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// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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// Package audio provides audio players.
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//
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// The stream format must be 16-bit little endian or 32-bit float little endian, and 2 channels. The format is as follows:
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//
// [data] = [sample 1] [sample 2] [sample 3] ...
// [sample *] = [channel 1] ...
// [channel *] = [byte 1] [byte 2] ...
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//
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// An audio context (audio.Context object) has a sample rate you can specify
// and all streams you want to play must have the same sample rate.
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//
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// An audio context can generate 'players' (audio.Player objects),
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// and you can play sound by calling Play function of players.
// When multiple players play, mixing is automatically done.
// Note that too many players may cause distortion.
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//
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// For the simplest example to play sound, see wav package in the examples.
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package audio
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import (
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"bytes"
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"errors"
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"fmt"
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"io"
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"reflect"
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"runtime"
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/v2/audio/internal/convert"
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"github.com/hajimehoshi/ebiten/v2/internal/hook"
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)
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const (
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channelCount = 2
bitDepthInBytesInt16 = 2
bitDepthInBytesFloat32 = 4
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)
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// A Context represents a current state of audio.
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//
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// At most one Context object can exist in one process.
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// This means only one constant sample rate is valid in your one application.
//
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// For a typical usage example, see examples/wav/main.go.
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type Context struct {
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playerFactory * playerFactory
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sampleRate int
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err error
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ready bool
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playingPlayers map [ * playerImpl ] struct { }
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m sync . Mutex
semaphore chan struct { }
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}
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var (
theContext * Context
theContextLock sync . Mutex
)
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// NewContext creates a new audio context with the given sample rate.
//
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// sampleRate specifies the number of samples that should be played during one second.
// Usual numbers are 44100 or 48000. One context has only one sample rate. You cannot play multiple audio
// sources with different sample rates at the same time.
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//
// NewContext panics when an audio context is already created.
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func NewContext ( sampleRate int ) * Context {
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theContextLock . Lock ( )
defer theContextLock . Unlock ( )
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if theContext != nil {
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panic ( "audio: context is already created" )
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}
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c := & Context {
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sampleRate : sampleRate ,
playerFactory : newPlayerFactory ( sampleRate ) ,
playingPlayers : map [ * playerImpl ] struct { } { } ,
semaphore : make ( chan struct { } , 1 ) ,
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}
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theContext = c
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h := getHook ( )
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h . OnSuspendAudio ( func ( ) error {
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c . semaphore <- struct { } { }
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if err := c . playerFactory . suspend ( ) ; err != nil {
return err
}
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if err := c . onSuspend ( ) ; err != nil {
return err
}
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return nil
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} )
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h . OnResumeAudio ( func ( ) error {
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<- c . semaphore
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if err := c . playerFactory . resume ( ) ; err != nil {
return err
}
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if err := c . onResume ( ) ; err != nil {
return err
}
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return nil
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} )
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h . AppendHookOnBeforeUpdate ( func ( ) error {
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var err error
theContextLock . Lock ( )
if theContext != nil {
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err = theContext . error ( )
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}
theContextLock . Unlock ( )
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if err != nil {
return err
}
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// Initialize the context here in the case when there is no player and
// the program waits for IsReady() to be true (#969, #970, #2715).
ready , err := c . playerFactory . initContextIfNeeded ( )
if err != nil {
return err
}
if ready != nil {
go func ( ) {
<- ready
c . setReady ( )
} ( )
}
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return nil
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} )
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// In the current Ebitengine implementation, update might not be called when the window is in background (#3154).
// In this case, an audio player position is not updated correctly with AppendHookOnBeforeUpdate.
// Use a distinct goroutine to update the player states.
go func ( ) {
for {
if err := c . updatePlayers ( ) ; err != nil {
c . setError ( err )
return
}
time . Sleep ( time . Second / 100 )
}
} ( )
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return c
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}
// CurrentContext returns the current context or nil if there is no context.
func CurrentContext ( ) * Context {
theContextLock . Lock ( )
c := theContext
theContextLock . Unlock ( )
return c
}
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func ( c * Context ) setError ( err error ) {
// TODO: What if c.err already exists?
c . m . Lock ( )
c . err = err
c . m . Unlock ( )
}
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func ( c * Context ) error ( ) error {
c . m . Lock ( )
defer c . m . Unlock ( )
if c . err != nil {
return c . err
}
return c . playerFactory . error ( )
}
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func ( c * Context ) setReady ( ) {
c . m . Lock ( )
c . ready = true
c . m . Unlock ( )
}
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func ( c * Context ) addPlayingPlayer ( p * playerImpl ) {
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c . m . Lock ( )
defer c . m . Unlock ( )
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c . playingPlayers [ p ] = struct { } { }
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if ! reflect . ValueOf ( p . sourceIdent ( ) ) . Comparable ( ) {
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return
}
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// Check the source duplication
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srcs := map [ any ] struct { } { }
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for p := range c . playingPlayers {
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if _ , ok := srcs [ p . sourceIdent ( ) ] ; ok {
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c . err = errors . New ( "audio: the same source must not be used by multiple Player objects" )
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return
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}
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srcs [ p . sourceIdent ( ) ] = struct { } { }
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}
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}
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func ( c * Context ) removePlayingPlayer ( p * playerImpl ) {
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c . m . Lock ( )
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delete ( c . playingPlayers , p )
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c . m . Unlock ( )
}
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func ( c * Context ) onSuspend ( ) error {
// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
// Copy the playerImpls and iterate them without a lock.
var players [ ] * playerImpl
c . m . Lock ( )
players = make ( [ ] * playerImpl , 0 , len ( c . playingPlayers ) )
for p := range c . playingPlayers {
players = append ( players , p )
}
c . m . Unlock ( )
for _ , p := range players {
if err := p . Err ( ) ; err != nil {
return err
}
p . onContextSuspended ( )
}
return nil
}
func ( c * Context ) onResume ( ) error {
// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
// Copy the playerImpls and iterate them without a lock.
var players [ ] * playerImpl
c . m . Lock ( )
players = make ( [ ] * playerImpl , 0 , len ( c . playingPlayers ) )
for p := range c . playingPlayers {
players = append ( players , p )
}
c . m . Unlock ( )
for _ , p := range players {
if err := p . Err ( ) ; err != nil {
return err
}
p . onContextResumed ( )
}
return nil
}
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func ( c * Context ) updatePlayers ( ) error {
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// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
// Copy the playerImpls and iterate them without a lock.
var players [ ] * playerImpl
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c . m . Lock ( )
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players = make ( [ ] * playerImpl , 0 , len ( c . playingPlayers ) )
for p := range c . playingPlayers {
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players = append ( players , p )
}
c . m . Unlock ( )
var playersToRemove [ ] * playerImpl
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// Now reader players cannot call removePlayers from themselves in the current implementation.
// Underlying playering can be the pause state after fishing its playing,
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// but there is no way to notify this to players so far.
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// Instead, let's check the states proactively every frame.
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for _ , p := range players {
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if err := p . Err ( ) ; err != nil {
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return err
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}
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p . updatePosition ( )
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if ! p . IsPlaying ( ) {
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playersToRemove = append ( playersToRemove , p )
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}
}
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c . m . Lock ( )
for _ , p := range playersToRemove {
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delete ( c . playingPlayers , p )
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}
c . m . Unlock ( )
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return nil
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}
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// IsReady returns a boolean value indicating whether the audio is ready or not.
//
// On some browsers, user interaction like click or pressing keys is required to start audio.
func ( c * Context ) IsReady ( ) bool {
c . m . Lock ( )
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defer c . m . Unlock ( )
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return c . ready
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}
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// SampleRate returns the sample rate.
func ( c * Context ) SampleRate ( ) int {
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return c . sampleRate
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}
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// Player is an audio player which has one stream.
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//
// Even when all references to a Player object is gone,
// the object is not GCed until the player finishes playing.
// This means that if a Player plays an infinite stream,
// the object is never GCed unless Close is called.
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type Player struct {
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p * playerImpl
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}
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// NewPlayer creates a new player with the given stream.
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//
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// src's format must be linear PCM (signed 16bits little endian, 2 channel stereo)
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// without a header (e.g. RIFF header).
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// The sample rate must be same as that of the audio context.
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//
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// The player is seekable when src is io.Seeker.
// Attempt to seek the player that is not io.Seeker causes panic.
//
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// Note that the given src can't be shared with other Player objects.
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//
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// NewPlayer tries to call Seek of src to get the current position.
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// NewPlayer returns error when the Seek returns error.
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//
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// A Player doesn't close src even if src implements io.Closer.
// Closing the source is src owner's responsibility.
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//
// For new code, NewPlayerF32 is preferrable to NewPlayer, since Ebitengine will treat only 32bit float audio internally in the future.
//
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// A Player for 16bit integer must be used with 16bit integer version of audio APIs, like vorbis.DecodeWithoutResampling or audio.NewInfiniteLoop, not or vorbis.DecodeF32 or audio.NewInfiniteLoopF32.
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func ( c * Context ) NewPlayer ( src io . Reader ) ( * Player , error ) {
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_ , seekable := src . ( io . Seeker )
f32Src := convert . NewFloat32BytesReaderFromInt16BytesReader ( src )
pi , err := c . playerFactory . newPlayer ( c , f32Src , seekable , src , bitDepthInBytesFloat32 )
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if err != nil {
return nil , err
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}
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p := & Player { pi }
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runtime . SetFinalizer ( p , ( * Player ) . finalize )
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return p , nil
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}
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// NewPlayerF32 creates a new player with the given stream.
//
// src's format must be linear PCM (32bit float, little endian, 2 channel stereo)
// without a header (e.g. RIFF header).
// The sample rate must be same as that of the audio context.
//
// The player is seekable when src is io.Seeker.
// Attempt to seek the player that is not io.Seeker causes panic.
//
// Note that the given src can't be shared with other Player objects.
//
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// NewPlayerF32 tries to call Seek of src to get the current position.
// NewPlayerF32 returns error when the Seek returns error.
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//
// A Player doesn't close src even if src implements io.Closer.
// Closing the source is src owner's responsibility.
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//
// For new code, NewPlayerF32 is preferrable to NewPlayer, since Ebitengine will treat only 32bit float audio internally in the future.
//
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// A Player for 32bit float must be used with 32bit float version of audio APIs, like vorbis.DecodeF32 or audio.NewInfiniteLoopF32, not vorbis.DecodeWithoutResampling or audio.NewInfiniteLoop.
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func ( c * Context ) NewPlayerF32 ( src io . Reader ) ( * Player , error ) {
_ , seekable := src . ( io . Seeker )
pi , err := c . playerFactory . newPlayer ( c , src , seekable , src , bitDepthInBytesFloat32 )
if err != nil {
return nil , err
}
p := & Player { pi }
runtime . SetFinalizer ( p , ( * Player ) . finalize )
return p , nil
}
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// NewPlayer creates a new player with the given stream.
//
// Deprecated: as of v2.2. Use (*Context).NewPlayer instead.
func NewPlayer ( context * Context , src io . Reader ) ( * Player , error ) {
return context . NewPlayer ( src )
}
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// NewPlayerFromBytes creates a new player with the given bytes.
//
// As opposed to NewPlayer, you don't have to care if src is already used by another player or not.
// src can be shared by multiple players.
//
// The format of src should be same as noted at NewPlayer.
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func ( c * Context ) NewPlayerFromBytes ( src [ ] byte ) * Player {
p , err := c . NewPlayer ( bytes . NewReader ( src ) )
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if err != nil {
// Errors should never happen.
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panic ( fmt . Sprintf ( "audio: %v at NewPlayerFromBytes" , err ) )
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}
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return p
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}
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// NewPlayerF32FromBytes creates a new player with the given bytes.
//
// As opposed to NewPlayerF32, you don't have to care if src is already used by another player or not.
// src can be shared by multiple players.
//
// The format of src should be same as noted at NewPlayerF32.
func ( c * Context ) NewPlayerF32FromBytes ( src [ ] byte ) * Player {
p , err := c . NewPlayerF32 ( bytes . NewReader ( src ) )
if err != nil {
// Errors should never happen.
panic ( fmt . Sprintf ( "audio: %v at NewPlayerFromBytesF32" , err ) )
}
return p
}
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// NewPlayerFromBytes creates a new player with the given bytes.
//
// Deprecated: as of v2.2. Use (*Context).NewPlayerFromBytes instead.
func NewPlayerFromBytes ( context * Context , src [ ] byte ) * Player {
return context . NewPlayerFromBytes ( src )
}
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func ( p * Player ) finalize ( ) {
runtime . SetFinalizer ( p , nil )
if ! p . IsPlaying ( ) {
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_ = p . Close ( )
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}
}
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// Close closes the stream.
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//
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// When Close is called, the stream owned by the player is NOT closed,
// even if the stream implements io.Closer.
