mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
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
This commit is contained in:
parent
e66d3b0448
commit
9942d5bac2
211
examples/audiopanning/main.go
Normal file
211
examples/audiopanning/main.go
Normal file
@ -0,0 +1,211 @@
|
||||
// Copyright 2020 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
// +build example jsgo
|
||||
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"fmt"
|
||||
"image"
|
||||
_ "image/png"
|
||||
"log"
|
||||
"math"
|
||||
"time"
|
||||
|
||||
"github.com/hajimehoshi/ebiten"
|
||||
"github.com/hajimehoshi/ebiten/audio"
|
||||
"github.com/hajimehoshi/ebiten/audio/vorbis"
|
||||
"github.com/hajimehoshi/ebiten/ebitenutil"
|
||||
raudio "github.com/hajimehoshi/ebiten/examples/resources/audio"
|
||||
"github.com/hajimehoshi/ebiten/examples/resources/images"
|
||||
)
|
||||
|
||||
const (
|
||||
screenWidth = 320
|
||||
screenHeight = 240
|
||||
sampleRate = 22050
|
||||
|
||||
introLengthInSecond = 5
|
||||
loopLengthInSecond = 4
|
||||
)
|
||||
|
||||
var img *ebiten.Image
|
||||
|
||||
var audioContext *audio.Context
|
||||
|
||||
func init() {
|
||||
var err error
|
||||
audioContext, err = audio.NewContext(sampleRate)
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
type Game struct {
|
||||
player *audio.Player
|
||||
panstream *StereoPanStream
|
||||
|
||||
// panning goes from -1 to 1
|
||||
// -1: 100% left channel, 0% right channel
|
||||
// 0: 100% both channels
|
||||
// 1: 0% left channel, 100% right channel
|
||||
panning float64
|
||||
|
||||
count int
|
||||
xpos float64
|
||||
}
|
||||
|
||||
func (g *Game) initAudio() {
|
||||
if g.player != nil {
|
||||
return
|
||||
}
|
||||
|
||||
// Decode an Ogg file.
|
||||
// oggS is a decoded io.ReadCloser and io.Seeker.
|
||||
oggS, err := vorbis.Decode(audioContext, audio.BytesReadSeekCloser(raudio.Ragtime_ogg))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
|
||||
// Wrap the raw audio with the StereoPanStream
|
||||
g.panstream = NewStereoPanStreamFromReader(oggS)
|
||||
|
||||
// Create an infinite loop stream from the decoded bytes.
|
||||
// s is still an io.ReadCloser and io.Seeker.
|
||||
s := audio.NewInfiniteLoopWithIntro(g.panstream, introLengthInSecond*4*sampleRate, loopLengthInSecond*4*sampleRate)
|
||||
|
||||
g.player, err = audio.NewPlayer(audioContext, s)
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
|
||||
// Play the infinite-length stream. This never ends.
|
||||
g.player.Play()
|
||||
}
|
||||
|
||||
// time is whithin the 0 ... 1 range
|
||||
func lerp(a, b, t float64) float64 {
|
||||
return a*(1-t) + b*t
|
||||
}
|
||||
|
||||
func (g *Game) Update(screen *ebiten.Image) error {
|
||||
g.initAudio()
|
||||
g.count++
|
||||
r := float64(g.count) * ((1.0 / 60.0) * 2 * math.Pi) * 0.1 // full cycle every 10 seconds
|
||||
g.xpos = (float64(screenWidth) / 2) + math.Cos(r)*(float64(screenWidth)/2)
|
||||
g.panning = lerp(-1, 1, g.xpos/float64(screenWidth))
|
||||
g.panstream.SetPan(g.panning)
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Game) Draw(screen *ebiten.Image) {
|
||||
pos := g.player.Current()
|
||||
if pos > 5*time.Second {
|
||||
pos = (g.player.Current()-5*time.Second)%(4*time.Second) + 5*time.Second
|
||||
}
|
||||
msg := fmt.Sprintf(`TPS: %0.2f
|
||||
This is an example using
|
||||
stereo audio panning.
|
||||
Intro: 0[s] - %[2]d[s]
|
||||
Loop: %[2]d[s] - %[3]d[s]
|
||||
Current: %0.2[4]f[s]
|
||||
Panning: %.2f`, ebiten.CurrentTPS(), introLengthInSecond, introLengthInSecond+loopLengthInSecond, float64(pos)/float64(time.Second), g.panning)
|
||||
ebitenutil.DebugPrint(screen, msg)
|
||||
|
||||
// draw image to show where the sound is at related to the screen
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(g.xpos-float64(img.Bounds().Dx()/2), screenHeight/2)
|
||||
screen.DrawImage(img, op)
|
||||
}
|
||||
|
||||
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
|
||||
return screenWidth, screenHeight
|
||||
}
|
||||
|
||||
func main() {
|
||||
// Decode image from a byte slice instead of a file so that
|
||||
// this example works in any working directory.
|
||||
// If you want to use a file, there are some options:
|
||||
// 1) Use os.Open and pass the file to the image decoder.
|
||||
// This is a very regular way, but doesn't work on browsers.
|
||||
// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
|
||||
// This works even on browsers.
|
||||
// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
|
||||
// This also works on browsers.
|
||||
rawimg, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
img, _ = ebiten.NewImageFromImage(rawimg, ebiten.FilterDefault)
|
||||
|
||||
ebiten.SetWindowSize(screenWidth*2, screenHeight*2)
|
||||
ebiten.SetWindowTitle("Audio Panning Loop (Ebiten Demo)")
|
||||
g := &Game{}
|
||||
if err := ebiten.RunGame(g); err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
// StereoPanStream is an audio buffer that changes the stereo channel's signal
|
||||
// based on the Panning.
|
||||
type StereoPanStream struct {
|
||||
audio.ReadSeekCloser
|
||||
pan float64 // -1: left; 0: center; 1: right
|
||||
}
|
||||
|
||||
func (s *StereoPanStream) Read(p []byte) (n int, err error) {
|
||||
n, err = s.ReadSeekCloser.Read(p)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
|
||||
// This implementation uses a linear scale, ranging from -1 to 1, for stereo or mono sounds.
|
||||
// If pan = 0.0, the balance for the sound in each speaker is at 100% left and 100% right.
|
||||
// When pan is -1.0, only the left channel of the stereo sound is audible, when pan is 1.0,
|
||||
// only the right channel of the stereo sound is audible.
|
||||
// https://docs.unity3d.com/ScriptReference/AudioSource-panStereo.html
|
||||
ls := math.Min(s.pan*-1+1, 1)
|
||||
rs := math.Min(s.pan+1, 1)
|
||||
for i := 0; i < len(p); i += 4 {
|
||||
lc := int16(float64(int16(p[i])|int16(p[i+1])<<8) * ls)
|
||||
rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<8) * rs)
|
||||
|
||||
p[i] = byte(lc)
|
||||
p[i+1] = byte(lc >> 8)
|
||||
p[i+2] = byte(rc)
|
||||
p[i+3] = byte(rc >> 8)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
func (s *StereoPanStream) SetPan(pan float64) {
|
||||
s.pan = math.Min(math.Max(-1, pan), 1)
|
||||
}
|
||||
|
||||
func (s *StereoPanStream) Pan() float64 {
|
||||
return s.pan
|
||||
}
|
||||
|
||||
// NewStereoPanStreamFromReader returns a new StereoPanStream with a buffered src.
|
||||
//
|
||||
// The src's format must be linear PCM (16bits little endian, 2 channel stereo)
|
||||
// without a header (e.g. RIFF header). The sample rate must be same as that
|
||||
// of the audio context.
|
||||
func NewStereoPanStreamFromReader(src audio.ReadSeekCloser) *StereoPanStream {
|
||||
return &StereoPanStream{
|
||||
ReadSeekCloser: src,
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user