add audio_sound_positionning
example
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examples/audio/audio_sound_positioning.c
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examples/audio/audio_sound_positioning.c
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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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BIN
examples/audio/audio_sound_positioning.png
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BIN
examples/audio/audio_sound_positioning.png
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