* 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')
369 lines
12 KiB
C#
369 lines
12 KiB
C#
/*******************************************************************************************
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*
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* raylib [audio] example - stream callback
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example created by Dan Hoang (@dan-hoang) and reviewed by Ramon Santamaria (@raysan5)
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*
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* NOTE: Example sends a wave to the audio device,
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* user gets the choice of four waves: sine, square, triangle, and sawtooth
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* A stream is set up to play to the audio device; stream is hooked to a callback that
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* generates a wave, that is determined by user choice
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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) 2026 Dan Hoang (@dan-hoang)
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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("SetAudioStreamCallback is unreliable on the wasm audio backend")]
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public unsafe partial class StreamCallback : 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 BUFFER_SIZE = 4096;
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private const int SAMPLE_RATE = 44100;
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// Wave type
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private enum WaveType
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{
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Sine,
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Square,
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Triangle,
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Sawtooth
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}
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public string Name => "Audio / Stream Callback";
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public string Title => "raylib [audio] example - stream callback";
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public int TargetFps => 30;
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private static int waveFrequency = 440;
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private static int newWaveFrequency = 440;
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private static int waveIndex = 0;
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// Buffer to keep the last second of uploaded audio,
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// part of which will be drawn on the screen
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private static readonly float[] buffer = new float[SAMPLE_RATE];
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private static readonly string[] waveTypesAsString = { "sine", "square", "triangle", "sawtooth" };
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private AudioStream stream;
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private WaveType waveType;
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public void Init()
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{
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InitAudioDevice();
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waveFrequency = 440;
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newWaveFrequency = 440;
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waveIndex = 0;
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Array.Clear(buffer, 0, buffer.Length);
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// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
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SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
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// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
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stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
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PlayAudioStream(stream);
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// Configure it so that the callback for waveType is called whenever stream is out of samples
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waveType = WaveType.Sine;
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SetWaveCallback();
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}
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// Attach the callback matching the current waveType to the stream
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private void SetWaveCallback()
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{
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switch (waveType)
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{
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case WaveType.Sine:
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SetAudioStreamCallback(stream, &SineCallback);
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break;
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case WaveType.Square:
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SetAudioStreamCallback(stream, &SquareCallback);
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break;
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case WaveType.Triangle:
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SetAudioStreamCallback(stream, &TriangleCallback);
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break;
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case WaveType.Sawtooth:
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SetAudioStreamCallback(stream, &SawtoothCallback);
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break;
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}
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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 (IsKeyDown(KeyboardKey.Up))
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{
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newWaveFrequency += 10;
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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)
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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)
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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)
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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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//----------------------------------------------------------------------------------
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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($"frequency: {newWaveFrequency}", screenWidth - 220, 10, 20, Color.Red);
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DrawText($"wave type: {waveTypesAsString[(int)waveType]}", screenWidth - 220, 30, 20, Color.Red);
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DrawText("Up/down to change frequency", 10, 10, 20, Color.DarkGray);
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DrawText("Left/right to change wave type", 10, 30, 20, Color.DarkGray);
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// Draw the last 10 ms of uploaded audio
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for (int i = 0; i < screenWidth; i++)
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{
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Vector2 startPos = new Vector2(i, 250 - 50 * buffer[WaveSampleIndex(i)]);
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Vector2 endPos = new Vector2(i + 1, 250 - 50 * buffer[WaveSampleIndex(i + 1)]);
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DrawLineV(startPos, endPos, Color.Red);
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}
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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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UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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}
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// Maps a screen column to a sample index in the last 10 ms of the buffer. The final column
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// maps one sample past the end of the buffer; upstream C reads out of bounds there, so we
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// clamp to the last valid sample (visually identical, but safe under C# bounds checking).
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private static int WaveSampleIndex(int column)
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{
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int index = SAMPLE_RATE - SAMPLE_RATE / 100 + column * SAMPLE_RATE / 100 / screenWidth;
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return index < SAMPLE_RATE ? index : SAMPLE_RATE - 1;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definition
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//------------------------------------------------------------------------------------
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[UnmanagedCallersOnly(CallConvs = new[] { typeof(CallConvCdecl) })]
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private static void SineCallback(void* framesOut, uint frameCount)
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{
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int fc = (int)frameCount;
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int wavelength = SAMPLE_RATE / waveFrequency;
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float* frames = (float*)framesOut;
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// Synthesize the sine wave
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for (int i = 0; i < fc; i++)
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{
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frames[i] = MathF.Sin(2 * MathF.PI * waveIndex / wavelength);
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waveIndex++;
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if (waveIndex >= wavelength)
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{
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waveFrequency = newWaveFrequency;
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waveIndex = 0;
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}
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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++)
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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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private static void SquareCallback(void* framesOut, uint frameCount)
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{
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int fc = (int)frameCount;
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int wavelength = SAMPLE_RATE / waveFrequency;
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float* frames = (float*)framesOut;
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// Synthesize the square wave
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for (int i = 0; i < fc; i++)
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{
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frames[i] = (waveIndex < wavelength / 2) ? 1 : -1;
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waveIndex++;
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if (waveIndex >= wavelength)
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{
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waveFrequency = newWaveFrequency;
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waveIndex = 0;
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}
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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++)
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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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private static void TriangleCallback(void* framesOut, uint frameCount)
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{
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int fc = (int)frameCount;
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int wavelength = SAMPLE_RATE / waveFrequency;
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float* frames = (float*)framesOut;
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// Synthesize the triangle wave
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for (int i = 0; i < fc; i++)
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{
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frames[i] = (waveIndex < wavelength / 2) ? (-1 + 2.0f * waveIndex / (wavelength / 2)) : (1 - 2.0f * (waveIndex - wavelength / 2) / (wavelength / 2));
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waveIndex++;
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if (waveIndex >= wavelength)
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{
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waveFrequency = newWaveFrequency;
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waveIndex = 0;
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}
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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++)
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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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private static void SawtoothCallback(void* framesOut, uint frameCount)
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{
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int fc = (int)frameCount;
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int wavelength = SAMPLE_RATE / waveFrequency;
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float* frames = (float*)framesOut;
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// Synthesize the sawtooth wave
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for (int i = 0; i < fc; i++)
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{
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frames[i] = -1 + 2.0f * waveIndex / wavelength;
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waveIndex++;
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if (waveIndex >= wavelength)
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{
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waveFrequency = newWaveFrequency;
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waveIndex = 0;
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}
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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++)
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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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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream callback");
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SetTargetFPS(30);
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//--------------------------------------------------------------------------------------
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var game = new StreamCallback();
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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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