Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/Audio/MusicStreamDemo.cs
tiger tiger tiger 8c22e68c2a
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')
2026-07-30 18:34:34 +01:00

192 lines
6 KiB
C#

/*******************************************************************************************
*
* raylib [audio] example - music stream
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 1.3, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Audio;
public partial class MusicStreamDemo : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Audio / Music Stream Demo";
public string Title => "raylib [audio] example - music stream";
public int TargetFps => 30;
private Music music;
private float timePlayed;
private bool pause;
private float pan;
private float volume;
public void Init()
{
InitAudioDevice(); // Initialize audio device
music = LoadMusicStream("resources/audio/country.mp3");
PlayMusicStream(music);
timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
pause = false; // Music playing paused
pan = 0.0f; // Default audio pan center [-1.0f..1.0f]
SetMusicPan(music, pan);
volume = 0.8f; // Default audio volume [0.0f..1.0f]
SetMusicVolume(music, volume);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KeyboardKey.Space))
{
StopMusicStream(music);
PlayMusicStream(music);
}
// Pause/Resume music playing
if (IsKeyPressed(KeyboardKey.P))
{
pause = !pause;
if (pause)
{
PauseMusicStream(music);
}
else
{
ResumeMusicStream(music);
}
}
// Set audio pan
if (IsKeyDown(KeyboardKey.Left))
{
pan -= 0.05f;
if (pan < -1.0f)
{
pan = -1.0f;
}
SetMusicPan(music, pan);
}
else if (IsKeyDown(KeyboardKey.Right))
{
pan += 0.05f;
if (pan > 1.0f)
{
pan = 1.0f;
}
SetMusicPan(music, pan);
}
// Set audio volume
if (IsKeyDown(KeyboardKey.Down))
{
volume -= 0.05f;
if (volume < 0.0f)
{
volume = 0.0f;
}
SetMusicVolume(music, volume);
}
else if (IsKeyDown(KeyboardKey.Up))
{
volume += 0.05f;
if (volume > 1.0f)
{
volume = 1.0f;
}
SetMusicVolume(music, volume);
}
// Get normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music) / GetMusicTimeLength(music);
if (timePlayed > 1.0f)
{
timePlayed = 1.0f; // Make sure time played is no longer than music
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, Color.LightGray);
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, Color.DarkBlue);
DrawRectangle(300, 100, 200, 12, Color.LightGray);
DrawRectangleLines(300, 100, 200, 12, Color.Gray);
DrawRectangle((int)(300 + (pan + 1.0f) / 2.0f * 200 - 5), 92, 10, 28, Color.DarkGray);
DrawRectangle(200, 200, 400, 12, Color.LightGray);
DrawRectangle(200, 200, (int)(timePlayed * 400.0f), 12, Color.Maroon);
DrawRectangleLines(200, 200, 400, 12, Color.Gray);
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, Color.LightGray);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, Color.LightGray);
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, Color.DarkGreen);
DrawRectangle(300, 360, 200, 12, Color.LightGray);
DrawRectangleLines(300, 360, 200, 12, Color.Gray);
DrawRectangle((int)(300 + volume * 200 - 5), 352, 10, 28, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadMusicStream(music); // Unload music stream buffers from RAM
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music stream");
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//--------------------------------------------------------------------------------------
var game = new MusicStreamDemo();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}