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example: Stereo audio panning example (#1227)
This example simulates an audio source (sprite) and an audio listener (camera). The panning is relative to the sprite's position. Fixes #1224
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examples/audiopanning/main.go
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211
examples/audiopanning/main.go
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build example jsgo
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package main
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import (
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"bytes"
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"fmt"
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"image"
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_ "image/png"
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"log"
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"math"
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"time"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/audio"
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"github.com/hajimehoshi/ebiten/audio/vorbis"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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raudio "github.com/hajimehoshi/ebiten/examples/resources/audio"
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"github.com/hajimehoshi/ebiten/examples/resources/images"
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)
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const (
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screenWidth = 320
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screenHeight = 240
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sampleRate = 22050
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introLengthInSecond = 5
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loopLengthInSecond = 4
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)
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var img *ebiten.Image
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var audioContext *audio.Context
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func init() {
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var err error
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audioContext, err = audio.NewContext(sampleRate)
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if err != nil {
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log.Fatal(err)
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}
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}
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type Game struct {
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player *audio.Player
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panstream *StereoPanStream
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// panning goes from -1 to 1
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// -1: 100% left channel, 0% right channel
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// 0: 100% both channels
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// 1: 0% left channel, 100% right channel
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panning float64
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count int
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xpos float64
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}
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func (g *Game) initAudio() {
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if g.player != nil {
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return
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}
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// Decode an Ogg file.
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// oggS is a decoded io.ReadCloser and io.Seeker.
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oggS, err := vorbis.Decode(audioContext, audio.BytesReadSeekCloser(raudio.Ragtime_ogg))
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if err != nil {
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log.Fatal(err)
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}
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// Wrap the raw audio with the StereoPanStream
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g.panstream = NewStereoPanStreamFromReader(oggS)
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// Create an infinite loop stream from the decoded bytes.
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// s is still an io.ReadCloser and io.Seeker.
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s := audio.NewInfiniteLoopWithIntro(g.panstream, introLengthInSecond*4*sampleRate, loopLengthInSecond*4*sampleRate)
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g.player, err = audio.NewPlayer(audioContext, s)
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if err != nil {
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log.Fatal(err)
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}
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// Play the infinite-length stream. This never ends.
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g.player.Play()
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}
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// time is whithin the 0 ... 1 range
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func lerp(a, b, t float64) float64 {
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return a*(1-t) + b*t
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}
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func (g *Game) Update(screen *ebiten.Image) error {
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g.initAudio()
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g.count++
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r := float64(g.count) * ((1.0 / 60.0) * 2 * math.Pi) * 0.1 // full cycle every 10 seconds
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g.xpos = (float64(screenWidth) / 2) + math.Cos(r)*(float64(screenWidth)/2)
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g.panning = lerp(-1, 1, g.xpos/float64(screenWidth))
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g.panstream.SetPan(g.panning)
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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pos := g.player.Current()
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if pos > 5*time.Second {
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pos = (g.player.Current()-5*time.Second)%(4*time.Second) + 5*time.Second
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}
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msg := fmt.Sprintf(`TPS: %0.2f
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This is an example using
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stereo audio panning.
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Intro: 0[s] - %[2]d[s]
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Loop: %[2]d[s] - %[3]d[s]
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Current: %0.2[4]f[s]
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Panning: %.2f`, ebiten.CurrentTPS(), introLengthInSecond, introLengthInSecond+loopLengthInSecond, float64(pos)/float64(time.Second), g.panning)
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ebitenutil.DebugPrint(screen, msg)
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// draw image to show where the sound is at related to the screen
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(g.xpos-float64(img.Bounds().Dx()/2), screenHeight/2)
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screen.DrawImage(img, op)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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// Decode image from a byte slice instead of a file so that
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// this example works in any working directory.
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// If you want to use a file, there are some options:
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// 1) Use os.Open and pass the file to the image decoder.
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// This is a very regular way, but doesn't work on browsers.
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// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
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// This works even on browsers.
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// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
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// This also works on browsers.
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rawimg, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
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if err != nil {
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log.Fatal(err)
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}
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img, _ = ebiten.NewImageFromImage(rawimg, ebiten.FilterDefault)
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ebiten.SetWindowSize(screenWidth*2, screenHeight*2)
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ebiten.SetWindowTitle("Audio Panning Loop (Ebiten Demo)")
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g := &Game{}
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if err := ebiten.RunGame(g); err != nil {
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log.Fatal(err)
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}
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}
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// StereoPanStream is an audio buffer that changes the stereo channel's signal
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// based on the Panning.
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type StereoPanStream struct {
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audio.ReadSeekCloser
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pan float64 // -1: left; 0: center; 1: right
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}
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func (s *StereoPanStream) Read(p []byte) (n int, err error) {
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n, err = s.ReadSeekCloser.Read(p)
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if err != nil {
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return
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}
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// This implementation uses a linear scale, ranging from -1 to 1, for stereo or mono sounds.
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// If pan = 0.0, the balance for the sound in each speaker is at 100% left and 100% right.
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// When pan is -1.0, only the left channel of the stereo sound is audible, when pan is 1.0,
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// only the right channel of the stereo sound is audible.
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// https://docs.unity3d.com/ScriptReference/AudioSource-panStereo.html
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ls := math.Min(s.pan*-1+1, 1)
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rs := math.Min(s.pan+1, 1)
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for i := 0; i < len(p); i += 4 {
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lc := int16(float64(int16(p[i])|int16(p[i+1])<<8) * ls)
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rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<8) * rs)
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p[i] = byte(lc)
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p[i+1] = byte(lc >> 8)
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p[i+2] = byte(rc)
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p[i+3] = byte(rc >> 8)
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}
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return
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}
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func (s *StereoPanStream) SetPan(pan float64) {
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s.pan = math.Min(math.Max(-1, pan), 1)
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}
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func (s *StereoPanStream) Pan() float64 {
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return s.pan
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}
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// NewStereoPanStreamFromReader returns a new StereoPanStream with a buffered src.
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//
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// The src's format must be linear PCM (16bits little endian, 2 channel stereo)
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// without a header (e.g. RIFF header). The sample rate must be same as that
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// of the audio context.
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func NewStereoPanStreamFromReader(src audio.ReadSeekCloser) *StereoPanStream {
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return &StereoPanStream{
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ReadSeekCloser: src,
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}
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}
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