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