Merge pull request #383 from zbednarke/raw-audio-example

Improve raw audio example
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Milan Nikolic 2024-05-08 14:26:20 +02:00 committed by GitHub
commit 28722bb71f
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@ -1,71 +1,69 @@
package main
import (
"fmt"
"math"
"time"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
maxSamples = 22050
maxSamplesPerUpdate = 4096
nSamples = 44000 * 10
sampleRate = 6000
bufferSize = nSamples
frequency = 440
targetFPS = 240
)
func main() {
rl.InitWindow(800, 450, "raylib [audio] example - raw audio streaming")
position := rl.NewVector2(0, 0)
rl.SetAudioStreamBufferSizeDefault(bufferSize)
rl.InitAudioDevice()
// Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
stream := rl.LoadAudioStream(22050, 32, 1)
// Init raw audio stream (sample rate: <nSamples>, sample size: 32bit-float, channels: 1-mono)
stream := rl.LoadAudioStream(nSamples, 32, 1)
//// Fill audio stream with some samples (sine wave)
data := make([]float32, maxSamples)
//// Create sine wave to play
data := make([]float32, nSamples)
for i := 0; i < maxSamples; i++ {
data[i] = float32(math.Sin(float64((2*rl.Pi*float32(i))/2) * rl.Deg2rad))
for i := 0; i < nSamples; i++ {
t := float32(i) / float32(nSamples)
data[i] = float32(math.Sin(float64((2 * rl.Pi * frequency * t))))
}
// NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
// for that reason, there is a clip everytime audio stream is looped
// NOTE: The buffer can only be updated when it has been processed. Time between buffer processing and next load and causes clipping
rl.PlayAudioStream(stream)
totalSamples := int32(maxSamples)
samplesLeft := int32(totalSamples)
position := rl.NewVector2(0, 0)
rl.SetTargetFPS(30)
startTime := time.Now()
rl.SetTargetFPS(targetFPS)
for !rl.WindowShouldClose() {
// Refill audio stream if required
// Refill audio stream if buffer is processed
if rl.IsAudioStreamProcessed(stream) {
numSamples := int32(0)
if samplesLeft >= maxSamplesPerUpdate {
numSamples = maxSamplesPerUpdate
elapsedTime := time.Since(startTime).Seconds()
currentSampleIndex := int(math.Mod(elapsedTime*float64(sampleRate), float64(nSamples)))
nextSampleIndex := currentSampleIndex + bufferSize
if nextSampleIndex > nSamples {
nextSampleIndex = bufferSize - (nSamples - currentSampleIndex)
rl.UpdateAudioStream(stream, append(data[currentSampleIndex:], data[:nextSampleIndex]...))
} else {
numSamples = samplesLeft
}
rl.UpdateAudioStream(stream, data[totalSamples-samplesLeft:])
samplesLeft -= numSamples
// Reset samples feeding (loop audio)
if samplesLeft <= 0 {
samplesLeft = totalSamples
rl.UpdateAudioStream(stream, data[currentSampleIndex:nextSampleIndex])
}
}
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, rl.LightGray)
rl.DrawText(fmt.Sprintf("%d Hz SINE WAVE SHOULD BE PLAYING!", frequency), 200, 140, 20, rl.LightGray)
// NOTE: Draw a part of the sine wave (only screen width)
for i := 0; i < int(rl.GetScreenWidth()); i++ {
position.X = float32(i)
position.Y = 250 + 50*data[i]
position.Y = 250 + 10*data[i*nSamples/int(20*rl.GetScreenWidth())]
rl.DrawPixelV(position, rl.Red)
}