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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:47:38 +02:00
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/*******************************************************************************************
*
* raylib [audio] example - amp envelope
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Arbinda Rizki Muhammad (@arbipink) 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) 2026 Arbinda Rizki Muhammad (@arbipink)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Audio;
public unsafe partial class AmpEnvelope : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int BUFFER_SIZE = 4096;
private const int SAMPLE_RATE = 44100;
// Wave state
private enum ADSRState
{
Idle,
Attack,
Decay,
Sustain,
Release
}
// Grouping all ADSR parameters and state into a struct
private struct Envelope
{
public float AttackTime;
public float DecayTime;
public float SustainLevel;
public float ReleaseTime;
public float CurrentValue;
public ADSRState State;
}
public string Name => "Audio / Amp Envelope";
public string Title => "raylib [audio] example - amp envelope";
private float[] buffer;
private AudioStream stream;
private float audioTime;
private Envelope env;
public void Init()
{
InitAudioDevice();
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
buffer = new float[BUFFER_SIZE];
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
// Init Phase
audioTime = 0.0f;
// Initialize the struct
env = new Envelope
{
AttackTime = 1.0f,
DecayTime = 1.0f,
SustainLevel = 0.5f,
ReleaseTime = 1.0f,
CurrentValue = 0.0f,
State = ADSRState.Idle
};
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space)) env.State = ADSRState.Attack;
if (IsKeyReleased(KeyboardKey.Space) && (env.State != ADSRState.Idle)) env.State = ADSRState.Release;
if (IsAudioStreamProcessed(stream))
{
if ((env.State != ADSRState.Idle) || (env.CurrentValue > 0.0f))
{
for (int i = 0; i < BUFFER_SIZE; i++)
{
UpdateEnvelope(ref env);
FillAudioBuffer(i, buffer, env.CurrentValue, ref audioTime);
}
}
else
{
// Clear buffer if silent to avoid looping noise
for (int i = 0; i < BUFFER_SIZE; i++) buffer[i] = 0;
audioTime = 0.0f;
}
fixed (float* bufferPtr = buffer)
{
UpdateAudioStream(stream, bufferPtr, BUFFER_SIZE);
}
}
if (!IsAudioStreamPlaying(stream)) PlayAudioStream(stream);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// NOTE: raygui is not bound in raylib-cs, so the sliders below are left as reference.
// The envelope keeps its default parameters (Attack/Decay/Release = 1.0s, Sustain = 0.5).
//GuiSliderBar(new Rectangle( 100, 60, 400, 30 ), "Attack (s)", TextFormat("%2.2fs", env.AttackTime), ref env.AttackTime, 0.1f, 3.0f);
//GuiSliderBar(new Rectangle( 100, 100, 400, 30 ), "Decay (s)", TextFormat("%2.2fs", env.DecayTime), ref env.DecayTime, 0.1f, 3.0f);
//GuiSliderBar(new Rectangle( 100, 140, 400, 30 ), "Sustain", TextFormat("%2.2f", env.SustainLevel), ref env.SustainLevel, 0.0f, 1.0f);
//GuiSliderBar(new Rectangle( 100, 180, 400, 30 ), "Release (s)", TextFormat("%2.2fs", env.ReleaseTime), ref env.ReleaseTime, 0.1f, 3.0f);
DrawADSRGraph(ref env, new Rectangle(100, 250, 400, 100));
DrawCircleV(new Vector2(520, 350 - (env.CurrentValue * 100)), 5, Color.Maroon);
DrawText($"Current Gain: {env.CurrentValue:F2}", 535, (int)(345 - (env.CurrentValue * 100)), 10, Color.Maroon);
DrawText("Press SPACE to PLAY the sound!", 200, 400, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadAudioStream(stream);
CloseAudioDevice();
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
private static void FillAudioBuffer(int i, float[] buffer, float envelopeValue, ref float audioTime)
{
int frequency = 440;
buffer[i] = envelopeValue * MathF.Sin(2.0f * MathF.PI * frequency * audioTime);
audioTime += (1.0f / SAMPLE_RATE);
}
private static void UpdateEnvelope(ref Envelope env)
{
// Calculate the time delta for ONE sample (1/44100)
float sampleTime = 1.0f / SAMPLE_RATE;
switch (env.State)
{
case ADSRState.Attack:
{
env.CurrentValue += (1.0f / env.AttackTime) * sampleTime;
if (env.CurrentValue >= 1.0f)
{
env.CurrentValue = 1.0f;
env.State = ADSRState.Decay;
}
}
break;
case ADSRState.Decay:
{
env.CurrentValue -= ((1.0f - env.SustainLevel) / env.DecayTime) * sampleTime;
