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https://github.com/Not-Nik/raylib-zig.git
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* Verify shaders are valid * Verify images are valid * Verify models are valid * Verify materials are valid * Verify textures are valid * Verify render textures are valid * Verify waves are valid * Verify sounds are valid * Verify music is valid * Verify audio streams are valid * Verify fonts are valid * Update examples to handle error unions
132 lines
5.0 KiB
Zig
132 lines
5.0 KiB
Zig
// raylib-zig (c) Nikolas Wipper 2023
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const rl = @import("raylib");
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const MAX_SAMPLES = 512;
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const MAX_SAMPLES_PER_UPDATE = 4096;
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const pi = @import("std").math.pi;
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var frequency: f32 = 440;
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var audioFrequency: f32 = 440;
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var oldFrequency: f32 = 1;
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var sineIdx: f32 = 0;
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fn audioInputCallback(buffer: ?*anyopaque, frames: c_uint) callconv(.C) void {
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audioFrequency = frequency + (audioFrequency - frequency) * 0.95;
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const incr = audioFrequency / 44100;
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const d: [*]i16 = @alignCast(@ptrCast(buffer orelse return));
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for (0..frames) |i| {
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d[i] = @intFromFloat(32000 * @sin(2 * pi * sineIdx));
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sineIdx += incr;
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if (sineIdx > 1) {
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sineIdx -= 1;
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}
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}
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}
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pub fn main() anyerror!void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - raw audio streaming");
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defer rl.closeWindow(); // Close window and OpenGL context
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rl.initAudioDevice(); // Initialize audio device
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defer rl.closeAudioDevice(); // Close audio device (music streaming is automatically stopped)
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rl.setAudioStreamBufferSizeDefault(MAX_SAMPLES_PER_UPDATE);
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// Init raw audio stream (sample rate: 44100, sample size: 16bit-short, channels: 1-mono)
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const stream = try rl.loadAudioStream(44100, 16, 1);
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defer rl.unloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
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rl.setAudioStreamCallback(stream, &audioInputCallback);
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// Buffer for the single cycle waveform we are synthesizing
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const data = try rl.mem.alloc(i16, MAX_SAMPLES);
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defer rl.mem.free(data); // Unload sine wave data
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// Frame buffer, describing the waveform when repeated over the course of a frame
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const writeBuf = try rl.mem.alloc(i16, MAX_SAMPLES_PER_UPDATE);
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defer rl.mem.free(writeBuf); // Unload write buffer
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rl.playAudioStream(stream); // Start processing stream buffer (no data loaded currently)
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// Computed size in samples of the sine wave
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var waveLength: i32 = 1;
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var position = rl.Vector2{ .x = 0, .y = 0 };
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rl.setTargetFPS(30); // Set our game to run at 30 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl.windowShouldClose()) { // Detect window close button or ESC key
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// Update
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//----------------------------------------------------------------------------------
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if (rl.isMouseButtonDown(.left)) {
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// Sample mouse input.
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const mousePosition = rl.getMousePosition();
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const fp = (screenHeight - mousePosition.y);
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frequency = 40 + fp;
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const pan = (screenWidth - mousePosition.x) / screenWidth;
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rl.setAudioStreamPan(stream, pan);
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}
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// Rewrite the sine wave
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// Compute two cycles to allow buffer padding, simplifying any modulation, resampling, etc.
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if (frequency != oldFrequency) {
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// Compute wavelength. Limit size in both directions.
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//int oldWavelength = waveLength;
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waveLength = @intFromFloat(22050 / frequency);
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waveLength = @min(@max(1, waveLength), MAX_SAMPLES / 2);
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// Write sine wave
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const n: u32 = @intCast(waveLength * 2);
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for (0..n) |i| {
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const wlen: f32 = @floatFromInt(waveLength);
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const idx: f32 = @floatFromInt(i);
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data[i] = @intFromFloat(@sin((2 * pi * idx / wlen)) * 32000);
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}
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// Make sure the rest of the line is flat
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for (n..MAX_SAMPLES) |i| {
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data[i] = 0;
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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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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.clearBackground(rl.Color.ray_white);
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rl.drawText(rl.textFormat("sine frequency: %i", .{@as(i32, @intFromFloat(frequency))}),
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rl.getScreenWidth() - 220, 10, 20, rl.Color.red);
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rl.drawText("click mouse button to change frequency or pan",
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10, 10, 20, rl.Color.dark_gray);
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// Draw the current buffer state proportionate to the screen
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for (0..screenWidth) |i| {
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position.x = @floatFromInt(i);
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const y: f32 = @floatFromInt(data[@divFloor(i * MAX_SAMPLES, screenWidth)]);
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position.y = 250 + 50 * y / 32000;
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rl.drawPixelV(position, rl.Color.red);
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}
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//----------------------------------------------------------------------------------
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}
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}
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