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audio: Refactoring
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commit
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@ -35,12 +35,8 @@ import (
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"github.com/hajimehoshi/ebiten/exp/audio/internal/driver"
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)
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type mixingStream struct {
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sampleRate int
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players map[*Player]struct{}
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// Note that Read (and other methods) need to be concurrent safe
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// because Read is called from another groutine (see NewContext).
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type players struct {
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players map[*Player]struct{}
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sync.RWMutex
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}
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@ -52,10 +48,6 @@ const (
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mask = ^(channelNum*bytesPerSample - 1)
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)
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func (s *mixingStream) SampleRate() int {
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return s.sampleRate
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}
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func min(a, b int) int {
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if a < b {
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return a
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@ -63,11 +55,11 @@ func min(a, b int) int {
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return b
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}
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func (s *mixingStream) Read(b []byte) (int, error) {
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s.Lock()
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defer s.Unlock()
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func (p *players) Read(b []byte) (int, error) {
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p.Lock()
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defer p.Unlock()
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if len(s.players) == 0 {
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if len(p.players) == 0 {
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l := len(b)
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l &= mask
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copy(b, make([]byte, l))
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@ -75,7 +67,7 @@ func (s *mixingStream) Read(b []byte) (int, error) {
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}
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closed := []*Player{}
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l := len(b)
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for p := range s.players {
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for p := range p.players {
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err := p.readToBuffer(l)
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if err == io.EOF {
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closed = append(closed, p)
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@ -86,7 +78,7 @@ func (s *mixingStream) Read(b []byte) (int, error) {
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}
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l &= mask
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b16s := [][]int16{}
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for p := range s.players {
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for p := range p.players {
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b16s = append(b16s, p.bufferToInt16(l))
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}
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for i := 0; i < l/2; i++ {
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@ -103,73 +95,45 @@ func (s *mixingStream) Read(b []byte) (int, error) {
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b[2*i] = byte(x)
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b[2*i+1] = byte(x >> 8)
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}
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for p := range s.players {
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for p := range p.players {
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p.proceed(l)
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}
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for _, p := range closed {
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delete(s.players, p)
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for _, pl := range closed {
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delete(p.players, pl)
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}
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return l, nil
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}
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func (s *mixingStream) newPlayer(src ReadSeekCloser) (*Player, error) {
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s.Lock()
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defer s.Unlock()
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p := &Player{
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stream: s,
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src: src,
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buf: []byte{},
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volume: 1,
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}
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// Get the current position of the source.
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pos, err := p.src.Seek(0, 1)
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if err != nil {
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return nil, err
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}
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p.pos = pos
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runtime.SetFinalizer(p, (*Player).Close)
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return p, nil
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func (p *players) addPlayer(player *Player) {
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p.Lock()
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defer p.Unlock()
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p.players[player] = struct{}{}
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}
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func (s *mixingStream) closePlayer(player *Player) error {
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s.Lock()
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defer s.Unlock()
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runtime.SetFinalizer(player, nil)
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return player.src.Close()
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func (p *players) removePlayer(player *Player) {
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p.Lock()
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defer p.Unlock()
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delete(p.players, player)
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}
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func (s *mixingStream) addPlayer(player *Player) {
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s.Lock()
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defer s.Unlock()
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s.players[player] = struct{}{}
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}
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func (s *mixingStream) removePlayer(player *Player) {
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s.Lock()
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defer s.Unlock()
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delete(s.players, player)
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}
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func (s *mixingStream) hasPlayer(player *Player) bool {
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s.RLock()
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defer s.RUnlock()
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_, ok := s.players[player]
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func (p *players) hasPlayer(player *Player) bool {
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p.RLock()
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defer p.RUnlock()
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_, ok := p.players[player]
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return ok
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}
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func (s *mixingStream) seekPlayer(player *Player, offset time.Duration) error {
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s.Lock()
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defer s.Unlock()
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o := int64(offset) * bytesPerSample * channelNum * int64(s.sampleRate) / int64(time.Second)
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o &= mask
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return player.seek(o)
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func (p *players) seekPlayer(player *Player, offset int64) error {
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p.Lock()
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defer p.Unlock()
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return player.seek(offset)
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}
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func (s *mixingStream) playerCurrent(player *Player) time.Duration {
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s.RLock()
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defer s.RUnlock()
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func (p *players) playerCurrent(player *Player, sampleRate int) time.Duration {
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p.RLock()
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defer p.RUnlock()
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sample := player.pos / bytesPerSample / channelNum
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return time.Duration(sample) * time.Second / time.Duration(s.sampleRate)
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return time.Duration(sample) * time.Second / time.Duration(sampleRate)
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}
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// TODO: Enable to specify the format like Mono8?
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@ -200,8 +164,9 @@ func (s *mixingStream) playerCurrent(player *Player) time.Duration {
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// You can also call Update independently from the game loop as 'async mode'.
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// In this case, audio goes on even when the game stops e.g. by diactivating the screen.
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type Context struct {
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stream *mixingStream
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players *players
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driver *driver.Player
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sampleRate int
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frames int
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writtenBytes int
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}
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@ -209,10 +174,11 @@ type Context struct {
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// NewContext creates a new audio context with the given sample rate (e.g. 44100).