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//
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// Close returns error when the player is already closed.
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func ( p * Player ) Close ( ) error {
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return p . p . Close ( )
}
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// Play plays the stream.
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func ( p * Player ) Play ( ) {
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p . p . Play ( )
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}
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// IsPlaying returns boolean indicating whether the player is playing.
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func ( p * Player ) IsPlaying ( ) bool {
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return p . p . IsPlaying ( )
}
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// Rewind rewinds the current position to the start.
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//
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// The passed source to NewPlayer must be io.Seeker, or Rewind panics.
//
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// Rewind returns error when seeking the source stream returns error.
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func ( p * Player ) Rewind ( ) error {
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return p . p . Rewind ( )
}
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// SetPosition sets the position with the given offset.
//
// The passed source to NewPlayer must be io.Seeker, or SetPosition panics.
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//
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// SetPosition returns error when seeking the source stream returns an error.
func ( p * Player ) SetPosition ( offset time . Duration ) error {
return p . p . SetPosition ( offset )
}
// Seek seeks the position with the given offset.
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//
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// Deprecated: as of v2.6. Use SetPosition instead.
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func ( p * Player ) Seek ( offset time . Duration ) error {
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return p . SetPosition ( offset )
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}
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// Pause pauses the playing.
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func ( p * Player ) Pause ( ) {
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p . p . Pause ( )
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}
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// Position returns the current position in time.
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//
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// As long as the player continues to play, Position's returning value is increased monotonically,
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// even though the source stream loops and its position goes back.
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func ( p * Player ) Position ( ) time . Duration {
return p . p . Position ( )
}
// Current returns the current position in time.
//
// Deprecated: as of v2.6. Use Position instead.
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func ( p * Player ) Current ( ) time . Duration {
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return p . Position ( )
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}
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// Volume returns the current volume of this player [0-1].
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func ( p * Player ) Volume ( ) float64 {
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return p . p . Volume ( )
}
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// SetVolume sets the volume of this player.
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// volume must be in between 0 and 1. SetVolume panics otherwise.
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func ( p * Player ) SetVolume ( volume float64 ) {
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p . p . SetVolume ( volume )
}
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// SetBufferSize adjusts the buffer size of the player.
// If 0 is specified, the default buffer size is used.
// A small buffer size is useful if you want to play a real-time PCM for example.
// Note that the audio quality might be affected if you modify the buffer size.
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func ( p * Player ) SetBufferSize ( bufferSize time . Duration ) {
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p . p . SetBufferSize ( bufferSize )
}
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type hooker interface {
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OnSuspendAudio ( f func ( ) error )
OnResumeAudio ( f func ( ) error )
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AppendHookOnBeforeUpdate ( f func ( ) error )
}
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var hookerForTesting hooker
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func getHook ( ) hooker {
if hookerForTesting != nil {
return hookerForTesting
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}
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return & hookerImpl { }
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}
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type hookerImpl struct { }
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func ( h * hookerImpl ) OnSuspendAudio ( f func ( ) error ) {
hook . OnSuspendAudio ( f )
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}
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func ( h * hookerImpl ) OnResumeAudio ( f func ( ) error ) {
hook . OnResumeAudio ( f )
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}
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func ( h * hookerImpl ) AppendHookOnBeforeUpdate ( f func ( ) error ) {
hook . AppendHookOnBeforeUpdate ( f )
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}
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// Resample converts the sample rate of the given singed 16bit integer, little-endian, 2 channels (stereo) stream.
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// size is the length of the source stream in bytes.
// from is the original sample rate.
// to is the target sample rate.
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//
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// If the original sample rate equals to the new one, Resample returns source as it is.
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func Resample ( source io . ReadSeeker , size int64 , from , to int ) io . ReadSeeker {
if from == to {
return source
}
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return convert . NewResampling ( source , size , from , to , bitDepthInBytesInt16 )
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}
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// ResampleF32 converts the sample rate of the given 32bit float, little-endian, 2 channels (stereo) stream.
// size is the length of the source stream in bytes.
// from is the original sample rate.
// to is the target sample rate.
//
// If the original sample rate equals to the new one, Resample returns source as it is.
func ResampleF32 ( source io . ReadSeeker , size int64 , from , to int ) io . ReadSeeker {
if from == to {
return source
}
return convert . NewResampling ( source , size , from , to , bitDepthInBytesFloat32 )
}