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audio: Refactoring: Remove player.start
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911de8d196
commit
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@ -55,7 +55,43 @@ func startPlaying(src io.Reader, sampleRate int) error {
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sampleRate: sampleRate,
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sampleRate: sampleRate,
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}
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}
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runtime.SetFinalizer(p, (*player).close)
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runtime.SetFinalizer(p, (*player).close)
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return p.start()
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n := maxBufferNum - int(p.alSource.BuffersQueued()) - len(p.alBuffers)
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if 0 < n {
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p.alBuffers = append(p.alBuffers, al.GenBuffers(n)...)
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totalBufferNum += n
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if maxBufferNum < totalBufferNum {
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panic("audio: too many buffers are created")
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}
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}
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if 0 < len(p.alBuffers) {
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emptyBytes := make([]byte, bufferSize)
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for _, buf := range p.alBuffers {
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// Note that the third argument of only the first buffer is used.
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buf.BufferData(al.FormatStereo16, emptyBytes, int32(p.sampleRate))
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p.alSource.QueueBuffers(buf)
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}
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p.alBuffers = []al.Buffer{}
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}
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al.PlaySources(p.alSource)
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go func() {
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// TODO: Is it OK to close asap?
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defer p.close()
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for {
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err := p.proceed()
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if err == io.EOF {
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break
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}
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if err != nil {
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// TODO: Record the last error
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panic(err)
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}
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//time.Sleep(1 * time.Second / ebiten.FPS / 2)
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time.Sleep(1 * time.Millisecond)
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}
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}()
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return nil
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}
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}
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const (
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const (
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@ -111,45 +147,6 @@ func (p *player) proceed() error {
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return nil
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return nil
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}
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}
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func (p *player) start() error {
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n := maxBufferNum - int(p.alSource.BuffersQueued()) - len(p.alBuffers)
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if 0 < n {
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p.alBuffers = append(p.alBuffers, al.GenBuffers(n)...)
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totalBufferNum += n
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if maxBufferNum < totalBufferNum {
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panic("audio: too many buffers are created")
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}
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}
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if 0 < len(p.alBuffers) {
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emptyBytes := make([]byte, bufferSize)
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for _, buf := range p.alBuffers {
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// Note that the third argument of only the first buffer is used.
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buf.BufferData(al.FormatStereo16, emptyBytes, int32(p.sampleRate))
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p.alSource.QueueBuffers(buf)
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}
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p.alBuffers = []al.Buffer{}
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}
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al.PlaySources(p.alSource)
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go func() {
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// TODO: Is it OK to close asap?
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defer p.close()
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for {
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err := p.proceed()
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if err == io.EOF {
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break
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}
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if err != nil {
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// TODO: Record the last error
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panic(err)
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}
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//time.Sleep(1 * time.Second / ebiten.FPS / 2)
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time.Sleep(1 * time.Millisecond)
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}
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}()
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return nil
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}
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// TODO: When is this called? Can we remove this?
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// TODO: When is this called? Can we remove this?
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func (p *player) close() error {
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func (p *player) close() error {
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if err := al.Error(); err != 0 {
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if err := al.Error(); err != 0 {
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