Added mixed audio processor (#2929)
* Use RL_QUADS/RL_TRIANGLES for single-pixel drawing Addresses problem mentioned in https://github.com/raysan5/raylib/issues/2744#issuecomment-1273568263 (in short: when drawing pixels using DrawPixel{,V} in camera mode, upscaled pixel becomes a line instead of bigger pixel) * [rtextures] Fixed scaling down in ImageTextEx Closes #2755 * Added global audio processor * Renamed struct member to follow naming conventions * Added example for AttachAudioMixedProcessor
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examples/audio/audio_mixed_processor.c
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examples/audio/audio_mixed_processor.c
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/*******************************************************************************************
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*
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* raylib [audio] example - Mixed audio processing
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*
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* Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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* Example contributed by hkc (@hatkidchan) 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) 2023 hkc (@hatkidchan)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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static float exponent = 1.0f; // Audio exponentiation value
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static float averageVolume[400] = { 0.0f }; // Average volume history
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//------------------------------------------------------------------------------------
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// Audio processing function
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//------------------------------------------------------------------------------------
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void ProcessAudio(void *buffer, unsigned int frames)
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{
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float *samples = (float *)buffer; // Samples internally stored as <float>s
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float average = 0.0f; // Temporary average volume
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for (unsigned int frame = 0; frame < frames; frame++)
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{
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float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1];
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*left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f );
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*right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f );
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average += fabsf(*left) / frames; // accumulating average volume
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average += fabsf(*right) / frames;
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}
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// Moving history to the left
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for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1];
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averageVolume[399] = average; // Adding last average value
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - processing mixed output");
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InitAudioDevice(); // Initialize audio device
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AttachAudioMixedProcessor(ProcessAudio);
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Music music = LoadMusicStream("resources/country.mp3");
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Sound sound = LoadSound("resources/coin.wav");
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PlayMusicStream(music);
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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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UpdateMusicStream(music); // Update music buffer with new stream data
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// Modify processing variables
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_LEFT)) exponent -= 0.05f;
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if (IsKeyPressed(KEY_RIGHT)) exponent += 0.05f;
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if (exponent <= 0.5f) exponent = 0.5f;
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if (exponent >= 3.0f) exponent = 3.0f;
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if (IsKeyPressed(KEY_SPACE)) PlaySound(sound);
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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("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
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DrawText(TextFormat("EXPONENT = %.2f", exponent), 215, 180, 20, LIGHTGRAY);
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DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
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for (int i = 0; i < 400; i++)
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{
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DrawLine(201 + i, 232 - averageVolume[i] * 32, 201 + i, 232, MAROON);
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}
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DrawRectangleLines(199, 199, 402, 34, GRAY);
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DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, LIGHTGRAY);
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DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, LIGHTGRAY);
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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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UnloadMusicStream(music); // Unload music stream buffers from RAM
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DetachAudioMixedProcessor(ProcessAudio); // Disconnect audio processor
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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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BIN
examples/audio/audio_mixed_processor.png
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examples/audio/audio_mixed_processor.png
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After Width: | Height: | Size: 8.5 KiB |
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src/raudio.c
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src/raudio.c
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@ -372,6 +372,7 @@ typedef struct AudioData {
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AudioBuffer *last; // Pointer to last AudioBuffer in the list
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int defaultSize; // Default audio buffer size for audio streams
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} Buffer;
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rAudioProcessor *mixedProcessor;
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struct {
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unsigned int poolCounter; // AudioBuffer pointers pool counter
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AudioBuffer *pool[MAX_AUDIO_BUFFER_POOL_CHANNELS]; // Multichannel AudioBuffer pointers pool
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@ -388,7 +389,8 @@ static AudioData AUDIO = { // Global AUDIO context
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// After some math, considering a sampleRate of 48000, a buffer refill rate of 1/60 seconds and a
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// standard double-buffering system, a 4096 samples buffer has been chosen, it should be enough
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// In case of music-stalls, just increase this number
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.Buffer.defaultSize = 0
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.Buffer.defaultSize = 0,
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.mixedProcessor = NULL
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};
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//----------------------------------------------------------------------------------
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@ -2278,6 +2280,60 @@ void DetachAudioStreamProcessor(AudioStream stream, AudioCallback process)
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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// Add processor to audio pipeline. Order of processors is important
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// Works the same way as {Attach,Detach}AudioStreamProcessor functions, except
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// these two work on the already mixed output just before sending it to the
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// sound hardware.
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void AttachAudioMixedProcessor(AudioCallback process)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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rAudioProcessor *processor = (rAudioProcessor *)RL_CALLOC(1, sizeof(rAudioProcessor));
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processor->process = process;
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rAudioProcessor *last = AUDIO.mixedProcessor;
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while (last && last->next)
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{
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last = last->next;
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}
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if (last)
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{
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processor->prev = last;
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last->next = processor;
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}
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else AUDIO.mixedProcessor = processor;
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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void DetachAudioMixedProcessor(AudioCallback process)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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rAudioProcessor *processor = AUDIO.mixedProcessor;
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while (processor)
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{
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rAudioProcessor *next = processor->next;
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rAudioProcessor *prev = processor->prev;
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if (processor->process == process)
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{
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if (AUDIO.mixedProcessor == processor) AUDIO.mixedProcessor = next;
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if (prev) prev->next = next;
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if (next) next->prev = prev;
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RL_FREE(processor);
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}
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processor = next;
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}
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@ -2519,6 +2575,13 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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}
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}
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rAudioProcessor *processor = AUDIO.mixedProcessor;
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while (processor)
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{
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processor->process(pFramesOut, frameCount);
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processor = processor->next;
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}
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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@ -1580,6 +1580,9 @@ RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback);
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RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
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RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
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RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
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RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
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#if defined(__cplusplus)
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}
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#endif
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