if (env.CurrentValue <= env.SustainLevel)
{
env.CurrentValue = env.SustainLevel;
env.State = ADSRState.Sustain;
}
}
break;
case ADSRState.Sustain:
{
env.CurrentValue = env.SustainLevel;
}
break;
case ADSRState.Release:
{
env.CurrentValue -= (env.SustainLevel / env.ReleaseTime) * sampleTime;
if (env.CurrentValue <= 0.001f) // Use a small threshold to avoid infinite tail
{
env.CurrentValue = 0.0f;
env.State = ADSRState.Idle;
}
}
break;
default: break;
}
}
private static void DrawADSRGraph(ref Envelope env, Rectangle bounds)
{
DrawRectangleRec(bounds, Fade(Color.LightGray, 0.3f));
DrawRectangleLinesEx(bounds, 1, Color.Gray);
// Fixed visual width for sustain stage since it's an amplitude not a time value
float sustainWidth = 1.0f;
// Total time to visualize (sum of A, D, R + a padding for Sustain)
float totalTime = env.AttackTime + env.DecayTime + sustainWidth + env.ReleaseTime;
float scaleX = bounds.Width / totalTime;
float scaleY = bounds.Height;
Vector2 start = new Vector2(bounds.X, bounds.Y + bounds.Height);
Vector2 peak = new Vector2(start.X + (env.AttackTime * scaleX), bounds.Y);
Vector2 sustain = new Vector2(peak.X + (env.DecayTime * scaleX), bounds.Y + (1.0f - env.SustainLevel) * scaleY);
Vector2 rel = new Vector2(sustain.X + (sustainWidth * scaleX), sustain.Y);
Vector2 end = new Vector2(rel.X + (env.ReleaseTime * scaleX), bounds.Y + bounds.Height);
DrawLineV(start, peak, Color.SkyBlue);
DrawLineV(peak, sustain, Color.Blue);
DrawLineV(sustain, rel, Color.DarkBlue);
DrawLineV(rel, end, Color.Orange);
DrawText("ADSR Visualizer", (int)bounds.X, (int)bounds.Y - 20, 10, Color.DarkGray);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - amp envelope");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new AmpEnvelope();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [audio] example - mixed processor
*
* Example complexity rating: [] 4/4
*
* 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) 2023-2025 hkc (@hatkidchan)
*
********************************************************************************************/
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Raylib_cs.Raylib;
namespace Examples.Audio;
[ExcludeFromBrowser("AttachAudioMixedProcessor callback is unreliable on the wasm audio backend")]
public unsafe partial class MixedProcessor : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Audio / Mixed Processor";
public string Title => "raylib [audio] example - mixed processor";
private static float exponent = 1.0f; // Audio exponentiation value
private static readonly float[] averageVolume = new float[400]; // Average volume history
private Music music;
private Sound sound;
//------------------------------------------------------------------------------------
// Audio processing function
//------------------------------------------------------------------------------------
[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
private static void ProcessAudio(void* buffer, uint frames)
{
float* samples = (float*)buffer; // Samples internally stored as <float>s
float average = 0.0f; // Temporary average volume
for (uint frame = 0; frame < frames; frame++)
{
float* left = &samples[frame * 2 + 0];
float* right = &samples[frame * 2 + 1];
*left = MathF.Pow(MathF.Abs(*left), exponent) * ((*left < 0.0f) ? -1.0f : 1.0f);
*right = MathF.Pow(MathF.Abs(*right), exponent) * ((*right < 0.0f) ? -1.0f : 1.0f);
average += MathF.Abs(*left) / frames; // accumulating average volume
average += MathF.Abs(*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
}
public void Init()
{
InitAudioDevice(); // Initialize audio device
exponent = 1.0f;
Array.Clear(averageVolume, 0, averageVolume.Length);
AttachAudioMixedProcessor(&ProcessAudio);
music = LoadMusicStream("resources/audio/country.mp3");
sound = LoadSound("resources/audio/coin.wav");
PlayMusicStream(music);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Modify processing variables
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Left)) exponent -= 0.05f;
if (IsKeyPressed(KeyboardKey.Right)) exponent += 0.05f;
if (exponent <= 0.5f) exponent = 0.5f;
if (exponent >= 3.0f) exponent = 3.0f;
if (IsKeyPressed(KeyboardKey.Space)) PlaySound(sound);
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, Color.LightGray);
DrawText($"EXPONENT = {exponent:F2}", 215, 180, 20, Color.LightGray);
DrawRectangle(199, 199, 402, 34, Color.LightGray);
for (int i = 0; i < 400; i++)
{
DrawLine(201 + i, 232 - (int)(averageVolume[i] * 32), 201 + i, 232, Color.Maroon);
}
DrawRectangleLines(199, 199, 402, 34, Color.Gray);
DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, Color.LightGray);
DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadMusicStream(music); // Unload music stream buffers from RAM
DetachAudioMixedProcessor(&ProcessAudio); // Disconnect audio processor
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - mixed processor");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new MixedProcessor();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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Examples/Audio/RawStream.cs Normal file
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/*******************************************************************************************
*
* raylib [audio] example - raw stream
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 1.6, last time updated with raylib 6.0
*
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
*
* 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) 2015-2026 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Audio;
public unsafe partial class RawStream : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int BUFFER_SIZE = 4096;
private const int SAMPLE_RATE = 44100;
public string Name => "Audio / Raw Stream";
public string Title => "raylib [audio] example - raw stream";
public int TargetFps => 30;
private float[] buffer;
private AudioStream stream;
private float pan;
private int sineFrequency;
private int newSineFrequency;
private int sineIndex;
private double sineStartTime;
public void Init()
{
InitAudioDevice();
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
buffer = new float[BUFFER_SIZE];
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
pan = 0.0f;
SetAudioStreamPan(stream, pan);
PlayAudioStream(stream);
sineFrequency = 440;
newSineFrequency = 440;
sineIndex = 0;
sineStartTime = 0.0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Up))
{
newSineFrequency += 10;
if (newSineFrequency > 12500) newSineFrequency = 12500;
}
if (IsKeyDown(KeyboardKey.Down))
{
newSineFrequency -= 10;
if (newSineFrequency < 20) newSineFrequency = 20;
}
if (IsKeyDown(KeyboardKey.Left))
{
pan -= 0.01f;
if (pan < -1.0f) pan = -1.0f;
SetAudioStreamPan(stream, pan);
}
if (IsKeyDown(KeyboardKey.Right))
{
pan += 0.01f;
if (pan > 1.0f) pan = 1.0f;
SetAudioStreamPan(stream, pan);
}
if (IsAudioStreamProcessed(stream))
{
for (int i = 0; i < BUFFER_SIZE; i++)
{
int wl = SAMPLE_RATE / sineFrequency;
buffer[i] = MathF.Sin(2 * MathF.PI * sineIndex / wl);
sineIndex++;
if (sineIndex >= wl)
{
sineFrequency = newSineFrequency;
sineIndex = 0;
sineStartTime = GetTime();
}
}
fixed (float* bufferPtr = buffer)
{
UpdateAudioStream(stream, bufferPtr, BUFFER_SIZE);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText($"sine frequency: {sineFrequency}", screenWidth - 220, 10, 20, Color.Red);
DrawText($"pan: {pan:F2}", screenWidth - 220, 30, 20, Color.Red);
DrawText("Up/down to change frequency", 10, 10, 20, Color.DarkGray);
DrawText("Left/right to pan", 10, 30, 20, Color.DarkGray);
int windowStart = (int)((GetTime() - sineStartTime) * SAMPLE_RATE);
int windowSize = (int)(0.1f * SAMPLE_RATE);
int wavelength = SAMPLE_RATE / sineFrequency;
// Draw a sine wave with the same frequency as the one being sent to the audio stream
for (int i = 0; i < screenWidth; i++)
{
int t0 = windowStart + i * windowSize / screenWidth;
int t1 = windowStart + (i + 1) * windowSize / screenWidth;
Vector2 startPos = new Vector2(i, 250 + 50 * MathF.Sin(2 * MathF.PI * t0 / wavelength));
Vector2 endPos = new Vector2(i + 1, 250 + 50 * MathF.Sin(2 * MathF.PI * t1 / wavelength));
DrawLineV(startPos, endPos, Color.Red);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw stream");
SetTargetFPS(30);
//--------------------------------------------------------------------------------------
var game = new RawStream();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [audio] example - sound multi
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example contributed by Jeffery Myers (@JeffM2501) 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) 2023-2025 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Audio;
public partial class SoundMulti : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MAX_SOUNDS = 10;
public string Name => "Audio / Sound Multi";
public string Title => "raylib [audio] example - sound multi";
private Sound[] soundArray = new Sound[MAX_SOUNDS];
private int currentSound;
public void Init()
{
InitAudioDevice(); // Initialize audio device
// Load audio file into the first slot as the 'source' sound,
// this sound owns the sample data
soundArray[0] = LoadSound("resources/audio/sound.wav");
// Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
for (int i = 1; i < MAX_SOUNDS; i++) soundArray[i] = LoadSoundAlias(soundArray[0]);
currentSound = 0; // Set the sound list to the start
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
PlaySound(soundArray[currentSound]); // Play the next open sound slot
currentSound++; // Increment the sound slot
// If the sound slot is out of bounds, go back to 0
if (currentSound >= MAX_SOUNDS) currentSound = 0;
// NOTE: Another approach would be to look at the list for the first sound
// that is not playing and use that slot
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("Press SPACE to PLAY a WAV sound!", 200, 180, 20, Color.LightGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
for (int i = 1; i < MAX_SOUNDS; i++) UnloadSoundAlias(soundArray[i]); // Unload sound aliases
UnloadSound(soundArray[0]); // Unload source sound data
CloseAudioDevice(); // Close audio device
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound multi");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new SoundMulti();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [audio] example - sound positioning
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Le Juez Victor (@Bigfoot71) 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) 2025 Le Juez Victor (@Bigfoot71)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Audio;
public partial class SoundPositioning : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Audio / Sound Positioning";
public string Title => "raylib [audio] example - sound positioning";
public bool CursorDisabled => true;
private Sound sound;
private Camera3D camera;
public void Init()
{
InitAudioDevice();
sound = LoadSound("resources/audio/coin.wav");
camera = new Camera3D
{
Position = new Vector3(0, 5, 5),
Target = new Vector3(0, 0, 0),
Up = new Vector3(0, 1, 0),
FovY = 60,
Projection = CameraProjection.Perspective
};
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
float th = (float)GetTime();
Vector3 spherePos = new Vector3(
5.0f * MathF.Cos(th),
0.0f,
5.0f * MathF.Sin(th)
);
SetSoundPosition(camera, sound, spherePos, 1.0f);
if (!IsSoundPlaying(sound)) PlaySound(sound);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawGrid(10, 2);
DrawSphere(spherePos, 0.5f, Color.Red);
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadSound(sound);
CloseAudioDevice(); // Close audio device
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Set sound 3d position
private static void SetSoundPosition(Camera3D listener, Sound sound, Vector3 position, float maxDist)
{
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3.Subtract(position, listener.Position);
float distance = direction.Length();
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f / (1.0f + (distance / maxDist));
attenuation = Math.Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3.Normalize(direction);
Vector3 forward = Vector3.Normalize(Vector3.Subtract(listener.Target, listener.Position));
Vector3 right = Vector3.Normalize(Vector3.Cross(listener.Up, forward));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3.Dot(forward, normalizedDirection);
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct * 0.5f);
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f * Vector3.Dot(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound positioning");
DisableCursor();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new SoundPositioning();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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/*******************************************************************************************
