chore: clean up linter warnings
This commit is contained in:
parent
23b3659b1b
commit
dfc34997bc
217 changed files with 1863 additions and 1077 deletions
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@ -15,10 +15,6 @@
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public unsafe partial class AmpEnvelope : IExample
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@ -89,9 +85,15 @@ public unsafe partial class AmpEnvelope : IExample
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.Space)) env.State = ADSRState.Attack;
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if (IsKeyPressed(KeyboardKey.Space))
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{
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env.State = ADSRState.Attack;
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}
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if (IsKeyReleased(KeyboardKey.Space) && (env.State != ADSRState.Idle)) env.State = ADSRState.Release;
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if (IsKeyReleased(KeyboardKey.Space) && (env.State != ADSRState.Idle))
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{
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env.State = ADSRState.Release;
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}
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if (IsAudioStreamProcessed(stream))
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{
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@ -106,7 +108,11 @@ public unsafe partial class AmpEnvelope : IExample
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else
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{
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// Clear buffer if silent to avoid looping noise
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for (int i = 0; i < BUFFER_SIZE; i++) buffer[i] = 0;
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for (int i = 0; i < BUFFER_SIZE; i++)
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{
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buffer[i] = 0;
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}
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audioTime = 0.0f;
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}
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@ -116,7 +122,10 @@ public unsafe partial class AmpEnvelope : IExample
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}
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}
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if (!IsAudioStreamPlaying(stream)) PlayAudioStream(stream);
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if (!IsAudioStreamPlaying(stream))
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{
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PlayAudioStream(stream);
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}
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//----------------------------------------------------------------------------------
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// Draw
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@ -15,10 +15,8 @@
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*
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********************************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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@ -60,7 +58,10 @@ public unsafe partial class MixedProcessor : IExample
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}
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// Moving history to the left
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for (int i = 0; i < 399; i++) averageVolume[i] = averageVolume[i + 1];
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for (int i = 0; i < 399; i++)
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{
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averageVolume[i] = averageVolume[i + 1];
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}
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averageVolume[399] = average; // Adding last average value
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}
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@ -88,13 +89,30 @@ public unsafe partial class MixedProcessor : IExample
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// Modify processing variables
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.Left)) exponent -= 0.05f;
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if (IsKeyPressed(KeyboardKey.Right)) exponent += 0.05f;
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if (IsKeyPressed(KeyboardKey.Left))
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{
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exponent -= 0.05f;
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}
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if (exponent <= 0.5f) exponent = 0.5f;
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if (exponent >= 3.0f) exponent = 3.0f;
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if (IsKeyPressed(KeyboardKey.Right))
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{
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exponent += 0.05f;
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}
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if (IsKeyPressed(KeyboardKey.Space)) PlaySound(sound);
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if (exponent <= 0.5f)
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{
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exponent = 0.5f;
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}
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if (exponent >= 3.0f)
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{
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exponent = 3.0f;
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}
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if (IsKeyPressed(KeyboardKey.Space))
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{
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PlaySound(sound);
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}
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// Draw
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//----------------------------------------------------------------------------------
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@ -13,9 +13,6 @@
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public partial class ModulePlaying : IExample
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@ -13,8 +13,6 @@
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public partial class MusicStreamDemo : IExample
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@ -15,10 +15,6 @@
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public unsafe partial class RawStream : IExample
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@ -71,26 +67,40 @@ public unsafe partial class RawStream : IExample
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if (IsKeyDown(KeyboardKey.Up))
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{
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newSineFrequency += 10;
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if (newSineFrequency > 12500) newSineFrequency = 12500;
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if (newSineFrequency > 12500)
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{
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newSineFrequency = 12500;
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}
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}
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if (IsKeyDown(KeyboardKey.Down))
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{
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newSineFrequency -= 10;
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if (newSineFrequency < 20) newSineFrequency = 20;
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if (newSineFrequency < 20)
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{
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newSineFrequency = 20;
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}
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}
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if (IsKeyDown(KeyboardKey.Left))
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{
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pan -= 0.01f;
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if (pan < -1.0f) pan = -1.0f;
