68d647c1af
Simplified module for Music and AudioStream Added support for raw audio streaming (with example)
142 lines
5.5 KiB
C
142 lines
5.5 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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;
|
|
} |