REVIEWED: Some PRs formating

This commit is contained in:
Ray 2025-04-13 20:55:38 +02:00
parent cb111ad15e
commit cc5739a6d7
11 changed files with 111 additions and 79 deletions

View file

@ -15,40 +15,12 @@
*
********************************************************************************************/
#include <raylib.h>
#include <raymath.h>
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Sound positioning function
//------------------------------------------------------------------------------------
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
{
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f / (1.0f + (distance / maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) {
attenuation *= (1.0f + dotProduct * 0.5f);
}
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f * Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);
}
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
//------------------------------------------------------------------------------------
// Program main entry point
@ -57,12 +29,13 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(800, 600, "Quick Spatial Sound");
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
InitAudioDevice();
SetTargetFPS(60);
DisableCursor();
Sound sound = LoadSound("resources/coin.wav");
Camera camera = {
@ -70,7 +43,12 @@ int main(void)
.target = (Vector3) { 0, 0, 0 },
.up = (Vector3) { 0, 1, 0 },
.fovy = 60,
.projection = CAMERA_PERSPECTIVE
};
DisableCursor();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@ -83,9 +61,9 @@ int main(void)
float th = GetTime();
Vector3 spherePos = {
.x = 5.0f * cosf(th),
.x = 5.0f*cosf(th),
.y = 0.0f,
.z = 5.0f * sinf(th)
.z = 5.0f*sinf(th)
};
SetSoundPosition(camera, sound, spherePos, 20.0f);
@ -95,14 +73,14 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
{
ClearBackground(BLACK);
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawGrid(10, 2);
DrawSphere(spherePos, 0.5f, RED);
EndMode3D();
}
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -110,6 +88,36 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(sound);
CloseAudioDevice();
CloseWindow();
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}
// Sound positioning function
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
{
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f/(1.0f + (distance/maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);
}