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diff --git a/docs/examples/src/audio_raw_stream.c b/docs/examples/src/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()
-
-#define MAX_SAMPLES 20000
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
-
- InitAudioDevice(); // Initialize audio device
-
- // Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
- AudioStream stream = InitAudioStream(22050, 32, 1);
-
- // Fill audio stream with some samples (sine wave)
- float *data = (float *)malloc(sizeof(float)*MAX_SAMPLES);
-
- for (int i = 0; i < MAX_SAMPLES; i++)
- {
- data[i] = sinf(((2*PI*(float)i)/2)*DEG2RAD);
- }
-
- // NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
- // for that reason, there is a clip everytime audio stream is looped
-
- PlayAudioStream(stream);
-
- int totalSamples = MAX_SAMPLES;
- 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