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authorRay <[email protected]>2022-03-30 20:13:02 +0200
committerRay <[email protected]>2022-03-30 20:13:02 +0200
commit1612ba63ab66b2f875fe6aca70e5fabea6b578ca (patch)
treee9aad3e8d84c5f53dff0610de7bd7c729b89ef23 /examples/audio
parent90fc7c0376f39d7b19d632e1d69dec715ec3f2a8 (diff)
downloadraylib-1612ba63ab66b2f875fe6aca70e5fabea6b578ca.tar.gz
raylib-1612ba63ab66b2f875fe6aca70e5fabea6b578ca.zip
ADDED: Audio stream processors support -WIP- #2212
This feature is still under consideration/testing and it doesn't work properly, at least the Delay Effect processor.
Diffstat (limited to 'examples/audio')
-rw-r--r--examples/audio/audio_music_stream.c65
1 files changed, 65 insertions, 0 deletions
diff --git a/examples/audio/audio_music_stream.c b/examples/audio/audio_music_stream.c
index 22db3dd8..30a13c0d 100644
--- a/examples/audio/audio_music_stream.c
+++ b/examples/audio/audio_music_stream.c
@@ -11,6 +11,47 @@
#include "raylib.h"
+// Audio effect: lowpass filter
+static void AudioProcessEffectLPF(float *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 = buffer[i], r = buffer[i + 1];
+ low[0] += k * (l - low[0]);
+ low[1] += k * (r - low[1]);
+ buffer[i] = low[0];
+ 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(float *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;
+
+ buffer[i] = 0.5f*buffer[i] + 0.5f*leftDelay;
+ buffer[i + 1] = 0.5f*buffer[i + 1] + 0.5f*rightDelay;
+
+ delayBuffer[delayWriteIndex++] = buffer[i];
+ delayBuffer[delayWriteIndex++] = buffer[i + 1];
+ if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
+ }
+}
+
int main(void)
{
// Initialization
@@ -24,11 +65,17 @@ int main(void)
Music music = LoadMusicStream("resources/country.mp3");
+ // Allocate buffer for the delay effect
+ delayBuffer = (float *)RL_CALLOC(48000*2, sizeof(float)); // 1 second delay (device sampleRate*channels)
+
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
+ bool hasFilter = false;
+ bool hasDelay = false;
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -55,6 +102,22 @@ int main(void)
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;
@@ -86,6 +149,8 @@ int main(void)
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
+ RL_FREE(delayBuffer); // Free delay buffer
+
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------