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authorraysan5 <[email protected]>2016-08-02 17:32:24 +0200
committerraysan5 <[email protected]>2016-08-02 17:32:24 +0200
commit68d647c1af1b9f0479f680dbd7c4f93586cd51a2 (patch)
tree90e650ff6a459c0b838686e9be414387d2766dc6 /examples/audio_raw_stream.c
parent58d2f70b7e11aadb5eab5f9fa1c081b22a59ef91 (diff)
downloadraylib-68d647c1af1b9f0479f680dbd7c4f93586cd51a2.tar.gz
raylib-68d647c1af1b9f0479f680dbd7c4f93586cd51a2.zip
Complete review and update
Simplified module for Music and AudioStream Added support for raw audio streaming (with example)
Diffstat (limited to 'examples/audio_raw_stream.c')
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1 files changed, 106 insertions, 0 deletions
diff --git a/examples/audio_raw_stream.c b/examples/audio_raw_stream.c
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+/*******************************************************************************************
+*
+* raylib [audio] example - Raw audio streaming
+*
+* NOTE: This example requires OpenAL Soft library installed
+*
+* This example has been created using raylib 1.6 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: malloc(), free()
+#include <math.h> // Required for: sinf()
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
+
+ InitAudioDevice(); // Initialize audio device
+
+ AudioStream stream = InitAudioStream(44100, 32, 1); // Init raw audio stream
+
+ // Fill audio stream with some samples (sine wave)
+ float *data = (float *)malloc(sizeof(float)*44100);
+
+ for (int i = 0; i < 44100; i++)
+ {
+ data[i] = sinf(2*PI*(float)i*DEG2RAD);
+ }
+
+ PlayAudioStream(stream);
+
+ int totalSamples = 44100;
+ int samplesLeft = totalSamples;
+
+ Vector2 position = { 0, 0 };
+
+ SetTargetFPS(30); // Set our game to run at 30 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Refill audio stream if required
+ if (IsAudioBufferProcessed(stream))
+ {
+ int numSamples = 0;
+ if (samplesLeft >= 4096) numSamples = 4096;
+ else numSamples = samplesLeft;
+
+ UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
+
+ samplesLeft -= numSamples;
+
+ // Reset samples feeding (loop audio)
+ if (samplesLeft <= 0) samplesLeft = totalSamples;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
+
+ // NOTE: Draw a part of the sine wave (only screen width)
+ for (int i = 0; i < GetScreenWidth(); i++)
+ {
+ position.x = i;
+ position.y = 250 + 50*data[i];
+
+ DrawPixelV(position, RED);
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ free(data); // Unload sine wave data
+
+ CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
+
+ CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file