raylib-zig/examples/audio/raw_stream.zig
vent 41022159ad
Error check using IsValid functions and return error unions (#191)
* 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
2025-01-11 18:07:33 +01:00

132 lines
5.0 KiB
Zig

// raylib-zig (c) Nikolas Wipper 2023
const rl = @import("raylib");
const MAX_SAMPLES = 512;
const MAX_SAMPLES_PER_UPDATE = 4096;
const pi = @import("std").math.pi;
var frequency: f32 = 440;
var audioFrequency: f32 = 440;
var oldFrequency: f32 = 1;
var sineIdx: f32 = 0;
fn audioInputCallback(buffer: ?*anyopaque, frames: c_uint) callconv(.C) void {
audioFrequency = frequency + (audioFrequency - frequency) * 0.95;
const incr = audioFrequency / 44100;
const d: [*]i16 = @alignCast(@ptrCast(buffer orelse return));
for (0..frames) |i| {
d[i] = @intFromFloat(32000 * @sin(2 * pi * sineIdx));
sineIdx += incr;
if (sineIdx > 1) {
sineIdx -= 1;
}
}
}
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
const screenHeight = 450;
rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - raw audio streaming");
defer rl.closeWindow(); // Close window and OpenGL context
rl.initAudioDevice(); // Initialize audio device
defer rl.closeAudioDevice(); // Close audio device (music streaming is automatically stopped)
rl.setAudioStreamBufferSizeDefault(MAX_SAMPLES_PER_UPDATE);
// Init raw audio stream (sample rate: 44100, sample size: 16bit-short, channels: 1-mono)
const stream = try rl.loadAudioStream(44100, 16, 1);
defer rl.unloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
rl.setAudioStreamCallback(stream, &audioInputCallback);
// Buffer for the single cycle waveform we are synthesizing
const data = try rl.mem.alloc(i16, MAX_SAMPLES);
defer rl.mem.free(data); // Unload sine wave data
// Frame buffer, describing the waveform when repeated over the course of a frame
const writeBuf = try rl.mem.alloc(i16, MAX_SAMPLES_PER_UPDATE);
defer rl.mem.free(writeBuf); // Unload write buffer
rl.playAudioStream(stream); // Start processing stream buffer (no data loaded currently)
// Computed size in samples of the sine wave
var waveLength: i32 = 1;
var position = rl.Vector2{ .x = 0, .y = 0 };
rl.setTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
if (rl.isMouseButtonDown(.left)) {
// Sample mouse input.
const mousePosition = rl.getMousePosition();
const fp = (screenHeight - mousePosition.y);
frequency = 40 + fp;
const pan = (screenWidth - mousePosition.x) / screenWidth;
rl.setAudioStreamPan(stream, pan);
}
// Rewrite the sine wave
// Compute two cycles to allow buffer padding, simplifying any modulation, resampling, etc.
if (frequency != oldFrequency) {
// Compute wavelength. Limit size in both directions.
//int oldWavelength = waveLength;
waveLength = @intFromFloat(22050 / frequency);
waveLength = @min(@max(1, waveLength), MAX_SAMPLES / 2);
// Write sine wave
const n: u32 = @intCast(waveLength * 2);
for (0..n) |i| {
const wlen: f32 = @floatFromInt(waveLength);
const idx: f32 = @floatFromInt(i);
data[i] = @intFromFloat(@sin((2 * pi * idx / wlen)) * 32000);
}
// Make sure the rest of the line is flat
for (n..MAX_SAMPLES) |i| {
data[i] = 0;
}
// Scale read cursor's position to minimize transition artifacts
//readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
oldFrequency = frequency;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(rl.Color.ray_white);
rl.drawText(rl.textFormat("sine frequency: %i", .{@as(i32, @intFromFloat(frequency))}),
rl.getScreenWidth() - 220, 10, 20, rl.Color.red);
rl.drawText("click mouse button to change frequency or pan",
10, 10, 20, rl.Color.dark_gray);
// Draw the current buffer state proportionate to the screen
for (0..screenWidth) |i| {
position.x = @floatFromInt(i);
const y: f32 = @floatFromInt(data[@divFloor(i * MAX_SAMPLES, screenWidth)]);
position.y = 250 + 50 * y / 32000;
rl.drawPixelV(position, rl.Color.red);
}
//----------------------------------------------------------------------------------
}
}