Working on web examples
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@ -36,16 +36,16 @@ typedef struct {
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int screenWidth = 800;
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int screenHeight = 450;
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float timePlayed = 0.0f;
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Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
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YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
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// Creates ome circles for visual effect
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CircleWave circles[MAX_CIRCLES];
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Shader shader;
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RenderTexture2D target;
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Music xm;
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float timePlayed = 0.0f;
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static bool pause = false;
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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@ -72,20 +72,15 @@ int main()
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circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
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circles[i].color = colors[GetRandomValue(0, 13)];
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}
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xm = LoadMusicStream("resources/audio/mini1111.xm");
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// Load postprocessing bloom shader
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shader = LoadShader("resources/shaders/glsl100/base.vs",
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"resources/shaders/glsl100/bloom.fs");
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// Create a RenderTexture2D to be used for render to texture
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target = LoadRenderTexture(screenWidth, screenHeight);
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PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
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PlayMusicStream(xm); // Play module stream
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -97,12 +92,11 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload render texture
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UnloadMusicStream(xm); // Unload music stream buffers from RAM
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -115,6 +109,27 @@ void UpdateDrawFrame(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateMusicStream(xm); // Update music buffer with new stream data
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// Restart music playing (stop and play)
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if (IsKeyPressed(KEY_SPACE))
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{
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StopMusicStream(xm);
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PlayMusicStream(xm);
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}
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// Pause/Resume music playing
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if (IsKeyPressed(KEY_P))
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{
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pause = !pause;
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if (pause) PauseMusicStream(xm);
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else ResumeMusicStream(xm);
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}
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// Get timePlayed scaled to bar dimensions
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timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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circles[i].alpha += circles[i].speed;
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@ -132,39 +147,23 @@ void UpdateDrawFrame(void)
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circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
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}
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}
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// Get timePlayed scaled to bar dimensions
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timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
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UpdateMusicStream(0); // Update music buffer with new stream data
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable drawing to texture
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
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}
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
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}
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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// Draw time bar
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
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DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE);
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -13,28 +13,51 @@
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#include "raylib.h"
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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#include <stdlib.h> // Required for: malloc(), free()
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#include <math.h> // Required for: sinf()
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#define MAX_SAMPLES 22050
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#define MAX_SAMPLES_PER_UPDATE 4096
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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AudioStream stream;
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short *data;
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int totalSamples = MAX_SAMPLES;
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int samplesLeft = MAX_SAMPLES;
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Vector2 position = { 0, 0 };
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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void UpdateDrawFrame(void); // Update and Draw one frame
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//----------------------------------------------------------------------------------
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// Main Enry Point
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//----------------------------------------------------------------------------------
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
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InitAudioDevice(); // Initialize audio device
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// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
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AudioStream stream = InitAudioStream(22050, 16, 1);
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stream = InitAudioStream(22050, 16, 1);
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// Generate samples data from sine wave
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short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
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data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
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// TODO: Review data generation, it seems data is discontinued for loop,
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// for that reason, there is a clip everytime audio stream is looped...
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@ -45,59 +68,18 @@ int main()
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PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
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int totalSamples = MAX_SAMPLES;
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int samplesLeft = totalSamples;
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Vector2 position = { 0, 0 };
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SetTargetFPS(30); // Set our game to run at 30 frames-per-second
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Refill audio stream if required
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// NOTE: Every update we check if stream data has been already consumed and we update
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// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
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// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
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if (IsAudioBufferProcessed(stream))
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{
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int numSamples = 0;
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if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
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else numSamples = samplesLeft;
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UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
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samplesLeft -= numSamples;
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// Reset samples feeding (loop audio)
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if (samplesLeft <= 0) samplesLeft = totalSamples;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
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// NOTE: Draw a part of the sine wave (only screen width, proportional values)
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for (int i = 0; i < GetScreenWidth(); i++)
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{
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position.x = i;
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position.y = 250 + 50*data[i]/32000;
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DrawPixelV(position, RED);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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UpdateDrawFrame();
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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@ -111,4 +93,52 @@ int main()
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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void UpdateDrawFrame(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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// Refill audio stream if required
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// NOTE: Every update we check if stream data has been already consumed and we update
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// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
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// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
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if (IsAudioBufferProcessed(stream))
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{
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int numSamples = 0;
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if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
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else numSamples = samplesLeft;
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UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
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samplesLeft -= numSamples;
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// Reset samples feeding (loop audio)
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if (samplesLeft <= 0) samplesLeft = totalSamples;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
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// NOTE: Draw a part of the sine wave (only screen width, proportional values)
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for (int i = 0; i < GetScreenWidth(); i++)
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{
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position.x = i;
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position.y = 250 + 50*data[i]/32000;
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DrawPixelV(position, RED);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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25302
docs/examples/web/audio_raw_stream.js
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25302
docs/examples/web/audio_raw_stream.js
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docs/examples/web/core_vr_simulator.html
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docs/examples/web/core_vr_simulator.html
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@ -498,6 +498,15 @@ audio_sound_loading: audio_sound_loading.c
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audio_music_stream: audio_music_stream.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/audio/guitar_noodling.ogg
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# compile [audio] example - music stream playing (OGG)
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audio_module_playing: audio_module_playing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/audio/mini1111.xm
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# compile [audio] example - music stream playing (OGG)
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audio_raw_stream: audio_raw_stream.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -s ALLOW_MEMORY_GROWTH=1
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# fix dylib install path name for each executable (MAC)
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fix_dylib:
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ifeq ($(PLATFORM_OS),OSX)
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docs/examples/web/resources/audio/chiptun1.mod
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BIN
docs/examples/web/resources/audio/chiptun1.mod
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docs/examples/web/resources/audio/mini1111.xm
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docs/examples/web/resources/audio/mini1111.xm
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