This repository has been archived on 2025-06-21. You can view files and clone it, but you cannot make any changes to it's state, such as pushing and creating new issues, pull requests or comments.
raylib-python-cffi/examples/audio/audio_sound_positioning.py
2025-06-04 17:00:08 +01:00

112 lines
3.7 KiB
Python

"""checked with raylib-python-cffi 5.5.0.2
raylib [audio] example - Playing spatialized 3D sound
Example complexity rating: [★★☆☆] 2/4
Example originally created with raylib 5.5, last time updated with raylib 5.5
Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
BSD-like license that allows static linking with closed source software
Copyright (c) 2025 Le Juez Victor (@Bigfoot71)
This source has been converted from C raylib examples to Python.
"""
import pyray as rl
import math
from pathlib import Path
# Get the directory where this script is located
THIS_DIR = Path(__file__).resolve().parent
# Sound positioning function
def set_sound_position(listener, sound, position, max_dist):
# Calculate direction vector and distance between listener and sound source
direction = rl.vector3_subtract(position, listener.position)
distance = rl.vector3_length(direction)
# Apply logarithmic distance attenuation and clamp between 0-1
attenuation = 1.0 / (1.0 + (distance / max_dist))
attenuation = rl.clamp(attenuation, 0.0, 1.0)
# Calculate normalized vectors for spatial positioning
normalized_direction = rl.vector3_normalize(direction)
forward = rl.vector3_normalize(
rl.vector3_subtract(listener.target, listener.position)
)
right = rl.vector3_normalize(rl.vector3_cross_product(listener.up, forward))
# Reduce volume for sounds behind the listener
dot_product = rl.vector3_dot_product(forward, normalized_direction)
if dot_product < 0.0:
attenuation *= 1.0 + dot_product * 0.5
# Set stereo panning based on sound position relative to listener
pan = 0.5 + 0.5 * rl.vector3_dot_product(normalized_direction, right)
# Apply final sound properties
rl.set_sound_volume(sound, attenuation)
rl.set_sound_pan(sound, pan)
# Initialization
# --------------------------------------------------------------------------------------
screen_width = 800
screen_height = 450
rl.init_window(
screen_width, screen_height, "raylib [audio] example - Playing spatialized 3D sound"
)
rl.init_audio_device()
sound = rl.load_sound(str(THIS_DIR / "resources/coin.wav"))
camera = rl.Camera3D(
(0, 5, 5),
(0, 0, 0),
(0, 1, 0),
60.0,
rl.CameraProjection.CAMERA_PERSPECTIVE,
)
rl.disable_cursor()
rl.set_target_fps(60)
# --------------------------------------------------------------------------------------
# Main game loop
while not rl.window_should_close():
# Update
# ----------------------------------------------------------------------------------
rl.update_camera(camera, rl.CameraMode.CAMERA_FREE)
th = rl.get_time()
sphere_pos = rl.Vector3(5.0 * math.cos(th), 0.0, 5.0 * math.sin(th))
set_sound_position(camera, sound, sphere_pos, 20.0)
if not rl.is_sound_playing(sound):
rl.play_sound(sound)
# ----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
rl.begin_drawing()
rl.clear_background(rl.RAYWHITE)
rl.begin_mode_3d(camera)
rl.draw_grid(10, 2)
rl.draw_sphere(sphere_pos, 0.5, rl.RED)
rl.end_mode_3d()
rl.end_drawing()
# ----------------------------------------------------------------------------------
# De-Initialization
# --------------------------------------------------------------------------------------
rl.unload_sound(sound)
rl.close_audio_device() # Close audio device
rl.close_window() # Close window and OpenGL context
# --------------------------------------------------------------------------------------