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func NewContext(sampleRate int) (*Context, error) {
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// TODO: Panic if one context exists.
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c := &Context{}
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c.stream = &mixingStream{
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c := &Context{
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sampleRate: sampleRate,
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players: map[*Player]struct{}{},
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}
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c.players = &players{
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players: map[*Player]struct{}{},
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}
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// TODO: Rename this other than player
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p, err := driver.NewPlayer(sampleRate, channelNum, bytesPerSample)
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@ -232,12 +198,12 @@ func NewContext(sampleRate int) (*Context, error) {
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// In async mode, the audio never stops even when the game stops.
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func (c *Context) Update() error {
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c.frames++
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bytesPerFrame := c.stream.sampleRate * bytesPerSample * channelNum / ebiten.FPS
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / ebiten.FPS
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l := (c.frames * bytesPerFrame) - c.writtenBytes
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l &= mask
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c.writtenBytes += l
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buf := make([]byte, l)
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n, err := io.ReadFull(c.stream, buf)
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n, err := io.ReadFull(c.players, buf)
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if err != nil {
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return err
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}
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@ -256,8 +222,10 @@ func (c *Context) Update() error {
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// SampleRate returns the sample rate.
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// All audio source must have the same sample rate.
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//
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// This function is concurrent-safe.
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func (c *Context) SampleRate() int {
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return c.stream.SampleRate()
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return c.sampleRate
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}
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// ReadSeekCloser is an io.ReadSeeker and io.Closer.
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@ -268,11 +236,12 @@ type ReadSeekCloser interface {
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// Player is an audio player which has one stream.
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type Player struct {
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stream *mixingStream
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src ReadSeekCloser
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buf []byte
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pos int64
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volume float64
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players *players
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src ReadSeekCloser
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buf []byte
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sampleRate int
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pos int64
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volume float64
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}
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// NewPlayer creates a new player with the given stream.
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@ -280,13 +249,33 @@ type Player struct {
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// src's format must be linear PCM (16bits little endian, 2 channel stereo)
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// without a header (e.g. RIFF header).
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// The sample rate must be same as that of the audio context.
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//
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// This function is concurrent-safe.
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func (c *Context) NewPlayer(src ReadSeekCloser) (*Player, error) {
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return c.stream.newPlayer(src)
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p := &Player{
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players: c.players,
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src: src,
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sampleRate: c.sampleRate,
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buf: []byte{},
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volume: 1,
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}
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// Get the current position of the source.
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pos, err := p.src.Seek(0, 1)
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if err != nil {
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return nil, err
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}
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p.pos = pos
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runtime.SetFinalizer(p, (*Player).Close)
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return p, nil
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}
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// Close closes the stream. Ths source stream passed by NewPlayer will also be closed.
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//
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// This function is concurrent-safe.
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func (p *Player) Close() error {
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return p.stream.closePlayer(p)
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p.players.removePlayer(p)
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runtime.SetFinalizer(p, nil)
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return p.src.Close()
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}
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func (p *Player) readToBuffer(length int) error {
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@ -317,24 +306,34 @@ func (p *Player) bufferLength() int {
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}
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// Play plays the stream.
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//
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// This function is concurrent-safe.
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func (p *Player) Play() error {
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p.stream.addPlayer(p)
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p.players.addPlayer(p)
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return nil
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}
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// IsPlaying returns boolean indicating whether the player is playing.
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//
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// This function is concurrent-safe.
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func (p *Player) IsPlaying() bool {
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return p.stream.hasPlayer(p)
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return p.players.hasPlayer(p)
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}
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// Rewind rewinds the current position to the start.
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//
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// This function is concurrent-safe.
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func (p *Player) Rewind() error {
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return p.Seek(0)
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}
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// Seek seeks the position with the given offset.
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//
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// This function is concurrent-safe.
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func (p *Player) Seek(offset time.Duration) error {
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return p.stream.seekPlayer(p, offset)
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o := int64(offset) * bytesPerSample * channelNum * int64(p.sampleRate) / int64(time.Second)
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o &= mask
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return p.players.seekPlayer(p, o)
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}
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func (p *Player) seek(offset int64) error {
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@ -348,14 +347,18 @@ func (p *Player) seek(offset int64) error {
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}
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// Pause pauses the playing.
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//
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// This function is concurrent-safe.
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func (p *Player) Pause() error {
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p.stream.removePlayer(p)
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p.players.removePlayer(p)
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return nil
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}
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// Current returns the current position.
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//
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// This function is concurrent-safe.
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func (p *Player) Current() time.Duration {
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return p.stream.playerCurrent(p)
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return p.players.playerCurrent(p, p.sampleRate)
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}
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// Volume returns the current volume of this player [0-1].
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@ -372,5 +375,3 @@ func (p *Player) SetVolume(volume float64) {
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}
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p.volume = volume
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}
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// TODO: Panning
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@ -23,7 +23,7 @@ type Loop struct {
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size int64
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}
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func NewLoop(stream ReadSeekCloser, size int64) ReadSeekCloser {
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func NewLoop(stream ReadSeekCloser, size int64) *Loop {
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return &Loop{
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stream: stream,
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size: size,
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