Merge branch 'raysan5:master' into master
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commit
4ceaac0682
8 changed files with 146 additions and 28 deletions
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@ -653,6 +653,7 @@ AUDIO = \
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audio/audio_raw_stream \
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audio/audio_sound_loading \
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audio/audio_sound_multi \
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audio/audio_sound_positioning \
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audio/audio_stream_effects
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OTHERS = \
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@ -535,6 +535,7 @@ AUDIO = \
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audio/audio_raw_stream \
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audio/audio_sound_loading \
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audio/audio_sound_multi \
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audio/audio_sound_positioning \
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audio/audio_stream_effects
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OTHERS = \
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@ -216,6 +216,7 @@ Examples using raylib audio functionality, including sound/music loading and pla
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| 146 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
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| 147 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
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| 148 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
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| 149 | [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐️⭐️☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
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### category: others
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@ -223,11 +224,11 @@ Examples showing raylib misc functionality that does not fit in other categories
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
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| 149 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
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| 150 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
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| 151 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 152 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
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| 153 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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| 154 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
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| 150 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
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| 151 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
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| 152 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 153 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
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| 154 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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| 155 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
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As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
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115
examples/audio/audio_sound_positioning.c
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115
examples/audio/audio_sound_positioning.c
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@ -0,0 +1,115 @@
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/*******************************************************************************************
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*
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* raylib [audio] example - Playing spatialized 3D sound
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Le Juez Victor (@Bigfoot71)
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*
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********************************************************************************************/
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#include <raylib.h>
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#include <raymath.h>
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//------------------------------------------------------------------------------------
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// Sound positioning function
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//------------------------------------------------------------------------------------
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static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
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{
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// Calculate direction vector and distance between listener and sound source
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Vector3 direction = Vector3Subtract(position, listener.position);
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float distance = Vector3Length(direction);
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// Apply logarithmic distance attenuation and clamp between 0-1
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float attenuation = 1.0f / (1.0f + (distance / maxDist));
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attenuation = Clamp(attenuation, 0.0f, 1.0f);
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// Calculate normalized vectors for spatial positioning
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Vector3 normalizedDirection = Vector3Normalize(direction);
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Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
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Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
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// Reduce volume for sounds behind the listener
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float dotProduct = Vector3DotProduct(forward, normalizedDirection);
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if (dotProduct < 0.0f) {
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attenuation *= (1.0f + dotProduct * 0.5f);
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}
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// Set stereo panning based on sound position relative to listener
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float pan = 0.5f + 0.5f * Vector3DotProduct(normalizedDirection, right);
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// Apply final sound properties
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SetSoundVolume(sound, attenuation);
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SetSoundPan(sound, pan);
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}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(800, 600, "Quick Spatial Sound");
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InitAudioDevice();
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SetTargetFPS(60);
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DisableCursor();
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Sound sound = LoadSound("resources/coin.wav");
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Camera camera = {
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.position = (Vector3) { 0, 5, 5 },
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.target = (Vector3) { 0, 0, 0 },
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.up = (Vector3) { 0, 1, 0 },
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.fovy = 60,
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};
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FREE);
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float th = GetTime();
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Vector3 spherePos = {
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.x = 5.0f * cosf(th),
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.y = 0.0f,
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.z = 5.0f * sinf(th)
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};
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SetSoundPosition(camera, sound, spherePos, 20.0f);
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if (!IsSoundPlaying(sound)) PlaySound(sound);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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{
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ClearBackground(BLACK);
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BeginMode3D(camera);
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DrawGrid(10, 2);
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DrawSphere(spherePos, 0.5f, RED);
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EndMode3D();
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadSound(sound);
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CloseAudioDevice();
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CloseWindow();
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}
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examples/audio/audio_sound_positioning.png
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examples/audio/audio_sound_positioning.png
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