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if (pan < -1.0f)
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{
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pan = -1.0f;
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}
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SetAudioStreamPan(stream, pan);
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}
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if (IsKeyDown(KeyboardKey.Right))
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{
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pan += 0.01f;
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if (pan > 1.0f) pan = 1.0f;
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if (pan > 1.0f)
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{
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pan = 1.0f;
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}
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SetAudioStreamPan(stream, pan);
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}
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@ -13,8 +13,6 @@
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public partial class SoundLoading : IExample
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public partial class SoundMulti : IExample
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@ -42,7 +40,10 @@ public partial class SoundMulti : IExample
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soundArray[0] = LoadSound("resources/audio/sound.wav");
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// Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
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for (int i = 1; i < MAX_SOUNDS; i++) soundArray[i] = LoadSoundAlias(soundArray[0]);
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for (int i = 1; i < MAX_SOUNDS; i++)
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{
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soundArray[i] = LoadSoundAlias(soundArray[0]);
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}
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currentSound = 0; // Set the sound list to the start
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}
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currentSound++; // Increment the sound slot
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// If the sound slot is out of bounds, go back to 0
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if (currentSound >= MAX_SOUNDS) currentSound = 0;
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if (currentSound >= MAX_SOUNDS)
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{
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currentSound = 0;
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}
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// NOTE: Another approach would be to look at the list for the first sound
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// that is not playing and use that slot
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@ -78,7 +82,11 @@ public partial class SoundMulti : IExample
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public void Unload()
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{
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for (int i = 1; i < MAX_SOUNDS; i++) UnloadSoundAlias(soundArray[i]); // Unload sound aliases
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for (int i = 1; i < MAX_SOUNDS; i++)
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{
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UnloadSoundAlias(soundArray[i]); // Unload sound aliases
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}
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UnloadSound(soundArray[0]); // Unload source sound data
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CloseAudioDevice(); // Close audio device
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public partial class SoundPositioning : IExample
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@ -67,7 +63,10 @@ public partial class SoundPositioning : IExample
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SetSoundPosition(camera, sound, spherePos, 1.0f);
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if (!IsSoundPlaying(sound)) PlaySound(sound);
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if (!IsSoundPlaying(sound))
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{
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PlaySound(sound);
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}
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//----------------------------------------------------------------------------------
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// Draw
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@ -112,7 +111,10 @@ public partial class SoundPositioning : IExample
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// Reduce volume for sounds behind the listener
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float dotProduct = Vector3.Dot(forward, normalizedDirection);
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if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct * 0.5f);
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if (dotProduct < 0.0f)
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{
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attenuation *= (1.0f + dotProduct * 0.5f);
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}
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// Set stereo panning based on sound position relative to listener
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float pan = 0.5f + 0.5f * Vector3.Dot(normalizedDirection, right);
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@ -20,11 +20,8 @@
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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@ -105,31 +102,61 @@ public unsafe partial class StreamCallback : IExample
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if (IsKeyDown(KeyboardKey.Up))
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{
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newWaveFrequency += 10;
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if (newWaveFrequency > 12500) newWaveFrequency = 12500;
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if (newWaveFrequency > 12500)
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{
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newWaveFrequency = 12500;
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}
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}
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if (IsKeyDown(KeyboardKey.Down))
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{
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newWaveFrequency -= 10;
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if (newWaveFrequency < 20) newWaveFrequency = 20;
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if (newWaveFrequency < 20)
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{
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newWaveFrequency = 20;
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}
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}
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if (IsKeyPressed(KeyboardKey.Left))
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{
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if (waveType == WaveType.Sine) waveType = WaveType.Sawtooth;
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else if (waveType == WaveType.Square) waveType = WaveType.Sine;
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else if (waveType == WaveType.Triangle) waveType = WaveType.Square;
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else waveType = WaveType.Triangle;
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if (waveType == WaveType.Sine)
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{
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waveType = WaveType.Sawtooth;
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}
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else if (waveType == WaveType.Square)
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{
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waveType = WaveType.Sine;
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}
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else if (waveType == WaveType.Triangle)
