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audio: Bug fix: isPlaying must consider two buffers in JS
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2ba25b1a14
commit
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@ -50,17 +50,11 @@ func withChannels(f func()) {
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f()
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}
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func channelAt(i int) *channel {
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if i == -1 {
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for i, _ := range channels {
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if !isPlaying(i) {
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return channels[i]
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}
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func emptyChannel() *channel {
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for i, _ := range channels {
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if !isPlaying(i) {
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return channels[i]
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}
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return nil
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}
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if !isPlaying(i) {
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return channels[i]
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}
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return nil
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}
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@ -77,7 +71,7 @@ func Queue(data []byte) bool {
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result = false
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return
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}
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ch := channelAt(-1)
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ch := emptyChannel()
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if ch == nil {
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result = false
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return
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@ -20,12 +20,7 @@ import (
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"github.com/gopherjs/gopherjs/js"
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)
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// Keep this as global so as not to be destroyed by GC.
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var (
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nodes = []*js.Object{}
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dummies = []*js.Object{} // Dummy source nodes for iOS.
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context *js.Object
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)
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var context *js.Object
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type audioProcessor struct {
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channel int
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@ -63,22 +58,29 @@ func (a *audioProcessor) playChunk(buf []byte) {
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s := context.Call("createBufferSource")
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s.Set("buffer", b)
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s.Call("connect", context.Get("destination"))
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c := context.Get("currentTime").Float()
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if a.position < c {
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a.position = c
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}
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s.Call("start", a.position)
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a.position += float64(len(il)) / float64(a.sampleRate)
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}
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func isPlaying(channel int) bool {
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ch := channels[channel]
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if 0 < len(ch.buffer) {
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return true
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}
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a := audioProcessors[channel]
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c := context.Get("currentTime").Float()
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return c < audioProcessors[channel].position
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return c < a.position
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}
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func tick() {
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const bufferSize = 1024
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c := context.Get("currentTime").Float()
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for _, a := range audioProcessors {
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if a.position < c {
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a.position = c
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}
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// TODO: 4 is a magic number
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a.playChunk(loadChannelBuffer(a.channel, bufferSize*4))
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}
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}
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