audio/internal/go2cpp: Recreate the underlying audio player when resetting

This commit is contained in:
Hajime Hoshi 2021-01-12 11:29:23 +09:00
parent a66097df19
commit 2f8172f819

View File

@ -38,16 +38,14 @@ func (c *Context) NewPlayer(r io.Reader) *Player {
cond.Signal()
return nil
})
v := c.v.Call("createPlayer", onwritten)
p := &Player{
context: c,
src: r,
v: v,
volume: 1,
cond: cond,
onWritten: onwritten,
}
runtime.SetFinalizer(p, (*Player).Close)
go p.loop()
return p
}
@ -61,15 +59,16 @@ const (
playerStatePaused playerState = iota
playerStatePlaying
playerStateClosed
playerStateError
)
type Player struct {
src io.Reader
v js.Value
state playerState
cond *sync.Cond
err error
context *Context
src io.Reader
v js.Value
state playerState
volume float64
cond *sync.Cond
err error
onWritten js.Func
}
@ -81,6 +80,10 @@ func (p *Player) Pause() {
if p.state == playerStateClosed {
return
}
if !p.v.Truthy() {
return
}
p.v.Call("pause")
p.state = playerStatePaused
p.cond.Signal()
@ -93,6 +96,12 @@ func (p *Player) Play() {
if p.state == playerStateClosed {
return
}
if !p.v.Truthy() {
p.v = p.context.v.Call("createPlayer", p.onWritten)
p.v.Set("volume", p.volume)
go p.loop()
}
p.v.Call("play")
p.state = playerStatePlaying
p.cond.Signal()
@ -105,45 +114,63 @@ func (p *Player) Reset() {
if p.state == playerStateClosed {
return
}
if !p.v.Truthy() {
return
}
p.v.Call("reset")
p.v.Call("close", true)
p.v = js.Undefined()
p.cond.Signal()
}
func (p *Player) Volume() float64 {
if !p.v.Truthy() {
return p.volume
}
return p.v.Get("volume").Float()
}
func (p *Player) SetVolume(volume float64) {
if !p.v.Truthy() {
return
}
p.v.Set("volume", volume)
p.volume = volume
}
func (p *Player) Close() error {
runtime.SetFinalizer(p, nil)
return p.close(true)
}
func (p *Player) close(remove bool) error {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateError {
if p.state == playerStateClosed {
return p.err
}
p.v.Call("close")
p.state = playerStateClosed
p.v.Call("close", false)
p.v = js.Undefined()
if remove {
p.state = playerStateClosed
p.onWritten.Release()
} else {
p.state = playerStatePaused
}
p.cond.Signal()
p.onWritten.Release()
return nil
return p.err
}
func (p *Player) setError(err error) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateError {
return
if p.state != playerStateClosed && p.v.Truthy() {
p.v.Call("close", true)
p.v = js.Undefined()
}
p.v.Call("close")
p.err = err
p.state = playerStateClosed
p.cond.Signal()
@ -153,10 +180,10 @@ func (p *Player) waitUntilUnpaused() bool {
p.cond.L.Lock()
defer p.cond.L.Unlock()
for p.state == playerStatePaused || (p.state == playerStatePlaying && !p.v.Call("isWritable").Bool()) {
for p.v.Truthy() && (p.state == playerStatePaused || (p.state == playerStatePlaying && !p.v.Call("isWritable").Bool())) {
p.cond.Wait()
}
return p.state == playerStatePlaying
return p.v.Truthy() && p.state == playerStatePlaying
}
func (p *Player) loop() {
@ -181,8 +208,7 @@ func (p *Player) loop() {
}
if err == io.EOF {
// TODO: This should be Pause instead of Close for Rewind
p.Close()
p.close(false)
return
}
}