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raylib-wasm

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Make raylib games in JS for the web

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const InitGame = async () => { InitWindow(400, 250) } const UpdateGame = (ts) => { BeginDrawing() ClearBackground(BLACK) DrawText("Sorry, this demo is not ported, yet.", 15, 110, 20, RAYWHITE) EndDrawing() } /* #include "raylib.h" #include <stdlib.h> // Required for: malloc(), free() #include <math.h> // Required for: sinf() #include <string.h> // Required for: memcpy() #define MAX_SAMPLES 512 #define MAX_SAMPLES_PER_UPDATE 4096 // Cycles per second (hz) float frequency = 440.0f; // Audio frequency, for smoothing float audioFrequency = 440.0f; // Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency float oldFrequency = 1.0f; // Index for audio rendering float sineIdx = 0.0f; // Audio input processing callback void AudioInputCallback(void *buffer, unsigned int frames) { audioFrequency = frequency + (audioFrequency - frequency)*0.95f; audioFrequency += 1.0f; audioFrequency -= 1.0f; float incr = audioFrequency/44100.0f; short *d = (short *)buffer; for (unsigned int i = 0; i < frames; i++) { d[i] = (short)(32000.0f*sinf(2*PI*sineIdx)); sineIdx += incr; if (sineIdx > 1.0f) sineIdx -= 1.0f; } } //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming"); InitAudioDevice(); // Initialize audio device SetAudioStreamBufferSizeDefault(MAX_SAMPLES_PER_UPDATE); // Init raw audio stream (sample rate: 44100, sample size: 16bit-short, channels: 1-mono) AudioStream stream = LoadAudioStream(44100, 16, 1); SetAudioStreamCallback(stream, AudioInputCallback); // Buffer for the single cycle waveform we are synthesizing short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES); // Frame buffer, describing the waveform when repeated over the course of a frame short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE); PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently) // Position read in to determine next frequency Vector2 mousePosition = { -100.0f, -100.0f }; // Computed size in samples of the sine wave int waveLength = 1; Vector2 position = { 0, 0 }; SetTargetFPS(30); // Set our game to run at 30 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Sample mouse input. mousePosition = GetMousePosition(); if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) { float fp = (float)(mousePosition.y); frequency = 40.0f + (float)(fp); float pan = (float)(mousePosition.x) / (float)screenWidth; SetAudioStreamPan(stream, pan); } // Rewrite the sine wave // Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc. if (frequency != oldFrequency) { // Compute wavelength. Limit size in both directions. //int oldWavelength = waveLength; waveLength = (int)(22050/frequency); if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2; if (waveLength < 1) waveLength = 1; // Write sine wave for (int i = 0; i < waveLength*2; i++) { data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000); } // Make sure the rest of the line is flat for (int j = waveLength*2; j < MAX_SAMPLES; j++) { data[j] = (short)0; } // Scale read cursor's position to minimize transition artifacts //readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength)); oldFrequency = frequency; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED); DrawText("click mouse button to change frequency or pan", 10, 10, 20, DARKGRAY); // Draw the current buffer state proportionate to the screen for (int i = 0; i < screenWidth; i++) { position.x = (float)i; position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000.0f; DrawPixelV(position, RED); } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- free(data); // Unload sine wave data free(writeBuf); // Unload write buffer UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } */