Review ALL examples
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96 changed files with 1301 additions and 1317 deletions
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@ -23,25 +23,25 @@ typedef struct {
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Color color;
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} CircleWave;
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int main()
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int main(void)
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
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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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@ -53,7 +53,7 @@ int main()
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}
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Music xm = LoadMusicStream("resources/chiptun1.mod");
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PlayMusicStream(xm);
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float timePlayed = 0.0f;
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@ -68,34 +68,34 @@ int main()
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// Update
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//----------------------------------------------------------------------------------
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UpdateMusicStream(xm); // Update music buffer with new stream data
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// Restart music playing (stop and play)
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if (IsKeyPressed(KEY_SPACE))
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if (IsKeyPressed(KEY_SPACE))
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{
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StopMusicStream(xm);
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PlayMusicStream(xm);
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}
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// Pause/Resume music playing
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// Pause/Resume music playing
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if (IsKeyPressed(KEY_P))
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{
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pause = !pause;
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if (pause) PauseMusicStream(xm);
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else ResumeMusicStream(xm);
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}
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// Get timePlayed scaled to bar dimensions
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timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
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// Color circles animation
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for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; 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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@ -113,12 +113,12 @@ int main()
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BeginDrawing();
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ClearBackground(RAYWHITE);
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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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// 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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@ -131,7 +131,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadMusicStream(xm); // Unload music stream 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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@ -4,7 +4,7 @@
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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 1.7 (www.raylib.com)
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* This example has been created using raylib 1.3 (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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@ -13,19 +13,19 @@
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#include "raylib.h"
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int main()
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int main(void)
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
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InitAudioDevice(); // Initialize audio device
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Music music = LoadMusicStream("resources/guitar_noodling.ogg");
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PlayMusicStream(music);
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float timePlayed = 0.0f;
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@ -39,27 +39,27 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateMusicStream(music); // Update music buffer with new stream data
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UpdateMusicStream(music); // Update music buffer with new stream data
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// Restart music playing (stop and play)
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if (IsKeyPressed(KEY_SPACE))
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if (IsKeyPressed(KEY_SPACE))
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{
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StopMusicStream(music);
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PlayMusicStream(music);
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}
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// Pause/Resume music playing
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// Pause/Resume music playing
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if (IsKeyPressed(KEY_P))
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{
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pause = !pause;
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if (pause) PauseMusicStream(music);
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else ResumeMusicStream(music);
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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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if (timePlayed > 400) StopMusicStream(music);
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//----------------------------------------------------------------------------------
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@ -74,7 +74,7 @@ int main()
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DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
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DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
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DrawRectangleLines(200, 200, 400, 12, GRAY);
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DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
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DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
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@ -20,12 +20,12 @@
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#define MAX_SAMPLES 512
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#define MAX_SAMPLES_PER_UPDATE 4096
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int main()
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int main(void)
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
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@ -33,30 +33,30 @@ int main()
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// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
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AudioStream stream = InitAudioStream(22050, 16, 1);
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// Buffer for the single cycle waveform we are synthesizing
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short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
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// Frame buffer, describing the waveform when repeated over the course of a frame
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short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
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PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
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// Position read in to determine next frequency
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Vector2 mousePosition = { -100.0f, -100.0f };
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// Cycles per second (hz)
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float frequency = 440.0f;
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// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
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float oldFrequency = 1.0f;
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// Cursor to read and copy the samples of the sine wave buffer
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int readCursor = 0;
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// Computed size in samples of the sine wave
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int waveLength = 1;
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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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@ -67,62 +67,62 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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// Sample mouse input.
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mousePosition = GetMousePosition();
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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float fp = (float)(mousePosition.y);
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frequency = 40.0f + (float)(fp);
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}
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// Rewrite the sine wave.
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// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
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if (frequency != oldFrequency)
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if (frequency != oldFrequency)
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{
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// Compute wavelength. Limit size in both directions.
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int oldWavelength = waveLength;
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waveLength = (int)(22050/frequency);
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if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
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if (waveLength < 1) waveLength = 1;
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// Write sine wave.
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for (int i = 0; i < waveLength*2; i++)
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{
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data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
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}
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// Scale read cursor's position to minimize transition artifacts
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readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
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oldFrequency = frequency;
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}
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// Refill audio stream if required
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if (IsAudioBufferProcessed(stream))
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if (IsAudioBufferProcessed(stream))
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{
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// Synthesize a buffer that is exactly the requested size
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int writeCursor = 0;
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while (writeCursor < MAX_SAMPLES_PER_UPDATE)
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while (writeCursor < MAX_SAMPLES_PER_UPDATE)
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{
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// Start by trying to write the whole chunk at once
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int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
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// Limit to the maximum readable size
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int readLength = waveLength-readCursor;
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if (writeLength > readLength) writeLength = readLength;
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// Write the slice
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memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
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// Update cursors and loop audio
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readCursor = (readCursor + writeLength) % waveLength;
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writeCursor += writeLength;
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}
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// Copy finished frame to audio stream
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UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
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}
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@ -136,13 +136,13 @@ int main()
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DrawText(FormatText("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
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DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY);
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// Draw the current buffer state proportionate to the screen
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for (int i = 0; i < screenWidth; i++)
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{
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position.x = i;
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position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000;
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DrawPixelV(position, RED);
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}
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//--------------------------------------------------------------------------------------
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free(data); // Unload sine wave data
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free(writeBuf); // Unload write buffer
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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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@ -4,21 +4,21 @@
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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 1.3 (www.raylib.com)
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* This example has been created using raylib 1.0 (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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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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int main(void)
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
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@ -26,8 +26,8 @@ int main()
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Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
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Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
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SetTargetFPS(60);
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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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