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+/*******************************************************************************************
+*
+* raylib [audio] example - Music stream processing effects
+*
+* Example originally created with raylib 4.2, last time updated with raylib 5.0
+*
+* 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) 2022-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: NULL
+
+// Required delay effect variables
+static float *delayBuffer = NULL;
+static unsigned int delayBufferSize = 0;
+static unsigned int delayReadIndex = 2;
+static unsigned int delayWriteIndex = 0;
+
+//------------------------------------------------------------------------------------
+// Module Functions Declaration
+//------------------------------------------------------------------------------------
+static void AudioProcessEffectLPF(void *buffer, unsigned int frames); // Audio effect: lowpass filter
+static void AudioProcessEffectDelay(void *buffer, unsigned int frames); // Audio effect: delay
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream effects");
+
+ InitAudioDevice(); // Initialize audio device
+
+ Music music = LoadMusicStream("resources/country.mp3");
+
+ // Allocate buffer for the delay effect
+ delayBufferSize = 48000*2; // 1 second delay (device sampleRate*channels)
+ delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float));
+
+ PlayMusicStream(music);
+
+ float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
+ bool pause = false; // Music playing paused
+
+ bool enableEffectLPF = false; // Enable effect low-pass-filter
+ bool enableEffectDelay = false; // Enable effect delay (1 second)
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateMusicStream(music); // Update music buffer with new stream data
+
+ // Restart music playing (stop and play)
+ if (IsKeyPressed(KEY_SPACE))
+ {
+ StopMusicStream(music);
+ PlayMusicStream(music);
+ }
+
+ // Pause/Resume music playing
+ if (IsKeyPressed(KEY_P))
+ {
+ pause = !pause;
+
+ if (pause) PauseMusicStream(music);
+ else ResumeMusicStream(music);
+ }
+
+ // Add/Remove effect: lowpass filter
+ if (IsKeyPressed(KEY_F))
+ {
+ enableEffectLPF = !enableEffectLPF;
+ if (enableEffectLPF) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
+ else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
+ }
+
+ // Add/Remove effect: delay
+ if (IsKeyPressed(KEY_D))
+ {
+ enableEffectDelay = !enableEffectDelay;
+ if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
+ else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
+ }
+
+ // Get normalized time played for current music stream
+ timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
+
+ if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, LIGHTGRAY);
+
+ DrawRectangle(200, 180, 400, 12, LIGHTGRAY);
+ DrawRectangle(200, 180, (int)(timePlayed*400.0f), 12, MAROON);
+ DrawRectangleLines(200, 180, 400, 12, GRAY);
+
+ DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
+ DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
+
+ DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
+ DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadMusicStream(music); // Unload music stream buffers from RAM
+
+ CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
+
+ RL_FREE(delayBuffer); // Free delay buffer
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//------------------------------------------------------------------------------------
+// Module Functions Definition
+//------------------------------------------------------------------------------------
+// Audio effect: lowpass filter
+static void AudioProcessEffectLPF(void *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
+
+ // Converts the buffer data before using it
+ float *bufferData = (float *)buffer;
+ for (unsigned int i = 0; i < frames*2; i += 2)
+ {
+ const float l = bufferData[i];
+ const float r = bufferData[i + 1];
+
+ low[0] += k * (l - low[0]);
+ low[1] += k * (r - low[1]);
+ bufferData[i] = low[0];
+ bufferData[i + 1] = low[1];
+ }
+}
+
+// Audio effect: delay
+static void AudioProcessEffectDelay(void *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;
+
+ ((float *)buffer)[i] = 0.5f*((float *)buffer)[i] + 0.5f*leftDelay;
+ ((float *)buffer)[i + 1] = 0.5f*((float *)buffer)[i + 1] + 0.5f*rightDelay;
+
+ delayBuffer[delayWriteIndex++] = ((float *)buffer)[i];
+ delayBuffer[delayWriteIndex++] = ((float *)buffer)[i + 1];
+ if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
+ }
+}