+Shader shader;
+RenderTexture2D target;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void); // Update and Draw one frame
+
+//----------------------------------------------------------------------------------
+// Main Enry Point
+//----------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
+
+ InitAudioDevice(); // Initialize audio device
+
+ for (int i = MAX_CIRCLES - 1; i >= 0; i--)
+ {
+ circles[i].alpha = 0.0f;
+ circles[i].radius = GetRandomValue(10, 40);
+ circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
+ circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
+ circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
+ circles[i].color = colors[GetRandomValue(0, 13)];
+ }
+
+ // Load postprocessing bloom shader
+ shader = LoadShader("resources/shaders/glsl100/base.vs",
+ "resources/shaders/glsl100/bloom.fs");
+
+ // Create a RenderTexture2D to be used for render to texture
+ target = LoadRenderTexture(screenWidth, screenHeight);
+
+ PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
+
+#if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ UpdateDrawFrame();
+ }
+#endif
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadRenderTexture(target); // Unload render texture
+
+ CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void)
+{
+ // Update
+ //----------------------------------------------------------------------------------
+ for (int i = MAX_CIRCLES - 1; i >= 0; i--)
+ {
+ circles[i].alpha += circles[i].speed;
+ circles[i].radius += circles[i].speed*10.0f;
+
+ if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
+
+ if (circles[i].alpha <= 0.0f)
+ {
+ circles[i].alpha = 0.0f;
+ circles[i].radius = GetRandomValue(10, 40);
+ circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
+ circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
+ circles[i].color = colors[GetRandomValue(0, 13)];
+ circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
+ }
+ }
+
+ // Get timePlayed scaled to bar dimensions
+ timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
+
+ UpdateMusicStream(0); // Update music buffer with new stream data
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(BLACK);
+
+ BeginTextureMode(target); // Enable drawing to texture
+
+ for (int i = MAX_CIRCLES - 1; i >= 0; i--)
+ {
+ DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
+ }
+
+ EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
+
+ BeginShaderMode(shader);
+
+ // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
+
+ EndShaderMode();
+
+ // Draw time bar
+ DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
+ DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
+ DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+} \ No newline at end of file