WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
This commit is contained in:
parent
b207e633ae
commit
8c22e68c2a
236 changed files with 40405 additions and 10896 deletions
177
Examples/Audio/MixedProcessor.cs
Normal file
177
Examples/Audio/MixedProcessor.cs
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue