/******************************************************************************************* * * raylib [audio] example - Mixed audio processing * * Example originally created with raylib 4.2, last time updated with raylib 4.2 * * Example contributed by hkc (@hatkidchan) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2023 hkc (@hatkidchan) * ********************************************************************************************/ #include "raylib.h" #include static float exponent = 1.0f; // Audio exponentiation value static float averageVolume[400] = { 0.0f }; // Average volume history //------------------------------------------------------------------------------------ // Audio processing function //------------------------------------------------------------------------------------ void ProcessAudio(void *buffer, unsigned int frames) { float *samples = (float *)buffer; // Samples internally stored as s float average = 0.0f; // Temporary average volume for (unsigned int frame = 0; frame < frames; frame++) { float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1]; *left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f ); *right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f ); average += fabsf(*left) / frames; // accumulating average volume average += fabsf(*right) / frames; } // Moving history to the left for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1]; averageVolume[399] = average; // Adding last average value } //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - processing mixed output"); InitAudioDevice(); // Initialize audio device AttachAudioMixedProcessor(ProcessAudio); Music music = LoadMusicStream("resources/country.mp3"); Sound sound = LoadSound("resources/coin.wav"); PlayMusicStream(music); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateMusicStream(music); // Update music buffer with new stream data // Modify processing variables //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_LEFT)) exponent -= 0.05f; if (IsKeyPressed(KEY_RIGHT)) exponent += 0.05f; if (exponent <= 0.5f) exponent = 0.5f; if (exponent >= 3.0f) exponent = 3.0f; if (IsKeyPressed(KEY_SPACE)) PlaySound(sound); // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY); DrawText(TextFormat("EXPONENT = %.2f", exponent), 215, 180, 20, LIGHTGRAY); DrawRectangle(199, 199, 402, 34, LIGHTGRAY); for (int i = 0; i < 400; i++) { DrawLine(201 + i, 232 - averageVolume[i] * 32, 201 + i, 232, MAROON); } DrawRectangleLines(199, 199, 402, 34, GRAY); DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, LIGHTGRAY); DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadMusicStream(music); // Unload music stream buffers from RAM DetachAudioMixedProcessor(ProcessAudio); // Disconnect audio processor CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }