patches108/raylibmedia_cs — explained in plain English
Analysis updated 2026-05-18
Play a video file inside a Raylib-cs game with pause, seek, and loop controls.
Add a cutscene or intro video to a C# game without writing native code.
Read video from a managed stream instead of a file on disk.
Rebuild the native decoder from source when Raylib or FFmpeg updates.
| patches108/raylibmedia_cs | ac000/find-flv | acc4github/kdenlive-omnifade | |
|---|---|---|---|
| Stars | 0 | — | 0 |
| Language | C | C | C |
| Last pushed | — | 2013-04-05 | — |
| Maintenance | — | Dormant | — |
| Setup difficulty | moderate | moderate | moderate |
| Complexity | 3/5 | 2/5 | 2/5 |
| Audience | developer | developer | general |
Figures from each repo's GitHub metadata at analysis time.
Requires five specific FFmpeg 7 shared library DLLs placed next to the game executable, Windows x64 only.
RaylibMedia for C# is a code library that adds video and audio playback to games built with Raylib-cs, a C# wrapper around the Raylib game programming library. It lets a game load a video file, play it, pause it, seek to a specific point, loop it, and read it from other sources, using ordinary C# code rather than requiring the game developer to write any native code themselves. Under the hood, the library is a C# wrapper around an existing native video decoder called raylib-media, which in turn depends on the FFmpeg multimedia framework to actually decode audio and video files. Regular users of the package only ever write C#, but the original C source code and build files are kept in the repository so that maintainers can rebuild the native piece when needed. This release is a preview limited to 64-bit Windows and requires the .NET 8 runtime or newer, along with five specific FFmpeg 7 shared library files placed next to the game's executable. The project can be installed as a NuGet package for the simplest setup, or added directly as a source project reference inside Visual Studio for developers who want to see or modify the code. The README includes detailed, numbered instructions for both installation paths, plus a short example showing how to initialize a window, load a video, update it every frame, and draw it to the screen. The project is written primarily in C for the native decoder with a C# layer on top, and no license is stated in the available information. It is aimed at C# game developers already using Raylib-cs who need built-in video playback without building their own FFmpeg integration from scratch.
C# bindings that add FFmpeg-backed video and audio playback to Raylib-cs games on Windows, currently in preview.
Mainly C. The stack also includes C#, C, Raylib-cs.
Setup difficulty is rated moderate, with roughly 30min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
double-check against the repo, no cap.