raw_samples/raw_samples.rs
1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
2//
3// Permission is hereby granted, free of charge, to any person obtaining a copy
4// of this software and associated documentation files (the "Software"), to deal
5// in the Software without restriction, including without limitation the rights
6// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7// copies of the Software, and to permit persons to whom the Software is
8// furnished to do so, subject to the following conditions:
9//
10// The above copyright notice and this permission notice shall be included in all
11// copies or substantial portions of the Software.
12//
13// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
19// SOFTWARE.
20
21use fyrox_sound::buffer::SoundBufferResourceExtension;
22use fyrox_sound::engine::SoundEngine;
23use fyrox_sound::{
24 buffer::{DataSource, SoundBufferResource},
25 context::SoundContext,
26 source::{SoundSourceBuilder, Status},
27};
28use std::{thread, time::Duration};
29
30fn main() {
31 // Initialize sound engine with default output device.
32 let engine = SoundEngine::new().unwrap();
33
34 // Initialize new sound context.
35 let context = SoundContext::new();
36
37 engine.state().add_context(context.clone());
38
39 // Create sine wave.
40 let sample_rate = 44100;
41 let sine_wave = DataSource::Raw {
42 sample_rate,
43 channel_count: 1,
44 samples: {
45 let frequency = 440.0;
46 let amplitude = 0.75;
47 (0..44100)
48 .map(|i| {
49 amplitude
50 * ((2.0 * std::f32::consts::PI * i as f32 * frequency) / sample_rate as f32)
51 .sin()
52 })
53 .collect()
54 },
55 };
56
57 let sine_wave_buffer = SoundBufferResource::new_generic(sine_wave).unwrap();
58
59 // Create generic source (without spatial effects) using that buffer.
60 let source = SoundSourceBuilder::new()
61 .with_buffer(sine_wave_buffer)
62 .with_status(Status::Playing)
63 .with_looping(true)
64 .build()
65 .unwrap();
66
67 context.state().add_source(source);
68
69 // Play sound for some time.
70 thread::sleep(Duration::from_secs(10));
71}