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- Examples were getting large and to make it easier for submodules and commit history I decided to seperate the two. Preparing to merge changes from dev branch. Made sense
to do this change directly first.
This commit is contained in:
Chris 2020-03-06 23:14:27 +00:00
commit 38ae234d34
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@ -1,477 +0,0 @@
#**************************************************************************************************
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2018 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
.PHONY: all clean
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 2.0.0
RAYLIB_API_VERSION ?= 1
RAYLIB_PATH ?= ..
# Define default options
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Locations of your newly installed library and associated headers. See ../src/Makefile
# On Linux, if you have installed raylib but cannot compile the examples, check that
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
DESTDIR ?= /usr/local
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
RAYLIB_BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
USE_WAYLAND_DISPLAY ?= FALSE
# NOTE: On PLATFORM_WEB OpenAL Soft backend is used by default (check raylib/src/Makefile)
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
else
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
endif
ifeq ($(UNAMEOS),FreeBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),OpenBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),NetBSD)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),DragonFly)
PLATFORM_OS=BSD
endif
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
endif
endif
# RAYLIB_PATH adjustment for different platforms.
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
# Required for ldconfig or other tools that do not perform path expansion.
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif
endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH = C:/emsdk
EMSCRIPTEN_VERSION = 1.38.8
CLANG_VERSION = e1.38.8_64bit
PYTHON_VERSION = 2.7.13.1_64bit\python-2.7.13.amd64
NODE_VERSION = 8.9.1_64bit
export PATH = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
EMSCRIPTEN = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
# Define raylib release directory for compiled library.
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version.
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/osx
endif
ifeq ($(PLATFORM_OS),BSD)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/bsd
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/rpi
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/html5
endif
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# Note: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
# To see which libraries a built example is linking to, ldd core/core_basic_window;
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
# CC = gcc
CC = csc
# CC = C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2017\Visual Studio Tools\Developer Command Prompt for VS 2017.bat
# csc /t:exe /out:core_basic_window.exe /reference:C:\Users\Chris\Documents\projects\Raylib-cs\Bindings\bin\Debug\Bindings.DLL core_basic_window.cs
# ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# ifeq ($(PLATFORM_OS),OSX)
# # OSX default compiler
# CC = clang
# endif
# ifeq ($(PLATFORM_OS),BSD)
# # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
# CC = clang
# endif
# endif
# ifeq ($(PLATFORM),PLATFORM_RPI)
# ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
# # Define RPI cross-compiler
# #CC = armv6j-hardfloat-linux-gnueabi-gcc
# CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
# endif
# endif
# ifeq ($(PLATFORM),PLATFORM_WEB)
# # WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
# # HTML5 emscripten compiler
# CC = emcc
# endif
# Define default make program: Mingw32-make
MAKE = mingw32-make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
MAKE = make
endif
endif
# Define compiler flags:
# -O1 defines optimization level
# -g enable debugging
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
# CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
CFLAGS += /reference:C:\Users\Chris\Documents\projects\Raylib-cs\Bindings\bin\Debug\Bindings.DLL
