audio/internal/readerdriver: Simplify type names

This commit is contained in:
Hajime Hoshi 2021-05-01 16:25:40 +09:00
parent 1acf5bc260
commit 7adf6aac27

View File

@ -30,7 +30,7 @@ func IsAvailable() bool {
return true
}
type contextImpl struct {
type context struct {
audioContext js.Value
ready bool
callbacks map[string]js.Func
@ -57,7 +57,7 @@ func NewContext(sampleRate int, channelNum int, bitDepthInBytes int) (Context, c
options := js.Global().Get("Object").New()
options.Set("sampleRate", sampleRate)
d := &contextImpl{
d := &context{
audioContext: class.New(options),
sampleRate: sampleRate,
channelNum: channelNum,
@ -90,8 +90,8 @@ func NewContext(sampleRate int, channelNum int, bitDepthInBytes int) (Context, c
return d, ready, nil
}
type playerImpl struct {
context *contextImpl
type player struct {
context *context
src io.Reader
eof bool
state playerState
@ -104,19 +104,19 @@ type playerImpl struct {
appendBufferFunc js.Func
}
func (c *contextImpl) NewPlayer(src io.Reader) Player {
p := &playerImpl{
func (c *context) NewPlayer(src io.Reader) Player {
p := &player{
context: c,
src: src,
gain: c.audioContext.Call("createGain"),
}
p.appendBufferFunc = js.FuncOf(p.appendBuffer)
p.gain.Call("connect", c.audioContext.Get("destination"))
runtime.SetFinalizer(p, (*playerImpl).Close)
runtime.SetFinalizer(p, (*player).Close)
return p
}
func (c *contextImpl) Close() error {
func (c *context) Close() error {
// TODO: Implement this
return nil
}
@ -124,7 +124,7 @@ func (c *contextImpl) Close() error {
// TODO: The term 'buffer' is confusing. Name each buffer with good terms.
// oneBufferSize returns the size of one buffer in the player implementation.
func (c *contextImpl) oneBufferSize() int {
func (c *context) oneBufferSize() int {
bytesPerSample := c.channelNum * c.bitDepthInBytes
s := c.sampleRate * bytesPerSample / 4
@ -134,12 +134,12 @@ func (c *contextImpl) oneBufferSize() int {
// maxBufferSize returns the maximum size of the buffer for the audio source.
// This buffer is used when unreading on pausing the player.
func (c *contextImpl) MaxBufferSize() int {
func (c *context) MaxBufferSize() int {
// The number of underlying buffers should be 2.
return c.oneBufferSize() * 2
}
func (p *playerImpl) Pause() {
func (p *player) Pause() {
if p.state != playerPlay {
return
}
@ -155,7 +155,7 @@ func (p *playerImpl) Pause() {
p.nextPos = 0
}
func (p *playerImpl) appendBuffer(this js.Value, args []js.Value) interface{} {
func (p *player) appendBuffer(this js.Value, args []js.Value) interface{} {
// appendBuffer is called as the 'ended' callback of a buffer.
// 'this' is an AudioBufferSourceNode that already finishes its playing.
for i, n := range p.bufferSourceNodes {
@ -235,7 +235,7 @@ func (p *playerImpl) appendBuffer(this js.Value, args []js.Value) interface{} {
return nil
}
func (p *playerImpl) Play() {
func (p *player) Play() {
if p.state != playerPaused {
return
}
@ -244,11 +244,11 @@ func (p *playerImpl) Play() {
p.appendBuffer(js.Undefined(), nil)
}
func (p *playerImpl) IsPlaying() bool {
func (p *player) IsPlaying() bool {
return p.state == playerPlay
}
func (p *playerImpl) Reset() {
func (p *player) Reset() {
if p.state == playerClosed {
return
}
@ -258,15 +258,15 @@ func (p *playerImpl) Reset() {
p.buf = p.buf[:0]
}
func (p *playerImpl) Volume() float64 {
func (p *player) Volume() float64 {
return p.gain.Get("gain").Get("value").Float()
}
func (p *playerImpl) SetVolume(volume float64) {
func (p *player) SetVolume(volume float64) {
p.gain.Get("gain").Set("value", volume)
}
func (p *playerImpl) UnplayedBufferSize() int64 {
func (p *player) UnplayedBufferSize() int64 {
// This is not an accurate buffer size as part of the buffers might already be consumed.
var sec float64
for _, n := range p.bufferSourceNodes {
@ -275,11 +275,11 @@ func (p *playerImpl) UnplayedBufferSize() int64 {
return int64(sec * float64(p.context.sampleRate*p.context.channelNum*p.context.bitDepthInBytes))
}
func (p *playerImpl) Err() error {
func (p *player) Err() error {
return p.err
}
func (p *playerImpl) Close() error {
func (p *player) Close() error {
runtime.SetFinalizer(p, nil)
p.Reset()
p.state = playerClosed