mirror of https://github.com/raysan5/raylib
Add panning to raudio and update audio_raw_stream example. (#2205)
* Add panning to raudio and update audio_raw_stream example. * remove pan smoothing, code formatting changes following pull request comments Co-authored-by: Ray <raysan5@gmail.com>
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@ -77,6 +77,9 @@ int main(void)
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{
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float fp = (float)(mousePosition.y);
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frequency = 40.0f + (float)(fp);
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float pan = (float)(mousePosition.x) / (float)screenWidth;
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SetAudioStreamPan(stream, pan);
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}
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// Rewrite the sine wave.
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@ -137,7 +140,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
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DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
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DrawText("click mouse button to change frequency or pan", 10, 10, 20, DARKGRAY);
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// Draw the current buffer state proportionate to the screen
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for (int i = 0; i < screenWidth; i++)
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76
src/raudio.c
76
src/raudio.c
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@ -317,6 +317,7 @@ struct rAudioBuffer {
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float volume; // Audio buffer volume
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float pitch; // Audio buffer pitch
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float pan; // Audio buffer pan (0 to 1)
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bool playing; // Audio buffer state: AUDIO_PLAYING
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bool paused; // Audio buffer state: AUDIO_PAUSED
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@ -373,7 +374,7 @@ static AudioData AUDIO = { // Global AUDIO context
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//----------------------------------------------------------------------------------
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static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message);
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static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
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static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
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static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, AudioBuffer *buffer);
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#if defined(RAUDIO_STANDALONE)
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static bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
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@ -397,6 +398,7 @@ void StopAudioBuffer(AudioBuffer *buffer);
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void PauseAudioBuffer(AudioBuffer *buffer);
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void ResumeAudioBuffer(AudioBuffer *buffer);
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void SetAudioBufferVolume(AudioBuffer *buffer, float volume);
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void SetAudioBufferPan(AudioBuffer *buffer, float pan);
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void SetAudioBufferPitch(AudioBuffer *buffer, float pitch);
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void TrackAudioBuffer(AudioBuffer *buffer);
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void UntrackAudioBuffer(AudioBuffer *buffer);
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@ -553,6 +555,8 @@ AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
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// Init audio buffer values
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audioBuffer->volume = 1.0f;
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audioBuffer->pitch = 1.0f;
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audioBuffer->pan = 0.5f;
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audioBuffer->playing = false;
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audioBuffer->paused = false;
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audioBuffer->looping = false;
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@ -641,6 +645,12 @@ void SetAudioBufferVolume(AudioBuffer *buffer, float volume)
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if (buffer != NULL) buffer->volume = volume;
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}
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// Set pan for an audio buffer
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void SetAudioBufferPan(AudioBuffer *buffer, float pan)
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{
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if (buffer != NULL) buffer->pan = pan;
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}
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// Set pitch for an audio buffer
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void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
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{
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@ -1048,6 +1058,8 @@ void PlaySoundMulti(Sound sound)
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SetAudioBufferVolume(AUDIO.MultiChannel.pool[index], sound.stream.buffer->volume);
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SetAudioBufferPitch(AUDIO.MultiChannel.pool[index], sound.stream.buffer->pitch);
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SetAudioBufferPan(AUDIO.MultiChannel.pool[index], sound.stream.buffer->pan);
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AUDIO.MultiChannel.pool[index]->looping = sound.stream.buffer->looping;
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AUDIO.MultiChannel.pool[index]->usage = sound.stream.buffer->usage;
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AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[0] = false;
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@ -1113,6 +1125,12 @@ void SetSoundPitch(Sound sound, float pitch)
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SetAudioBufferPitch(sound.stream.buffer, pitch);
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}
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// Set pan for a sound
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void SetSoundPan(Sound sound, float pan)
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{
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SetAudioBufferPan(sound.stream.buffer, pan);
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}
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// Convert wave data to desired format
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void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels)
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{
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@ -1809,6 +1827,12 @@ void SetMusicPitch(Music music, float pitch)
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SetAudioBufferPitch(music.stream.buffer, pitch);
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}
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// Set pan for a music
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void SetMusicPan(Music music, float pan)
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{
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SetAudioBufferPan(music.stream.buffer, pan);
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}
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// Get music time length (in seconds)
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float GetMusicTimeLength(Music music)
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{
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@ -1989,6 +2013,14 @@ void SetAudioStreamPitch(AudioStream stream, float pitch)
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SetAudioBufferPitch(stream.buffer, pitch);
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}
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// Set pan for audio stream
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void SetAudioStreamPan(AudioStream stream, float pan)
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{
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if (pan < 0.0f) pan = 0.0f; else if (pan > 1.0f) pan = 1.0f;
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SetAudioBufferPan(stream.buffer, pan);
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}
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// Default size for new audio streams
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void SetAudioStreamBufferSizeDefault(int size)
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{
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@ -2184,7 +2216,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
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float *framesIn = tempBuffer;
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MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
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MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer);
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framesToRead -= framesJustRead;
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framesRead += framesJustRead;
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@ -2226,16 +2258,40 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
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// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
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static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume)
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static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, AudioBuffer *buffer)
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{
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for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
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{
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for (ma_uint32 iChannel = 0; iChannel < AUDIO.System.device.playback.channels; ++iChannel)
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{
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float *frameOut = framesOut + (iFrame*AUDIO.System.device.playback.channels);
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const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
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const float localVolume = buffer->volume;
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frameOut[iChannel] += (frameIn[iChannel]*localVolume);
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const ma_uint32 nChannels = AUDIO.System.device.playback.channels;
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if (nChannels == 2)
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{
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const float left = buffer->pan;
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const float right = 1.0f - left;
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// fast sine approximation in [0..1] for pan law: y = 0.5f * x * (3 - x * x);
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const float levels[2] = { localVolume*0.5f*left*(3.0f-left*left), localVolume*0.5f*right*(3.0f-right*right) };
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float *frameOut = framesOut;
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const float *frameIn = framesIn;
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for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
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{
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frameOut[0] += (frameIn[0]*levels[0]);
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frameOut[1] += (frameIn[1]*levels[1]);
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frameOut += 2;
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frameIn += 2;
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}
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}
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else // pan is kinda meaningless
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{
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for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
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{
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for (ma_uint32 iChannel = 0; iChannel < nChannels; ++iChannel)
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{
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float *frameOut = framesOut + (iFrame * nChannels);
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const float *frameIn = framesIn + (iFrame * nChannels);
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frameOut[iChannel] += (frameIn[iChannel] * localVolume);
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}
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}
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}
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}
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@ -155,6 +155,7 @@ int GetSoundsPlaying(void); // Get number of
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bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.0 to 1.0, 0.5=center)
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void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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@ -173,6 +174,7 @@ void PauseMusicStream(Music music); // Pause music p
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void ResumeMusicStream(Music music); // Resume playing paused music
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void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
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void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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void SetMusicPan(Music sound, float pan); // Set pan for a music (0.0 to 1.0, 0.5=center)
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void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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@ -189,6 +191,7 @@ bool IsAudioStreamPlaying(AudioStream stream); // Check if audi
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void StopAudioStream(AudioStream stream); // Stop audio stream
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void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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void SetAudioStreamPan(AudioStream strean, float pan); // Set pan for audio stream (0.0 to 1.0, 0.5=center)
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void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
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#ifdef __cplusplus
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@ -1498,6 +1498,7 @@ RLAPI void StopSoundMulti(void); // Stop an
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RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
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RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 = center)
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RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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@ -1517,6 +1518,7 @@ RLAPI void PauseMusicStream(Music music); // Pause m
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RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
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RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
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RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 = center)
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RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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@ -1533,6 +1535,7 @@ RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check i
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RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
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RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
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RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 = centered)
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RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
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#if defined(__cplusplus)
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