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audio: Add doc
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@ -12,6 +12,17 @@
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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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// Package audio provides audio players. This can be used with or without ebiten package.
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//
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// The stream format must be 16-bit little endian and 2 channels.
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//
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// An audio context has a sample rate you can set and all streams you want to play must have the same
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// sample rate.
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//
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// An audio context can generate 'players' (instances of audio.Player),
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// and you can play sound by calling Play function of players.
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// When multiple players play, mixing is automatically done.
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// Note that too many players may cause distortion.
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package audio
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import (
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@ -182,11 +193,37 @@ func (s *mixingStream) playerCurrent(player *Player) time.Duration {
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// TODO: Enable to specify the format like Mono8?
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// A Context is a current state of audio.
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//
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// The typical usage with ebiten package is:
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//
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// var audioContext *audio.Context
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//
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// func update(screen *ebiten.Image) error {
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// // Update updates the audio stream by 1/60 [sec].
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// if err := audioContext.Update(); err != nil {
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// return err
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// }
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// // ...
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// }
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//
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// func main() {
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// audioContext, err = audio.NewContext(sampleRate)
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// if err != nil {
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// panic(err)
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// }
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// ebiten.Run(run, update, 320, 240, 2, "Audio test")
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// }
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//
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// This is 'sync mode' in that game's (logical) time and audio time are synchronized.
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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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errorCh chan error
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}
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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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@ -220,11 +257,12 @@ func NewContext(sampleRate int) (*Context, error) {
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}
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// Update proceeds the inner (logical) time of the context by 1/60 second.
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//
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// This is expected to be called in the game's updating function (sync mode)
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// or an independent goroutine with timers (unsync mode).
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// or an independent goroutine with timers (async mode).
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// In sync mode, the game logical time syncs the audio logical time and
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// you will find audio stops when the game stops e.g. when the window is deactivated.
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// In unsync mode, the audio never stops even when the game stops.
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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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select {
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case err := <-c.errorCh:
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@ -255,16 +293,16 @@ type Player struct {
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volume float64
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}
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// NewPlayer creates a new player with the given data to the given channel.
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// The given data is queued to the end of the buffer.
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// This may not be played immediately when data already exists in the buffer.
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// NewPlayer creates a new player with the given stream.
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//
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// src's format must be linear PCM (16bits, 2 channel stereo, little endian)
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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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func (c *Context) NewPlayer(src ReadSeekCloser) (*Player, error) {
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return c.stream.newPlayer(src)
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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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func (p *Player) Close() error {
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return p.stream.closePlayer(p)
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}
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@ -296,19 +334,23 @@ func (p *Player) bufferLength() int {
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return len(p.buf)
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}
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// Play plays the stream.
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func (p *Player) Play() error {
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p.stream.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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func (p *Player) IsPlaying() bool {
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return p.stream.hasPlayer(p)
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}
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// Rewind rewinds the current position to the start.
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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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func (p *Player) Seek(offset time.Duration) error {
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return p.stream.seekPlayer(p, offset)
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}
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@ -323,20 +365,23 @@ func (p *Player) seek(offset int64) error {
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return nil
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}
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// Pause pauses the playing.
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func (p *Player) Pause() error {
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p.stream.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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func (p *Player) Current() time.Duration {
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return p.stream.playerCurrent(p)
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}
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// Volume returns the current volume of this player [0-1].
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func (p *Player) Volume() float64 {
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return p.volume
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}
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// SetVolume sets the volume.
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// SetVolume sets the volume of this player.
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// volume must be in between 0 and 1. This function panics otherwise.
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func (p *Player) SetVolume(volume float64) {
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// The condition must be true when volume is NaN.
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