/******************************************************************************************* * * 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" #if defined(PLATFORM_WEB) #include #endif #include // Required for: malloc(), free() #include // Required for: sinf() #define MAX_SAMPLES 22050 #define MAX_SAMPLES_PER_UPDATE 4096 //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; AudioStream stream; short *data; int totalSamples = MAX_SAMPLES; int samplesLeft = MAX_SAMPLES; Vector2 position = { 0, 0 }; //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Main Enry Point //---------------------------------------------------------------------------------- int main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming"); InitAudioDevice(); // Initialize audio device // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono) stream = InitAudioStream(22050, 16, 1); // Generate samples data from sine wave data = (short *)malloc(sizeof(short)*MAX_SAMPLES); // TODO: Review data generation, it seems data is discontinued for loop, // for that reason, there is a clip everytime audio stream is looped... for (int i = 0; i < MAX_SAMPLES; i++) { data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000); } PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently) #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 0, 1); #else SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { UpdateDrawFrame(); } #endif // 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; } //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- // Refill audio stream if required // NOTE: Every update we check if stream data has been already consumed and we update // buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE), // but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data... if (IsAudioBufferProcessed(stream)) { int numSamples = 0; if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE; 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, proportional values) for (int i = 0; i < GetScreenWidth(); i++) { position.x = i; position.y = 250 + 50*data[i]/32000; DrawPixelV(position, RED); } EndDrawing(); //---------------------------------------------------------------------------------- }