Add audio processors to the streams system.
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@ -14,6 +14,23 @@
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#define AUDIO_THREAD_MUSIC_UPDATE true
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// a simple lowpass filter applied to the music stream
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static void audioEffectDemo(float* buffer, unsigned int nframes)
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{
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static float low[2] = { 0.0f, 0.0f };
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static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
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const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
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for (unsigned int i = 0; i < nframes*2; i+=2)
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{
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float l = buffer[i], r = buffer[i + 1];
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low[0] += k * (l - low[0]);
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low[1] += k * (r - low[1]);
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buffer[i] = low[0];
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buffer[i + 1] = low[1];
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}
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}
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int main(void)
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{
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// Initialization
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@ -32,6 +49,7 @@ int main(void)
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float timePlayed = 0.0f;
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bool pause = false;
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bool hasfx = false;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -62,6 +80,20 @@ int main(void)
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else ResumeMusicStream(music);
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}
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// Add/Remove effect
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if (IsKeyPressed(KEY_F))
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{
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hasfx = !hasfx;
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if (hasfx)
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{
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AddAudioStreamProcessor(music.stream, &audioEffectDemo);
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}
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else
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{
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RemoveAudioStreamProcessor(music.stream, &audioEffectDemo);
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}
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}
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// Get timePlayed scaled to bar dimensions (400 pixels)
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timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
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@ -79,9 +111,11 @@ int main(void)
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DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
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DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
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DrawRectangleLines(200, 200, 400, 12, GRAY);
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DrawRectangleLines(200, 200, 400, 12, GRAY);
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DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
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DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
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DrawText("PRESS F TO ADD/REMOVE EFFECT", 208, 310, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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103
src/raudio.c
103
src/raudio.c
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@ -311,12 +311,22 @@ typedef enum {
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AUDIO_BUFFER_USAGE_STREAM
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} AudioBufferUsage;
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// Audio processor - to apply effects to an AudioBuffer
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struct rAudioProcessor {
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void (*process)(float*, unsigned int);
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rAudioProcessor *next;
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rAudioProcessor *prev;
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};
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// Audio buffer structure
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struct rAudioBuffer {
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ma_data_converter converter; // Audio data converter
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void (*audioCallback)(void*, unsigned int); // optional callback for filling in buffer on audio threads
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void (*audioCallback)(void*, unsigned int, void*); // optional callback for filling in buffer on audio threads
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void* audioCallbackData; // optional data passed to callback
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rAudioProcessor* processor;
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float volume; // Audio buffer volume
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float pitch; // Audio buffer pitch
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@ -349,7 +359,6 @@ typedef struct AudioData {
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} System;
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struct {
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AudioBuffer *first; // Pointer to first AudioBuffer in the list
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AudioBuffer *last; // Pointer to last AudioBuffer in the list
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int defaultSize; // Default audio buffer size for audio streams
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} Buffer;
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struct {
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@ -399,7 +408,7 @@ void PlayAudioBuffer(AudioBuffer *buffer);
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void StopAudioBuffer(AudioBuffer *buffer);
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void PauseAudioBuffer(AudioBuffer *buffer);
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void ResumeAudioBuffer(AudioBuffer *buffer);
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void SetAudioBufferCallback(AudioBuffer* buffer, int callback(void*));
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void SetAudioBufferCallback(AudioBuffer* buffer, void callback(void*, unsigned int, void*), void*);
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void SetAudioBufferVolume(AudioBuffer *buffer, float volume);
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void SetAudioBufferPitch(AudioBuffer *buffer, float pitch);
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void TrackAudioBuffer(AudioBuffer *buffer);
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@ -532,7 +541,6 @@ void SetMasterVolume(float volume)
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AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sampleRate, ma_uint32 sizeInFrames, int usage)
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{
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AudioBuffer *audioBuffer = (AudioBuffer *)RL_CALLOC(1, sizeof(AudioBuffer));
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if (audioBuffer == NULL)
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{
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TRACELOG(LOG_WARNING, "AUDIO: Failed to allocate memory for buffer");
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@ -559,6 +567,7 @@ AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
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audioBuffer->pitch = 1.0f;
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audioBuffer->audioCallback = NULL;
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audioBuffer->audioCallbackData = NULL;
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audioBuffer->processor = NULL;
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audioBuffer->playing = false;
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audioBuffer->paused = false;
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audioBuffer->looping = false;
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@ -679,14 +688,10 @@ void TrackAudioBuffer(AudioBuffer *buffer)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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{
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if (AUDIO.Buffer.first == NULL) AUDIO.Buffer.first = buffer;
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else
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{
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AUDIO.Buffer.last->next = buffer;
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buffer->prev = AUDIO.Buffer.last;
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}
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AUDIO.Buffer.last = buffer;
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AudioBuffer* old = AUDIO.Buffer.first;
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buffer->next = old;
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if (old) old->prev = buffer;
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AUDIO.Buffer.first = buffer;
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}
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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@ -696,11 +701,11 @@ void UntrackAudioBuffer(AudioBuffer *buffer)
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{
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ma_mutex_lock(&AUDIO.System.lock);
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{
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if (buffer->prev == NULL) AUDIO.Buffer.first = buffer->next;
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else buffer->prev->next = buffer->next;
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if (buffer->next == NULL) AUDIO.Buffer.last = buffer->prev;
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else buffer->next->prev = buffer->prev;
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AudioBuffer* p = buffer->prev;
