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mirror of https://github.com/vlang/v.git synced 2023-08-10 21:13:21 +03:00
v/vlib/sokol
2022-09-20 13:15:38 +03:00
..
audio tests: use a platform neutral module with C declarations (sokol.audio), instead of time in private_redeclaration_of_C_timeval.vv . 2022-06-27 19:48:46 +03:00
c pref,os,sokol,cgen: ease compilation of 2048 with -os wasm32_emscripten (#15820) 2022-09-20 00:17:13 +03:00
f
gfx sokol: mark pub structs 2022-06-19 19:47:47 +03:00
sapp sokol.sapp,gg: add a tool_type field to gg.TouchPoint (differenciate different types of touch input) (#15822) 2022-09-20 13:15:38 +03:00
sfons
sgl sokol: expose context_pool_size field on sgl.Desc (#15409) 2022-08-11 20:49:11 +03:00
README.md
sokol.v

Description:

sokol is a thin wrapper around sokol, which in turn is a library of "Simple STB-style cross-platform libraries for C and C++, written in C.", that provide access to graphics/audio/input processing.

Each .h file in the sokol source code is well-documented as can be seen here:

sokol_audio.h

Example from @VROOTDIR/examples/sokol/sounds/simple_sin_tones.v:

import time
import math
import sokol.audio

const (
	sw          = time.new_stopwatch()
	sw_start_ms = sw.elapsed().milliseconds()
)

[inline]
fn sintone(periods int, frame int, num_frames int) f32 {
	return math.sinf(f32(periods) * (2 * math.pi) * f32(frame) / f32(num_frames))
}

fn my_audio_stream_callback(buffer &f32, num_frames int, num_channels int) {
	ms := sw.elapsed().milliseconds() - sw_start_ms
	unsafe {
		mut soundbuffer := buffer
		for frame := 0; frame < num_frames; frame++ {
			for ch := 0; ch < num_channels; ch++ {
				idx := frame * num_channels + ch
				if ms < 250 {
					soundbuffer[idx] = 0.5 * sintone(20, frame, num_frames)
				} else if ms < 300 {
					soundbuffer[idx] = 0.5 * sintone(25, frame, num_frames)
				} else if ms < 1500 {
					soundbuffer[idx] *= sintone(22, frame, num_frames)
				} else {
					soundbuffer[idx] = 0.5 * sintone(25, frame, num_frames)
				}
			}
		}
	}
}

fn main() {
	audio.setup(
		stream_cb: my_audio_stream_callback
	)
	time.sleep(2000 * time.millisecond)
	audio.shutdown()
}