New example: XM module playing
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examples/audio_module_playing.c
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examples/audio_module_playing.c
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/*******************************************************************************************
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*
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* raylib [audio] example - Module playing (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 1.5 (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) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_CIRCLES 64
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typedef struct {
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Vector2 position;
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float radius;
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float alpha;
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float speed;
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Color color;
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} CircleWave;
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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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InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
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InitAudioDevice(); // Initialize audio device
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Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
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YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
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// Creates ome circles for visual effect
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CircleWave circles[MAX_CIRCLES];
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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circles[i].alpha = 0.0f;
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circles[i].radius = GetRandomValue(10, 40);
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
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circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
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circles[i].color = colors[GetRandomValue(0, 13)];
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}
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// Load postprocessing bloom shader
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/bloom.fs");
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
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float timePlayed = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 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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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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circles[i].alpha += circles[i].speed;
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circles[i].radius += circles[i].speed*10.0f;
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if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
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if (circles[i].alpha <= 0.0f)
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{
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circles[i].alpha = 0.0f;
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circles[i].radius = GetRandomValue(10, 40);
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circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
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circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
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circles[i].color = colors[GetRandomValue(0, 13)];
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circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
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}
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}
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// Get timePlayed scaled to bar dimensions
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timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
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UpdateMusicStream(0); // Update music buffer with new stream data
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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BeginTextureMode(target); // Enable drawing to texture
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for (int i = MAX_CIRCLES - 1; i >= 0; i--)
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{
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DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
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}
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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// Draw time bar
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DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
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DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE);
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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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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload render texture
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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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