/******************************************************************************************* * * raylib [audio] example - Module playing (streaming) * * NOTE: This example requires OpenAL Soft library installed * * This example has been created using raylib 1.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2016 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define MAX_CIRCLES 64 typedef struct { Vector2 position; float radius; float alpha; float speed; Color color; } CircleWave; int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)"); InitAudioDevice(); // Initialize audio device Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }; // Creates ome circles for visual effect CircleWave circles[MAX_CIRCLES]; for (int i = MAX_CIRCLES - 1; i >= 0; i--) { circles[i].alpha = 0.0f; circles[i].radius = GetRandomValue(10, 40); circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius); circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius); circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f; circles[i].color = colors[GetRandomValue(0, 13)]; } // Load postprocessing bloom shader Shader shader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/bloom.fs"); // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); Music xm = LoadMusicStream("resources/audio/mini1111.xm"); PlayMusicStream(xm); float timePlayed = 0.0f; 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 //---------------------------------------------------------------------------------- for (int i = MAX_CIRCLES - 1; i >= 0; i--) { circles[i].alpha += circles[i].speed; circles[i].radius += circles[i].speed*10.0f; if (circles[i].alpha > 1.0f) circles[i].speed *= -1; if (circles[i].alpha <= 0.0f) { circles[i].alpha = 0.0f; circles[i].radius = GetRandomValue(10, 40); circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius); circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius); circles[i].color = colors[GetRandomValue(0, 13)]; circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f; } } // Get timePlayed scaled to bar dimensions timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2; UpdateMusicStream(xm); // Update music buffer with new stream data //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(BLACK); BeginTextureMode(target); // Enable drawing to texture for (int i = MAX_CIRCLES - 1; i >= 0; i--) { DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha)); } EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) BeginShaderMode(shader); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); EndShaderMode(); // Draw time bar DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY); DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON); DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadRenderTexture(target); // Unload render texture UnloadMusicStream(xm); // Unload music stream buffers from RAM CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }