Update audio_music_stream.c

This commit is contained in:
Ray 2022-07-29 12:36:51 +02:00
parent 721e7914b1
commit 277dd2bb57

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@ -2,7 +2,7 @@
*
* raylib [audio] example - Music playing (streaming)
*
* Example originally created with raylib 1.3, last time updated with raylib 4.2
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
@ -13,49 +13,6 @@
#include "raylib.h"
#include <stdlib.h> // Required for: NULL
// 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
for (unsigned int i = 0; i < frames*2; i += 2)
{
float l = ((float *)buffer)[i], r = ((float *)buffer)[i + 1];
low[0] += k * (l - low[0]);
low[1] += k * (r - low[1]);
((float *)buffer)[i] = low[0];
((float *)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(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;
}
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -72,19 +29,12 @@ int main(void)
Music music = LoadMusicStream("resources/country.mp3");
// Allocate buffer for the delay effect
delayBufferSize = 48000 * 2;
delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float)); // 1 second delay (device sampleRate*channels)
PlayMusicStream(music);
bool hasFilter = true;
bool hasDelay = true;
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
bool pause = false; // Music playing paused
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(30); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -94,37 +44,6 @@ int main(void)
//----------------------------------------------------------------------------------
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))
{
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 normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
@ -156,8 +75,6 @@ int main(void)
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
RL_FREE(delayBuffer); // Free delay buffer
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------