*
* raylib [audio] example - stream callback
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example created by Dan Hoang (@dan-hoang) and reviewed by Ramon Santamaria (@raysan5)
*
* NOTE: Example sends a wave to the audio device,
* user gets the choice of four waves: sine, square, triangle, and sawtooth
* A stream is set up to play to the audio device; stream is hooked to a callback that
* generates a wave, that is determined by user choice
*
* 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) 2026 Dan Hoang (@dan-hoang)
*
********************************************************************************************/
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Raylib_cs.Raylib;
namespace Examples.Audio;
[ExcludeFromBrowser("SetAudioStreamCallback is unreliable on the wasm audio backend")]
public unsafe partial class StreamCallback : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int BUFFER_SIZE = 4096;
private const int SAMPLE_RATE = 44100;
// Wave type
private enum WaveType
{
Sine,
Square,
Triangle,
Sawtooth
}
public string Name => "Audio / Stream Callback";
public string Title => "raylib [audio] example - stream callback";
public int TargetFps => 30;
private static int waveFrequency = 440;
private static int newWaveFrequency = 440;
private static int waveIndex = 0;
// Buffer to keep the last second of uploaded audio,
// part of which will be drawn on the screen
private static readonly float[] buffer = new float[SAMPLE_RATE];
private static readonly string[] waveTypesAsString = { "sine", "square", "triangle", "sawtooth" };
private AudioStream stream;
private WaveType waveType;
public void Init()
{
InitAudioDevice();
waveFrequency = 440;
newWaveFrequency = 440;
waveIndex = 0;
Array.Clear(buffer, 0, buffer.Length);
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
PlayAudioStream(stream);
// Configure it so that the callback for waveType is called whenever stream is out of samples
waveType = WaveType.Sine;
SetWaveCallback();
}
// Attach the callback matching the current waveType to the stream
private void SetWaveCallback()
{
switch (waveType)
{
case WaveType.Sine: SetAudioStreamCallback(stream, &SineCallback); break;
case WaveType.Square: SetAudioStreamCallback(stream, &SquareCallback); break;
case WaveType.Triangle: SetAudioStreamCallback(stream, &TriangleCallback); break;
case WaveType.Sawtooth: SetAudioStreamCallback(stream, &SawtoothCallback); break;
}
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Up))
{
newWaveFrequency += 10;
if (newWaveFrequency > 12500) newWaveFrequency = 12500;
}
if (IsKeyDown(KeyboardKey.Down))
{
newWaveFrequency -= 10;
if (newWaveFrequency < 20) newWaveFrequency = 20;
}
if (IsKeyPressed(KeyboardKey.Left))
{
if (waveType == WaveType.Sine) waveType = WaveType.Sawtooth;
else if (waveType == WaveType.Square) waveType = WaveType.Sine;
else if (waveType == WaveType.Triangle) waveType = WaveType.Square;
else waveType = WaveType.Triangle;
SetWaveCallback();
}
if (IsKeyPressed(KeyboardKey.Right))
{
if (waveType == WaveType.Sine) waveType = WaveType.Square;
else if (waveType == WaveType.Square) waveType = WaveType.Triangle;
else if (waveType == WaveType.Triangle) waveType = WaveType.Sawtooth;
else waveType = WaveType.Sine;
SetWaveCallback();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText($"frequency: {newWaveFrequency}", screenWidth - 220, 10, 20, Color.Red);
DrawText($"wave type: {waveTypesAsString[(int)waveType]}", screenWidth - 220, 30, 20, Color.Red);
DrawText("Up/down to change frequency", 10, 10, 20, Color.DarkGray);
DrawText("Left/right to change wave type", 10, 30, 20, Color.DarkGray);
// Draw the last 10 ms of uploaded audio
for (int i = 0; i < screenWidth; i++)
{
Vector2 startPos = new Vector2(i, 250 - 50 * buffer[WaveSampleIndex(i)]);
Vector2 endPos = new Vector2(i + 1, 250 - 50 * buffer[WaveSampleIndex(i + 1)]);
DrawLineV(startPos, endPos, Color.Red);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
}
// Maps a screen column to a sample index in the last 10 ms of the buffer. The final column
// maps one sample past the end of the buffer; upstream C reads out of bounds there, so we
// clamp to the last valid sample (visually identical, but safe under C# bounds checking).