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AudioBuffer* n = buffer->next;
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if (p) p->next = n;
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if (n) n->prev = p;
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if (buffer == AUDIO.Buffer.first) AUDIO.Buffer.first = n;
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buffer->prev = NULL;
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buffer->next = NULL;
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@ -1004,7 +1009,7 @@ bool ExportWaveAsCode(Wave wave, const char *fileName)
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// Play a sound
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void PlaySound(Sound sound)
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{
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PlayAudioBuffer(sound.stream.buffer);
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PlayAudioStream(sound.stream);
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}
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// Play a sound in the multichannel buffer pool
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@ -1059,6 +1064,7 @@ void PlaySoundMulti(Sound sound)
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AUDIO.MultiChannel.pool[index]->pitch = sound.stream.buffer->pitch;
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AUDIO.MultiChannel.pool[index]->audioCallback = sound.stream.buffer->audioCallback;
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AUDIO.MultiChannel.pool[index]->audioCallbackData = sound.stream.buffer->audioCallbackData;
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AUDIO.MultiChannel.pool[index]->processor = sound.stream.buffer->processor;
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AUDIO.MultiChannel.pool[index]->looping = sound.stream.buffer->looping;
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AUDIO.MultiChannel.pool[index]->usage = sound.stream.buffer->usage;
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@ -1621,7 +1627,7 @@ static void MusicStreamCallbackWav(void* buffer, unsigned int nframes, void* dat
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drwav* ctx = (drwav*)data;
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// NOTE: Returns the number of samples to process (not required)
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if (ctx->bitsPerSample == 16) drwav_read_pcm_frames_s16(ctx, nframes, (short*)buffer);
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else if (ctx->bitsPerSample == 32) drwav_read_pcm_frames_f32(ctx, nframes, (short*)buffer);
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else if (ctx->bitsPerSample == 32) drwav_read_pcm_frames_f32(ctx, nframes, (float*)buffer);
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}
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#endif
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@ -2119,6 +2125,57 @@ void SetAudioStreamCallback(AudioStream stream, void callback(void*, unsigned in
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}
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}
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// Add processor to audio stream. Contrary to buffers, the order of processors is important.
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// The new processor must be added at the end. As there aren't supposed to be a lot of processors attached to
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// a given stream, we iterate through the list to find the end. That way we don't need a pointer to the last element.
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void AddAudioStreamProcessor(AudioStream stream, void (*process)(float*, unsigned int))
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{
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ma_mutex_lock(&AUDIO.System.lock); // necessary evil.
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rAudioProcessor* processor = (rAudioProcessor*)RL_CALLOC(1, sizeof(rAudioProcessor));
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processor->process = process;
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rAudioProcessor* last = stream.buffer->processor;
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while (last && last->next)
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{
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last = last->next;
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}
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if (last)
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{
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processor->prev = last;
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last->next = processor;
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}
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else
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{
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stream.buffer->processor = processor;
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}
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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void RemoveAudioStreamProcessor(AudioStream stream, void (*process)(float*, unsigned int))
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{
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ma_mutex_lock(&AUDIO.System.lock);
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rAudioProcessor* processor = stream.buffer->processor;
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while (processor)
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{
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rAudioProcessor* next = processor->next;
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rAudioProcessor* prev = processor->prev;
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if (processor->process == process)
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{
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if (stream.buffer->processor == processor) stream.buffer->processor = next;
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if (prev) prev->next = next;
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if (next) next->prev = prev;
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RL_FREE(processor);
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}
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processor = next;
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}
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ma_mutex_unlock(&AUDIO.System.lock);
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@ -2315,6 +2372,14 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
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float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
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float *framesIn = tempBuffer;
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// apply processors chain
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rAudioProcessor *processor = audioBuffer->processor;
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while (processor)
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{
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processor->process(framesIn, framesJustRead);
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processor = processor->next;
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}
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MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
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framesToRead -= framesJustRead;
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@ -88,11 +88,11 @@ typedef struct Wave {
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} Wave;
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typedef struct rAudioBuffer rAudioBuffer;
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typedef struct rAudioProcessor rAudioProcessor;
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// AudioStream, custom audio stream
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typedef struct AudioStream {
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rAudioBuffer *buffer; // Pointer to internal data used by the audio system
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
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@ -191,7 +191,8 @@ void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume fo
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void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
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void SetAudioStreamCallback(AudioStream stream, void callback(void*, unsigned int, void*), void* callbackData); // Audio thread callback to request new data
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void AddAudioStreamProcessor(AudioStream stream, void (*process)(float*, unsigned int));
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void RemoveAudioStreamProcessor(AudioStream stream, void (*process)(float*, unsigned int));
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#ifdef __cplusplus
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}
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#endif
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@ -426,11 +426,12 @@ typedef struct Wave {
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} Wave;
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typedef struct rAudioBuffer rAudioBuffer;
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typedef struct rAudioProcessor rAudioProcessor;
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// AudioStream, custom audio stream
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typedef struct AudioStream {
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rAudioBuffer *buffer; // Pointer to internal data used by the audio system
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rAudioProcessor* processor;
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo, ...)
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@ -1531,6 +1532,8 @@ RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set vol
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RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
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RLAPI void SetAudioStreamCallback(AudioStream stream, void callback(void*, unsigned int, void*), void* callbackData); // Audio thread callback to request new data
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RLAPI void AddAudioStreamProcessor(AudioStream stream, void (*process)(float*, unsigned int));
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RLAPI void RemoveAudioStreamProcessor(AudioStream stream, void (*process)(float*, unsigned int));
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#if defined(__cplusplus)
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}
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