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patches108/raylibmedia_cs

Analysis updated 2026-05-18

0CAudience · developerComplexity · 3/5Setup · moderate

TLDR

C# bindings that add FFmpeg-backed video and audio playback to Raylib-cs games on Windows, currently in preview.

Mindmap

mindmap
  root((RaylibMedia_CS))
    What it does
      Video playback
      Audio playback
      C# API over native decoder
    Tech stack
      C#
      C native core
      FFmpeg
    Use cases
      Cutscenes
      Managed stream playback
    Audience
      Raylib-cs game developers

Code map

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filefunction / class

What do people build with it?

USE CASE 1

Play a video file inside a Raylib-cs game with pause, seek, and loop controls.

USE CASE 2

Add a cutscene or intro video to a C# game without writing native code.

USE CASE 3

Read video from a managed stream instead of a file on disk.

USE CASE 4

Rebuild the native decoder from source when Raylib or FFmpeg updates.

What is it built with?

C#CRaylib-csFFmpeg.NET

How does it compare?

patches108/raylibmedia_csac000/find-flvacc4github/kdenlive-omnifade
Stars00
LanguageCCC
Last pushed2013-04-05
MaintenanceDormant
Setup difficultymoderatemoderatemoderate
Complexity3/52/52/5
Audiencedeveloperdevelopergeneral

Figures from each repo's GitHub metadata at analysis time.

How do you get it running?

Difficulty · moderate Time to first run · 30min

Requires five specific FFmpeg 7 shared library DLLs placed next to the game executable, Windows x64 only.

In plain English

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.

Copy-paste prompts

Prompt 1
Walk me through adding RaylibMedia.CS to my existing Raylib-cs game project in Visual Studio.
Prompt 2
Which FFmpeg 7 DLLs does RaylibMedia_CS need and where do they need to go?
Prompt 3
Show me the minimal C# example for loading and playing a video with RaylibMedia.
Prompt 4
Explain the difference between installing via NuGet and using the GitHub source directly.

Frequently asked questions

What is raylibmedia_cs?

C# bindings that add FFmpeg-backed video and audio playback to Raylib-cs games on Windows, currently in preview.

What language is raylibmedia_cs written in?

Mainly C. The stack also includes C#, C, Raylib-cs.

How hard is raylibmedia_cs to set up?

Setup difficulty is rated moderate, with roughly 30min to a first successful run.

Who is raylibmedia_cs for?

Mainly developer.

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