100 lines
No EOL
4.2 KiB
C
100 lines
No EOL
4.2 KiB
C
/*******************************************************************************************
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*
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* raylib [audio] example - sound loading
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 1.1, last time updated with raylib 6.0
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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) 2014-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: malloc(), free()
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#include <string.h> // Required for: memcpy()
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading");
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InitAudioDevice(); // Initialize audio device
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Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
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Sound fxOgg = LoadSound("resources/target.ogg"); // Load OGG audio file
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bool soundReversed = false;
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float *soundData = malloc(sizeof(float)*fxWav.frameCount*fxWav.stream.channels);
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float *scratchSoundData = malloc(sizeof(float)*fxWav.frameCount*fxWav.stream.channels);
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Wave wave = LoadWave("resources/sound.wav");
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// Sounds always have 32bit sampleSize:
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WaveFormat(&wave, fxWav.stream.sampleRate, 32, fxWav.stream.channels);
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memcpy(soundData, wave.data, sizeof(float)*fxWav.frameCount*fxWav.stream.channels);
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UnloadWave(wave);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_R))
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{
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soundReversed = !soundReversed;
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for (unsigned int i = 0; i < fxWav.frameCount; i++)
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{
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unsigned int src = (soundReversed)? fxWav.frameCount - 1 - i : i;
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// Sounds always have STEREO channels:
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scratchSoundData[i * fxWav.stream.channels + 0] = soundData[src * fxWav.stream.channels + 0];
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scratchSoundData[i * fxWav.stream.channels + 1] = soundData[src * fxWav.stream.channels + 1];
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}
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UpdateSound(fxWav, scratchSoundData, fxWav.frameCount);
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}
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if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
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if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY);
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DrawText(TextFormat("Press R to REVERSE the WAV sound : "), 120, 220, 20, LIGHTGRAY);
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DrawText((soundReversed)? "BACKWARDS" : "FORWARDS", 525, 220, 20, (soundReversed)? MAROON : DARKGREEN);
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DrawText("Press ENTER to PLAY the OGG sound!", 200, 260, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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free(soundData);
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free(scratchSoundData);
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UnloadSound(fxWav); // Unload sound data
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UnloadSound(fxOgg); // Unload sound data
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CloseAudioDevice(); // Close audio device
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |