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audio: Bug fix: Lazy initialization of audio context
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@ -180,13 +180,8 @@ func NewContext(sampleRate int) (*Context, error) {
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c.players = &players{
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c.players = &players{
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players: map[*Player]struct{}{},
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players: map[*Player]struct{}{},
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}
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}
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// TODO: Rename this other than player
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p, err := driver.NewPlayer(sampleRate, channelNum, bytesPerSample)
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c.driver = p
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if err != nil {
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return nil, err
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}
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return c, nil
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return c, nil
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}
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}
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// Update proceeds the inner (logical) time of the context by 1/60 second.
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// Update proceeds the inner (logical) time of the context by 1/60 second.
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@ -197,6 +192,18 @@ func NewContext(sampleRate int) (*Context, error) {
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// you will find audio stops when the game stops e.g. when the window is deactivated.
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// you will find audio stops when the game stops e.g. when the window is deactivated.
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// In async mode, the audio never stops even when the game stops.
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// In async mode, the audio never stops even when the game stops.
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func (c *Context) Update() error {
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func (c *Context) Update() error {
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// Initialize c.driver lazily to enable calling NewContext in an 'init' function.
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// Accessing driver functions requires that the environment is already initialized,
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// but if Ebiten is used for a shared library, how init functions are called is unexpectable.
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// e.g. a variable for JVM on Android might not be set.
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if c.driver == nil {
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// TODO: Rename this other than player
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p, err := driver.NewPlayer(c.sampleRate, channelNum, bytesPerSample)
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c.driver = p
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if err != nil {
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return err
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}
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}
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c.frames++
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c.frames++
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / ebiten.FPS
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / ebiten.FPS
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l := (c.frames * bytesPerFrame) - c.writtenBytes
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l := (c.frames * bytesPerFrame) - c.writtenBytes
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