private static int WaveSampleIndex(int column)
{
int index = SAMPLE_RATE - SAMPLE_RATE / 100 + column * SAMPLE_RATE / 100 / screenWidth;
return index < SAMPLE_RATE ? index : SAMPLE_RATE - 1;
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
private static void SineCallback(void* framesOut, uint frameCount)
{
int fc = (int)frameCount;
int wavelength = SAMPLE_RATE / waveFrequency;
float* frames = (float*)framesOut;
// Synthesize the sine wave
for (int i = 0; i < fc; i++)
{
frames[i] = MathF.Sin(2 * MathF.PI * waveIndex / wavelength);
waveIndex++;
if (waveIndex >= wavelength)
{
waveFrequency = newWaveFrequency;
waveIndex = 0;
}
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - fc; i++) buffer[i] = buffer[i + fc];
for (int i = 0; i < fc; i++) buffer[SAMPLE_RATE - fc + i] = frames[i];
}
[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
private static void SquareCallback(void* framesOut, uint frameCount)
{
int fc = (int)frameCount;
int wavelength = SAMPLE_RATE / waveFrequency;
float* frames = (float*)framesOut;
// Synthesize the square wave
for (int i = 0; i < fc; i++)
{
frames[i] = (waveIndex < wavelength / 2) ? 1 : -1;
waveIndex++;
if (waveIndex >= wavelength)
{
waveFrequency = newWaveFrequency;
waveIndex = 0;
}
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - fc; i++) buffer[i] = buffer[i + fc];
for (int i = 0; i < fc; i++) buffer[SAMPLE_RATE - fc + i] = frames[i];
}
[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
private static void TriangleCallback(void* framesOut, uint frameCount)
{
int fc = (int)frameCount;
int wavelength = SAMPLE_RATE / waveFrequency;
float* frames = (float*)framesOut;
// Synthesize the triangle wave
for (int i = 0; i < fc; i++)
{
frames[i] = (waveIndex < wavelength / 2) ? (-1 + 2.0f * waveIndex / (wavelength / 2)) : (1 - 2.0f * (waveIndex - wavelength / 2) / (wavelength / 2));
waveIndex++;
if (waveIndex >= wavelength)
{
waveFrequency = newWaveFrequency;
waveIndex = 0;
}
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - fc; i++) buffer[i] = buffer[i + fc];
for (int i = 0; i < fc; i++) buffer[SAMPLE_RATE - fc + i] = frames[i];
}
[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
private static void SawtoothCallback(void* framesOut, uint frameCount)
{
int fc = (int)frameCount;
int wavelength = SAMPLE_RATE / waveFrequency;
float* frames = (float*)framesOut;
// Synthesize the sawtooth wave
for (int i = 0; i < fc; i++)
{
frames[i] = -1 + 2.0f * waveIndex / wavelength;
waveIndex++;
if (waveIndex >= wavelength)
{
waveFrequency = newWaveFrequency;
waveIndex = 0;
}
}
// Save the synthesized samples for later drawing
for (int i = 0; i < SAMPLE_RATE - fc; i++) buffer[i] = buffer[i + fc];
for (int i = 0; i < fc; i++) buffer[SAMPLE_RATE - fc + i] = frames[i];
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream callback");
SetTargetFPS(30);
//--------------------------------------------------------------------------------------
var game = new StreamCallback();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -0,0 +1,222 @@
/*******************************************************************************************
*
* raylib [audio] example - stream effects
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 4.2, last time updated with raylib 5.0
*
* 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) 2022-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Raylib_cs.Raylib;
namespace Examples.Audio;
[ExcludeFromBrowser("AttachAudioStreamProcessor is unreliable on the wasm audio backend")]
public unsafe partial class StreamEffects : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Audio / Stream Effects";
public string Title => "raylib [audio] example - stream effects";
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
private static float[] delayBuffer = null;
private static uint delayBufferSize = 0;
private static uint delayReadIndex = 2;
private static uint delayWriteIndex = 0;
// Low-pass filter state (was a function-local static in the C example)
private static readonly float[] low = { 0.0f, 0.0f };