# Additional flags for compiler (if desired)
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
# ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# ifeq ($(PLATFORM_OS),WINDOWS)
# # resource file contains windows executable icon and properties
# # -Wl,--subsystem,windows hides the console window
# CFLAGS += $(RAYLIB_PATH)/raylib.rc.o -Wl,--subsystem,windows
# endif
# ifeq ($(PLATFORM_OS),LINUX)
# ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
# CFLAGS += -g
# #CC = clang
# endif
# ifeq ($(RAYLIB_LIBTYPE),STATIC)
# CFLAGS += -D_DEFAULT_SOURCE
# endif
# ifeq ($(RAYLIB_LIBTYPE),SHARED)
# # Explicitly enable runtime link to libraylib.so
# CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# endif
# endif
# endif
# ifeq ($(PLATFORM),PLATFORM_RPI)
# CFLAGS += -std=gnu99
# endif
# ifeq ($(PLATFORM),PLATFORM_WEB)
# # -Os # size optimization
# # -O2 # optimization level 2, if used, also set --memory-init-file 0
# # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
# # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# # -s USE_PTHREADS=1 # multithreading support
# # -s WASM=1 # support Web Assembly (https://github.com/kripken/emscripten/wiki/WebAssembly)
# # -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
# # -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
# # --profiling # include information for code profiling
# # --preload-file resources # specify a resources folder for data compilation
# CFLAGS += -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
# # NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
# # we can compile same code for ALL platforms with no change required, but, working on bigger
# # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
# # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
# # Define a custom shell .html and output extension
# CFLAGS += --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
# EXT = .html
# endif
# Define include paths for required headers.
# Precedence: immediately local, raysan5 provided sources
# NOTE: Several external required libraries (stb and others)
# INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
# ifeq ($(PLATFORM),PLATFORM_RPI)
# # RPI required libraries
# INCLUDE_PATHS += -I/opt/vc/include
# INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
# INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
# endif
# ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# ifeq ($(PLATFORM_OS),BSD)
# # Consider -L$(RAYLIB_H_INSTALL_PATH)
# INCLUDE_PATHS += -I/usr/local/include
# endif
# ifeq ($(PLATFORM_OS),LINUX)
# # Reset everything.
# # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
# INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
# endif
# endif
# Define library paths containing required libs.
# Precedence: immediately local, then raysan5 provided libs
# LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
# ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# ifeq ($(PLATFORM_OS),BSD)
# # Consider -L$(RAYLIB_INSTALL_PATH)
# LDFLAGS += -L. -Lsrc -L/usr/local/lib
# endif
# ifeq ($(PLATFORM_OS),LINUX)
# # Reset everything.
# # Precedence: immediately local, installed version, raysan5 provided libs
# LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
# endif
# endif
# ifeq ($(PLATFORM),PLATFORM_RPI)
# LDFLAGS += -L/opt/vc/lib
# endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
# ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# ifeq ($(PLATFORM_OS),WINDOWS)
# # Libraries for Windows desktop compilation
# LDLIBS = -lraylib -lopengl32 -lgdi32
# # Required for physac examples
# LDLIBS += -static -lpthread
# endif
# ifeq ($(PLATFORM_OS),LINUX)
# # Libraries for Debian GNU/Linux desktop compiling
# # NOTE: Required packages: libegl1-mesa-dev
# LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
# # On X11 requires also below libraries
# LDLIBS += -lX11
# # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
# #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
# # On Wayland windowing system, additional libraries requires
# ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
# LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
# endif
# # Explicit link to libc
# ifeq ($(RAYLIB_LIBTYPE),SHARED)
# LDLIBS += -lc
# endif
# endif
# ifeq ($(PLATFORM_OS),OSX)
# # Libraries for OSX 10.9 desktop compiling
# # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
# LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
# endif
# ifeq ($(PLATFORM_OS),BSD)
# # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
# # NOTE: Required packages: mesa-libs
# LDLIBS = -lraylib -lGL -lpthread -lm
# # On XWindow requires also below libraries
# LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
# endif
# ifeq ($(USE_EXTERNAL_GLFW),TRUE)
# # NOTE: It could require additional packages installed: libglfw3-dev
# LDLIBS += -lglfw
# endif
# endif
# ifeq ($(PLATFORM),PLATFORM_RPI)
# # Libraries for Raspberry Pi compiling
# # NOTE: Required packages: libasound2-dev (ALSA)
# LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
# endif
# ifeq ($(PLATFORM),PLATFORM_WEB)
# # Libraries for web (HTML5) compiling
# LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
# endif
# Define all object files required
EXAMPLES = \
core/core_basic_window \
core/core_input_keys \
core/core_input_mouse \
core/core_mouse_wheel \
core/core_input_gamepad \
core/core_random_values \
core/core_color_select \
core/core_drop_files \
core/core_storage_values \
core/core_gestures_detection \
core/core_3d_mode \
core/core_3d_picking \
core/core_3d_camera_free \
core/core_3d_camera_first_person \
core/core_2d_camera \
core/core_world_screen \
core/core_vr_simulator \
shapes/shapes_logo_raylib \
shapes/shapes_basic_shapes \
shapes/shapes_colors_palette \
shapes/shapes_logo_raylib_anim \
shapes/shapes_lines_bezier \
textures/textures_logo_raylib \
textures/textures_image_loading \
textures/textures_rectangle \
textures/textures_srcrec_dstrec \
textures/textures_to_image \
textures/textures_raw_data \
textures/textures_particles_blending \
textures/textures_image_processing \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_text \
text/text_sprite_fonts \
text/text_bmfont_ttf \
text/text_raylib_fonts \
text/text_format_text \
text/text_writing_anim \
text/text_ttf_loading \
text/text_bmfont_unordered \
text/text_input_box \
text/text_font_sdf \
models/models_geometric_shapes \
models/models_box_collisions \
models/models_billboard \
models/models_obj_loading \
models/models_heightmap \
models/models_cubicmap \
models/models_mesh_picking \
models/models_mesh_generation \
models/models_material_pbr \
models/models_skybox \
models/models_yaw_pitch_roll \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
shaders/shaders_postprocessing \
audio/audio_sound_loading \
audio/audio_music_stream \
audio/audio_module_playing \
audio/audio_raw_stream \
physac/physics_demo \
physac/physics_friction \
physac/physics_movement \
physac/physics_restitution \
physac/physics_shatter \
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Default target entry
all: $(EXAMPLES)
