feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
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Examples/Audio/MixedProcessor.cs
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Examples/Audio/MixedProcessor.cs
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/*******************************************************************************************
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*
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* raylib [audio] example - mixed processor
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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 4.2
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*
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* Example contributed by hkc (@hatkidchan) and reviewed by Ramon Santamaria (@raysan5)
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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) 2023-2025 hkc (@hatkidchan)
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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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[ExcludeFromBrowser("AttachAudioMixedProcessor callback is unreliable on the wasm audio backend")]
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public unsafe partial class MixedProcessor : 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 / Mixed Processor";
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public string Title => "raylib [audio] example - mixed processor";
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private static float exponent = 1.0f; // Audio exponentiation value
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private static readonly float[] averageVolume = new float[400]; // Average volume history
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private Music music;
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private Sound sound;
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//------------------------------------------------------------------------------------
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// Audio processing function
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//------------------------------------------------------------------------------------
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[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
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private static void ProcessAudio(void* buffer, uint frames)
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{
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float* samples = (float*)buffer; // Samples internally stored as <float>s
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float average = 0.0f; // Temporary average volume
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for (uint frame = 0; frame < frames; frame++)
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{
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float* left = &samples[frame * 2 + 0];
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float* right = &samples[frame * 2 + 1];
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*left = MathF.Pow(MathF.Abs(*left), exponent) * ((*left < 0.0f) ? -1.0f : 1.0f);
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*right = MathF.Pow(MathF.Abs(*right), exponent) * ((*right < 0.0f) ? -1.0f : 1.0f);
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average += MathF.Abs(*left) / frames; // accumulating average volume
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average += MathF.Abs(*right) / frames;
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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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averageVolume[399] = average; // Adding last average value
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}
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public void Init()
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{
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InitAudioDevice(); // Initialize audio device
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exponent = 1.0f;
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Array.Clear(averageVolume, 0, averageVolume.Length);
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AttachAudioMixedProcessor(&ProcessAudio);
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music = LoadMusicStream("resources/audio/country.mp3");
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sound = LoadSound("resources/audio/coin.wav");
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PlayMusicStream(music);
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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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// 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 (exponent <= 0.5f) exponent = 0.5f;
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if (exponent >= 3.0f) exponent = 3.0f;
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if (IsKeyPressed(KeyboardKey.Space)) PlaySound(sound);
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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!", 255, 150, 20, Color.LightGray);
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DrawText($"EXPONENT = {exponent:F2}", 215, 180, 20, Color.LightGray);
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DrawRectangle(199, 199, 402, 34, Color.LightGray);
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for (int i = 0; i < 400; i++)
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{
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DrawLine(201 + i, 232 - (int)(averageVolume[i] * 32), 201 + i, 232, Color.Maroon);
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}
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DrawRectangleLines(199, 199, 402, 34, Color.Gray);
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DrawText("PRESS SPACE TO PLAY OTHER SOUND", 200, 250, 20, Color.LightGray);
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DrawText("USE LEFT AND RIGHT ARROWS TO ALTER DISTORTION", 140, 280, 20, Color.LightGray);
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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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DetachAudioMixedProcessor(&ProcessAudio); // Disconnect audio processor
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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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 - mixed processor");
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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 MixedProcessor();
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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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