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{
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waveType = WaveType.Square;
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}
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else
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{
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waveType = WaveType.Triangle;
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}
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SetWaveCallback();
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}
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if (IsKeyPressed(KeyboardKey.Right))
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{
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if (waveType == WaveType.Sine) waveType = WaveType.Square;
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else if (waveType == WaveType.Square) waveType = WaveType.Triangle;
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else if (waveType == WaveType.Triangle) waveType = WaveType.Sawtooth;
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else waveType = WaveType.Sine;
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if (waveType == WaveType.Sine)
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{
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waveType = WaveType.Square;
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}
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else if (waveType == WaveType.Square)
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{
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waveType = WaveType.Triangle;
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}
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else if (waveType == WaveType.Triangle)
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{
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waveType = WaveType.Sawtooth;
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}
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else
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{
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waveType = WaveType.Sine;
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}
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SetWaveCallback();
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}
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@ -197,8 +224,15 @@ public unsafe partial class StreamCallback : IExample
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - fc; i++) buffer[i] = buffer[i + fc];
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for (int i = 0; i < fc; i++) buffer[SAMPLE_RATE - fc + i] = frames[i];
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for (int i = 0; i < SAMPLE_RATE - fc; i++)
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{
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buffer[i] = buffer[i + fc];
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}
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for (int i = 0; i < fc; i++)
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{
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buffer[SAMPLE_RATE - fc + i] = frames[i];
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}
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}
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[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
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@ -222,8 +256,15 @@ public unsafe partial class StreamCallback : IExample
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - fc; i++) buffer[i] = buffer[i + fc];
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for (int i = 0; i < fc; i++) buffer[SAMPLE_RATE - fc + i] = frames[i];
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for (int i = 0; i < SAMPLE_RATE - fc; i++)
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{
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buffer[i] = buffer[i + fc];
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}
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for (int i = 0; i < fc; i++)
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{
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buffer[SAMPLE_RATE - fc + i] = frames[i];
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}
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}
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[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
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@ -247,8 +288,15 @@ public unsafe partial class StreamCallback : IExample
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - fc; i++) buffer[i] = buffer[i + fc];
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for (int i = 0; i < fc; i++) buffer[SAMPLE_RATE - fc + i] = frames[i];
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for (int i = 0; i < SAMPLE_RATE - fc; i++)
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{
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buffer[i] = buffer[i + fc];
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}
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for (int i = 0; i < fc; i++)
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{
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buffer[SAMPLE_RATE - fc + i] = frames[i];
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}
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}
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[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
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@ -272,8 +320,15 @@ public unsafe partial class StreamCallback : IExample
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - fc; i++) buffer[i] = buffer[i + fc];
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for (int i = 0; i < fc; i++) buffer[SAMPLE_RATE - fc + i] = frames[i];
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for (int i = 0; i < SAMPLE_RATE - fc; i++)
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{
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buffer[i] = buffer[i + fc];
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}
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for (int i = 0; i < fc; i++)
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{
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buffer[SAMPLE_RATE - fc + i] = frames[i];
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}
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}
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public static int Main()
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@ -15,7 +15,6 @@
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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@ -87,30 +86,51 @@ public unsafe partial class StreamEffects : IExample
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{
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pause = !pause;
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if (pause) PauseMusicStream(music);
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else ResumeMusicStream(music);
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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) AttachAudioStreamProcessor(music.Stream, &AudioProcessEffectLPF);
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else DetachAudioStreamProcessor(music.Stream, &AudioProcessEffectLPF);
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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) AttachAudioStreamProcessor(music.Stream, &AudioProcessEffectDelay);
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else DetachAudioStreamProcessor(music.Stream, &AudioProcessEffectDelay);
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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) timePlayed = 1.0f; // Make sure time played is no longer than 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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@ -180,14 +200,20 @@ public unsafe partial class StreamEffects : IExample
|
|||
float leftDelay = delay[delayReadIndex++]; // ERROR: Reading buffer -> WHY??? Maybe thread related???
|
||||
float rightDelay = delay[delayReadIndex++];
|
||||
|
||||
if (delayReadIndex == delayBufferSize) delayReadIndex = 0;
|
||||
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;
|
||||
if (delayWriteIndex == delayBufferSize)
|
||||
{
|
||||
delayWriteIndex = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue