2022-03-24 19:03:46 +01:00
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// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build example
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// +build example
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package main
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import (
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"log"
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"math"
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"sync"
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2022-03-25 12:46:59 +01:00
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"time"
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2022-03-24 19:03:46 +01:00
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/audio"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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sampleRate = 48000
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)
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type Game struct {
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audioContext *audio.Context
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player *audio.Player
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sineWave *SineWave
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}
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type SineWave struct {
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frequency int
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minFrequency int
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maxFrequency int
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// position is the position in the wave length in the range of [0, 1).
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position float64
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remaining []byte
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m sync.Mutex
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}
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func NewSineWave() *SineWave {
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return &SineWave{
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frequency: 440,
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minFrequency: 440,
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maxFrequency: 880,
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}
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}
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func (s *SineWave) Update(raisePitch bool) {
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s.m.Lock()
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defer s.m.Unlock()
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if raisePitch {
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if s.frequency < s.maxFrequency {
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s.frequency += 10
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}
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} else {
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if s.frequency > s.minFrequency {
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s.frequency -= 10
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}
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}
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}
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func (s *SineWave) Read(buf []byte) (int, error) {
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s.m.Lock()
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defer s.m.Unlock()
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if len(s.remaining) > 0 {
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n := copy(buf, s.remaining)
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s.remaining = s.remaining[n:]
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return n, nil
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}
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var origBuf []byte
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if len(buf)%4 > 0 {
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origBuf = buf
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buf = make([]byte, len(origBuf)+4-len(origBuf)%4)
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}
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length := sampleRate / float64(s.frequency)
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p := int64(length * s.position)
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for i := 0; i < len(buf)/4; i++ {
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const max = 32767
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b := int16(math.Sin(2*math.Pi*float64(p)/float64(length)) * max)
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buf[4*i] = byte(b)
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buf[4*i+1] = byte(b >> 8)
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buf[4*i+2] = byte(b)
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buf[4*i+3] = byte(b >> 8)
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p++
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}
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s.position = float64(p) / float64(length)
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s.position = s.position - math.Floor(s.position)
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if origBuf != nil {
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n := copy(origBuf, buf)
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s.remaining = buf[n:]
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return n, nil
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}
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return len(buf), nil
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}
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func NewGame() *Game {
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return &Game{
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audioContext: audio.NewContext(sampleRate),
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}
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}
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func (g *Game) Update() error {
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if g.audioContext == nil {
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g.audioContext = audio.NewContext(sampleRate)
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}
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if g.player == nil {
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g.sineWave = NewSineWave()
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p, err := g.audioContext.NewPlayer(g.sineWave)
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if err != nil {
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return err
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}
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g.player = p
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g.player.Play()
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// Adjust the buffer size to reflect the audio source changes in real time.
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// Note that Ebiten doesn't guarantee the audio quality when the buffer size is modified.
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2022-03-25 12:46:59 +01:00
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// 1/20[s] should work in most cases, but this might cause glitches in some environments.
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g.player.SetBufferSize(time.Second / 20)
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2022-03-24 19:03:46 +01:00
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}
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g.sineWave.Update(ebiten.IsKeyPressed(ebiten.KeyA))
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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ebitenutil.DebugPrint(screen, "This is an example of a real time PCM.\nPress and hold the A key.")
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Real Time PCM (Ebiten Demo)")
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if err := ebiten.RunGame(NewGame()); err != nil {
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log.Fatal(err)
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}
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}
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