# Generic compilation pattern
# NOTE: Examples must be ready for Android compilation!
%: %.cs
ifeq ($(PLATFORM),PLATFORM_ANDROID)
$(MAKE) -f Makefile.Android PROJECT_NAME=$@ PROJECT_SOURCE_FILES=$<
else
$(CC) /t:exe /out:$@$(EXT).exe $(CFLAGS) $<
# $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# $(CC) /t:exe /out:$@$(EXT).exe $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
endif
# fix dylib install path name for each executable (MAC)
fix_dylib:
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -print0 | xargs -t -0 -R 1 -I file install_name_tool -change libglfw.3.0.dylib ../external/glfw3/lib/osx/libglfw.3.0.dylib file
endif
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done

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using System;
using System.IO;
using static Raylib.Raylib;
using System.Reflection;
using System.Runtime.InteropServices;
namespace Examples
{
public class Test
{
public static string GetExampleDirectory()
{
var dir = Environment.CurrentDirectory;
dir = dir.Substring(0, dir.LastIndexOf("Raylib-cs") + 9) + "\\Examples\\";
return dir;
}
// menu for testing examples
// specify name relative to example directory
public static void Run(string[] args)
{
Console.WriteLine("Welcome to raylib-cs!");
Console.WriteLine("---------------------");
var examples = GetExampleDirectory();
Console.WriteLine("Looking for examples relative to " + examples);
Console.WriteLine("For example, core/core_basic_window");
while (true)
{
Console.Write("Choose a example: ");
// select example
var filePath = Console.ReadLine();
var name = Path.GetFileNameWithoutExtension(filePath);
var dir = examples + filePath + ".cs";
// run example if it exists
if (File.Exists(dir))
{
ChangeDirectory(Path.GetDirectoryName(dir));
try
{
Type.GetType(name)?.GetMethod("Main")?.Invoke(null, args);
}
catch(TargetInvocationException e)
{
Console.WriteLine(e.InnerException.Message);
Console.WriteLine(e.InnerException.StackTrace);
}
Console.WriteLine();
}
else
{
Console.WriteLine(filePath + " is not a valid example");
}
}
}
}
}

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using Raylib;
using static Raylib.Raylib;
public partial class audio_module_playing
{
/*******************************************************************************************
*
* raylib [audio] example - Module playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public const int MAX_CIRCLES = 64;
struct CircleWave
{
public Vector2 position;
public float radius;
public float alpha;
public float speed;
public Color color;
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(ConfigFlag.FLAG_MSAA_4X_HINT); // NOTE: Try to enable MSAA 4X
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
InitAudioDevice(); // Initialize audio device
Color[] colors = new Color[14] { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
CircleWave[] circles = new CircleWave[MAX_CIRCLES];
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue((int)circles[i].radius, screenWidth - (int)circles[i].radius);
circles[i].position.y = GetRandomValue((int)circles[i].radius, screenHeight - (int)circles[i].radius);
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
var xm = LoadMusicStream("resources/mini1111.xm");
PlayMusicStream(xm);
float timePlayed = 0.0f;
bool pause = false;
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(xm); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KeyboardKey.KEY_SPACE))
{
StopMusicStream(xm);
PlayMusicStream(xm);
}
// Pause/Resume music playing
if (IsKeyPressed(KeyboardKey.KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm);
}
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
// Color circles animation
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
{
circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue((int)circles[i].radius, screenWidth - (int)circles[i].radius);
circles[i].position.y = GetRandomValue((int)circles[i].radius, screenHeight - (int)circles[i].radius);
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(xm); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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using Raylib;
using static Raylib.Raylib;
public partial class audio_music_stream
{
/*******************************************************************************************
*
* raylib [audio] example - IntPtr playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
InitAudioDevice(); // Initialize audio device
var music = LoadMusicStream("resources/guitar_noodling.ogg");
PlayMusicStream(music);
float timePlayed = 0.0f;
bool pause = false;
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
// Restart music playing (stop and play)
if (IsKeyPressed(KeyboardKey.KEY_SPACE))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KeyboardKey.KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Get timePlayed scaled to bar dimensions (400 pixels)
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
DrawRectangleLines(200, 200, 400, 12, GRAY);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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using System;
using Raylib;
using static Raylib.Raylib;
public partial class audio_raw_stream
{
/*******************************************************************************************
*
* raylib [audio] example - Raw audio streaming
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public const int MAX_SAMPLES = 22050;
public const int MAX_SAMPLES_PER_UPDATE = 4096;
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1);
// Generate samples data from sine wave
short[] data = new short[MAX_SAMPLES];
//short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// TODO: Review data generation, it seems data is discontinued for loop,
// for that reason, there is a clip everytime audio stream is looped...
for (int i = 0; i < MAX_SAMPLES; i++)
{
data[i] = (short)(Math.Sin(((2*Math.PI*(float)i)/2)*DEG2RAD)*32000);
}
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
int totalSamples = MAX_SAMPLES;
int samplesLeft = totalSamples;
Vector2 position = new Vector2( 0, 0 );
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
// UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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using Raylib;
using static Raylib.Raylib;
public partial class audio_sound_loading
{
/*******************************************************************************************
*
* raylib [audio] example - Sound loading and playing
*
* NOTE: This example requires OpenAL Soft library installed
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
InitAudioDevice(); // Initialize audio device
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
if (IsKeyPressed(KeyboardKey.KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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