* 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')
192 lines
6 KiB
C#
192 lines
6 KiB
C#
/*******************************************************************************************
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*
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* raylib [audio] example - raw stream
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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 1.6, last time updated with raylib 6.0
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*
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* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
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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) 2015-2026 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
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*
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********************************************************************************************/
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namespace Examples.Audio;
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public unsafe partial class RawStream : 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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public string Name => "Audio / Raw Stream";
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public string Title => "raylib [audio] example - raw stream";
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public int TargetFps => 30;
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private float[] buffer;
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private AudioStream stream;
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private float pan;
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private int sineFrequency;
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private int newSineFrequency;
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private int sineIndex;
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private double sineStartTime;
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public void Init()
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{
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InitAudioDevice();
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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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buffer = new float[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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pan = 0.0f;
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SetAudioStreamPan(stream, pan);
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PlayAudioStream(stream);
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sineFrequency = 440;
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newSineFrequency = 440;
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sineIndex = 0;
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sineStartTime = 0.0;
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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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newSineFrequency += 10;
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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)
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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)
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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)
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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 (IsAudioStreamProcessed(stream))
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{
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for (int i = 0; i < BUFFER_SIZE; i++)
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{
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int wl = SAMPLE_RATE / sineFrequency;
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buffer[i] = MathF.Sin(2 * MathF.PI * sineIndex / wl);
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sineIndex++;
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if (sineIndex >= wl)
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{
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sineFrequency = newSineFrequency;
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sineIndex = 0;
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sineStartTime = GetTime();
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}
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}
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fixed (float* bufferPtr = buffer)
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{
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UpdateAudioStream(stream, bufferPtr, BUFFER_SIZE);
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}
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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($"sine frequency: {sineFrequency}", screenWidth - 220, 10, 20, Color.Red);
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DrawText($"pan: {pan:F2}", 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 pan", 10, 30, 20, Color.DarkGray);
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int windowStart = (int)((GetTime() - sineStartTime) * SAMPLE_RATE);
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int windowSize = (int)(0.1f * SAMPLE_RATE);
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int wavelength = SAMPLE_RATE / sineFrequency;
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// Draw a sine wave with the same frequency as the one being sent to the audio stream
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for (int i = 0; i < screenWidth; i++)
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{
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int t0 = windowStart + i * windowSize / screenWidth;
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int t1 = windowStart + (i + 1) * windowSize / screenWidth;
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Vector2 startPos = new Vector2(i, 250 + 50 * MathF.Sin(2 * MathF.PI * t0 / wavelength));
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Vector2 endPos = new Vector2(i + 1, 250 + 50 * MathF.Sin(2 * MathF.PI * t1 / wavelength));
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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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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 - raw stream");
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SetTargetFPS(30);
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//--------------------------------------------------------------------------------------
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var game = new RawStream();
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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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