Complete review and update
Simplified module for Music and AudioStream Added support for raw audio streaming (with example)
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10 changed files with 283 additions and 127 deletions
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examples/audio_raw_stream.c
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examples/audio_raw_stream.c
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/*******************************************************************************************
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*
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* raylib [audio] example - Raw audio streaming
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*
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* NOTE: This example requires OpenAL Soft library installed
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*
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* This example has been created using raylib 1.6 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: malloc(), free()
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#include <math.h> // Required for: sinf()
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
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InitAudioDevice(); // Initialize audio device
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AudioStream stream = InitAudioStream(44100, 32, 1); // Init raw audio stream
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// Fill audio stream with some samples (sine wave)
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float *data = (float *)malloc(sizeof(float)*44100);
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for (int i = 0; i < 44100; i++)
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{
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data[i] = sinf(2*PI*(float)i*DEG2RAD);
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}
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PlayAudioStream(stream);
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int totalSamples = 44100;
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int samplesLeft = totalSamples;
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Vector2 position = { 0, 0 };
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SetTargetFPS(30); // Set our game to run at 30 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Refill audio stream if required
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if (IsAudioBufferProcessed(stream))
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{
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int numSamples = 0;
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if (samplesLeft >= 4096) numSamples = 4096;
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else numSamples = samplesLeft;
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UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
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samplesLeft -= numSamples;
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// Reset samples feeding (loop audio)
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if (samplesLeft <= 0) samplesLeft = totalSamples;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
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// NOTE: Draw a part of the sine wave (only screen width)
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for (int i = 0; i < GetScreenWidth(); i++)
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{
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position.x = i;
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position.y = 250 + 50*data[i];
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DrawPixelV(position, RED);
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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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free(data); // Unload sine wave data
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CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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