ADDED: Audio stream processors support -WIP- #2212
This feature is still under consideration/testing and it doesn't work properly, at least the Delay Effect processor.
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@ -11,6 +11,47 @@
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#include "raylib.h"
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// Audio effect: lowpass filter
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static void AudioProcessEffectLPF(float *buffer, unsigned int frames)
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{
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static float low[2] = { 0.0f, 0.0f };
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static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
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const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
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for (unsigned int i = 0; i < frames*2; i += 2)
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{
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float l = buffer[i], r = buffer[i + 1];
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low[0] += k * (l - low[0]);
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low[1] += k * (r - low[1]);
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buffer[i] = low[0];
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buffer[i + 1] = low[1];
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}
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}
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static float *delayBuffer = NULL;
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static unsigned int delayBufferSize = 0;
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static unsigned int delayReadIndex = 2;
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static unsigned int delayWriteIndex = 0;
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// Audio effect: delay
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static void AudioProcessEffectDelay(float *buffer, unsigned int frames)
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{
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for (unsigned int i = 0; i < frames*2; i += 2)
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{
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float leftDelay = delayBuffer[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related???
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float rightDelay = delayBuffer[delayReadIndex++];
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if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
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buffer[i] = 0.5f*buffer[i] + 0.5f*leftDelay;
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buffer[i + 1] = 0.5f*buffer[i + 1] + 0.5f*rightDelay;
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delayBuffer[delayWriteIndex++] = buffer[i];
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delayBuffer[delayWriteIndex++] = buffer[i + 1];
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if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
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}
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}
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int main(void)
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{
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// Initialization
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@ -24,11 +65,17 @@ int main(void)
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Music music = LoadMusicStream("resources/country.mp3");
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// Allocate buffer for the delay effect
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delayBuffer = (float *)RL_CALLOC(48000*2, sizeof(float)); // 1 second delay (device sampleRate*channels)
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PlayMusicStream(music);
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float timePlayed = 0.0f;
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bool pause = false;
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bool hasFilter = false;
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bool hasDelay = false;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -55,6 +102,22 @@ int main(void)
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else ResumeMusicStream(music);
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}
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// Add/Remove effect: lowpass filter
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if (IsKeyPressed(KEY_F))
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{
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hasFilter = !hasFilter;
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if (hasFilter) AttachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
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else DetachAudioStreamProcessor(music.stream, AudioProcessEffectLPF);
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}
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// Add/Remove effect: delay
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if (IsKeyPressed(KEY_D))
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{
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hasDelay = !hasDelay;
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if (hasDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
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else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
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}
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// Get timePlayed scaled to bar dimensions (400 pixels)
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timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
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@ -86,6 +149,8 @@ int main(void)
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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RL_FREE(delayBuffer); // Free delay buffer
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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