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/SoundMulti.cs
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114
Examples/Audio/SoundMulti.cs
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/*******************************************************************************************
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*
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* raylib [audio] example - sound multi
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.0
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*
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* Example contributed by Jeffery Myers (@JeffM2501) 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 Jeffery Myers (@JeffM2501)
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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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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const int MAX_SOUNDS = 10;
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public string Name => "Audio / Sound Multi";
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public string Title => "raylib [audio] example - sound multi";
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private Sound[] soundArray = new Sound[MAX_SOUNDS];
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private int currentSound;
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public void Init()
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{
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InitAudioDevice(); // Initialize audio device
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// Load audio file into the first slot as the 'source' sound,
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// this sound owns the sample data
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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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currentSound = 0; // Set the sound list to the start
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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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if (IsKeyPressed(KeyboardKey.Space))
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{
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PlaySound(soundArray[currentSound]); // Play the next open sound slot
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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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// 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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}
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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("Press SPACE to PLAY a WAV sound!", 200, 180, 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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for (int i = 1; i < MAX_SOUNDS; i++) UnloadSoundAlias(soundArray[i]); // Unload sound aliases
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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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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 - sound multi");
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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 SoundMulti();
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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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