private Music music;
private float timePlayed;
private bool pause;
private bool enableEffectLPF;
private bool enableEffectDelay;
public void Init()
{
InitAudioDevice(); // Initialize audio device
music = LoadMusicStream("resources/audio/country.mp3");
// Allocate buffer for the delay effect
delayBufferSize = 48000 * 2; // 1 second delay (device sampleRate*channels)
delayBuffer = new float[delayBufferSize];
delayReadIndex = 2;
delayWriteIndex = 0;
low[0] = 0.0f;
low[1] = 0.0f;
PlayMusicStream(music);
timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
pause = false; // Music playing paused
enableEffectLPF = false; // Enable effect low-pass-filter
enableEffectDelay = false; // Enable effect delay (1 second)
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KeyboardKey.Space))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KeyboardKey.P))
{
pause = !pause;
if (pause) PauseMusicStream(music);
else ResumeMusicStream(music);
}
// Add/Remove effect: lowpass filter
if (IsKeyPressed(KeyboardKey.F))
{
enableEffectLPF = !enableEffectLPF;
if (enableEffectLPF) AttachAudioStreamProcessor(music.Stream, &AudioProcessEffectLPF);
else DetachAudioStreamProcessor(music.Stream, &AudioProcessEffectLPF);
}
// Add/Remove effect: delay
if (IsKeyPressed(KeyboardKey.D))
{
enableEffectDelay = !enableEffectDelay;
if (enableEffectDelay) AttachAudioStreamProcessor(music.Stream, &AudioProcessEffectDelay);
else DetachAudioStreamProcessor(music.Stream, &AudioProcessEffectDelay);
}
// Get normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music) / GetMusicTimeLength(music);
if (timePlayed > 1.0f) timePlayed = 1.0f; // Make sure time played is no longer than music
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("MUSIC SHOULD BE PLAYING!", 245, 150, 20, Color.LightGray);
DrawRectangle(200, 180, 400, 12, Color.LightGray);
DrawRectangle(200, 180, (int)(timePlayed * 400.0f), 12, Color.Maroon);
DrawRectangleLines(200, 180, 400, 12, Color.Gray);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, Color.LightGray);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, Color.LightGray);
DrawText($"PRESS F TO TOGGLE LPF EFFECT: {(enableEffectLPF ? "ON" : "OFF")}", 200, 320, 20, Color.Gray);
DrawText($"PRESS D TO TOGGLE DELAY EFFECT: {(enableEffectDelay ? "ON" : "OFF")}", 180, 350, 20, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
delayBuffer = null; // Free delay buffer
}
//------------------------------------------------------------------------------------
// Module Functions Definition
//------------------------------------------------------------------------------------
// Audio effect: lowpass filter
[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
private static void AudioProcessEffectLPF(void* buffer, uint frames)
{
const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
// Converts the buffer data before using it
float* bufferData = (float*)buffer;
for (uint i = 0; i < frames * 2; i += 2)
{
float l = bufferData[i];
float r = bufferData[i + 1];
low[0] += k * (l - low[0]);
low[1] += k * (r - low[1]);
bufferData[i] = low[0];
bufferData[i + 1] = low[1];
}
}
// Audio effect: delay
[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
private static void AudioProcessEffectDelay(void* buffer, uint frames)
{
float* bufferData = (float*)buffer;
fixed (float* delay = delayBuffer)
{
for (uint i = 0; i < frames * 2; i += 2)
{
float leftDelay = delay[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related???
float rightDelay = delay[delayReadIndex++];
if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
bufferData[i] = 0.5f * bufferData[i] + 0.5f * leftDelay;
bufferData[i + 1] = 0.5f * bufferData[i + 1] + 0.5f * rightDelay;
delay[delayWriteIndex++] = bufferData[i];
delay[delayWriteIndex++] = bufferData[i + 1];
if (delayWriteIndex == delayBufferSize) delayWriteIndex = 0;
}
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream effects");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new StreamEffects();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}