audio: Make the game loop depend on the audio clock

This commit is contained in:
Hajime Hoshi 2017-07-11 00:20:47 +09:00
parent 7c277c3ab3
commit fdaf03b209
2 changed files with 99 additions and 76 deletions

View File

@ -34,10 +34,11 @@ import (
"sync"
"time"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/oto"
)
const FPS = 60
type players struct {
players map[*Player]struct{}
sync.RWMutex
@ -170,14 +171,14 @@ func (p *players) hasSource(src ReadSeekCloser) bool {
// You can also call Update independently from the game loop as 'async mode'.
// In this case, audio goes on even when the game stops e.g. by diactivating the screen.
type Context struct {
players *players
playerWriteCh chan []uint8
playerErrCh chan error
playerCloseCh chan struct{}
sampleRate int
frames int64
writtenBytes int64
discardingCount int
players *players
errCh chan error
pingCh chan struct{}
sampleRate int
frames int64
framesReadOnly int64
writtenBytes int64
m sync.Mutex
}
var (
@ -198,90 +199,87 @@ func NewContext(sampleRate int) (*Context, error) {
}
c := &Context{
sampleRate: sampleRate,
errCh: make(chan error, 1),
pingCh: make(chan struct{}),
}
theContext = c
c.players = &players{
players: map[*Player]struct{}{},
}
return c, nil
go c.loop()
return c, nil
}
// Update proceeds the inner (logical) time of the context by 1/60 second.
//
// This is expected to be called in the game's updating function (sync mode)
// or an independent goroutine with timers (async mode).
// In sync mode, the game logical time syncs the audio logical time and
// you will find audio stops when the game stops e.g. when the window is deactivated.
// In async mode, the audio never stops even when the game stops.
//
// Update returns error when IO error occurs in the underlying IO object.
func (c *Context) Update() error {
func CurrentContext() *Context {
theContextLock.Lock()
c := theContext
theContextLock.Unlock()
return c
}
// Internal Only?
func (c *Context) Frame() int64 {
c.m.Lock()
n := c.framesReadOnly
c.m.Unlock()
return n
}
// Internal Only?
func (c *Context) Ping() {
select {
case c.pingCh <- struct{}{}:
default:
}
}
func (c *Context) loop() {
// Initialize oto.Player lazily to enable calling NewContext in an 'init' function.
// Accessing oto.Player functions requires the environment to be already initialized,
// but if Ebiten is used for a shared library, the timing when init functions are called
// is unexpectable.
// e.g. a variable for JVM on Android might not be set.
if c.playerWriteCh == nil {
init := make(chan error)
c.playerWriteCh = make(chan []uint8)
c.playerErrCh = make(chan error, 1)
c.playerCloseCh = make(chan struct{})
go func() {
// The buffer size is 1/15 sec.
// It looks like 1/20 sec is too short for Android.
s := c.sampleRate * channelNum * bytesPerSample / 15
p, err := oto.NewPlayer(c.sampleRate, channelNum, bytesPerSample, s)
if err != nil {
init <- err
return
}
defer p.Close()
close(init)
for {
select {
case buf := <-c.playerWriteCh:
if _, err = p.Write(buf); err != nil {
c.playerErrCh <- err
}
case <-c.playerCloseCh:
return
}
}
}()
if err := <-init; err != nil {
return err
// The buffer size is 1/15 sec.
// It looks like 1/20 sec is too short for Android.
s := c.sampleRate * channelNum * bytesPerSample / 15
p, err := oto.NewPlayer(c.sampleRate, channelNum, bytesPerSample, s)
if err != nil {
c.errCh <- err
}
defer p.Close()
for {
c.m.Lock()
c.framesReadOnly = c.frames
c.m.Unlock()
if c.frames%10 == 0 {
<-c.pingCh
}
c.frames++
bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / FPS
l := (c.frames * int64(bytesPerFrame)) - c.writtenBytes
l &= mask
c.writtenBytes += l
buf := make([]uint8, l)
if _, err := io.ReadFull(c.players, buf); err != nil {
c.errCh <- err
}
if _, err = p.Write(buf); err != nil {
c.errCh <- err
}
}
}
// Update returns an error if some errors happen.
func (c *Context) Update() error {
select {
case err := <-c.playerErrCh:
close(c.playerCloseCh)
case err := <-c.errCh:
return err
default:
}
c.frames++
bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / ebiten.FPS
l := (c.frames * int64(bytesPerFrame)) - c.writtenBytes
l &= mask
c.writtenBytes += l
buf := make([]uint8, l)
if _, err := io.ReadFull(c.players, buf); err != nil {
close(c.playerCloseCh)
return err
}
// Discard when the buffer queue seems full.
if c.discardingCount > 0 {
c.discardingCount--
return nil
}
select {
case c.playerWriteCh <- buf:
// Writing can block. Don't wait for the result here.
default:
// The current buffer size is 1/15 [sec] = 4 [frames].
// Wait for 5 [frames] which is more than 4.
c.discardingCount = 5
}
return nil
}

View File

@ -18,6 +18,7 @@ import (
"errors"
"time"
"github.com/hajimehoshi/ebiten/audio"
"github.com/hajimehoshi/ebiten/internal/sync"
"github.com/hajimehoshi/ebiten/internal/ui"
)
@ -35,6 +36,10 @@ type runContext struct {
lastUpdated int64
lastFPSUpdated int64
m sync.RWMutex
lastAudioFrame int64
lastAudioFrameTime int64
deltaTime int64
}
var currentRunContext *runContext
@ -106,7 +111,7 @@ func Run(g GraphicsContext, width, height int, scale float64, title string, fps
currentRunContext.startRunning()
defer currentRunContext.endRunning()
n := now()
n := currentRunContext.adjustedNowWithAudio()
currentRunContext.lastUpdated = n
currentRunContext.lastFPSUpdated = n
@ -120,9 +125,26 @@ func Run(g GraphicsContext, width, height int, scale float64, title string, fps
return nil
}
func (c *runContext) adjustedNowWithAudio() int64 {
n := now()
if audio.CurrentContext() == nil {
return n
}
if c.lastAudioFrameTime == 0 {
c.lastAudioFrameTime = n
}
if f := audio.CurrentContext().Frame(); c.lastAudioFrame != f {
an := c.lastAudioFrameTime + (f-c.lastAudioFrame)*int64(time.Second)/audio.FPS
c.deltaTime += an - n
c.lastAudioFrame = f
c.lastAudioFrameTime = n
}
return n + c.deltaTime
}
func (c *runContext) render(g GraphicsContext) error {
fps := c.fps
n := now()
n := c.adjustedNowWithAudio()
defer func() {
// Calc the current FPS.
if time.Second > time.Duration(n-c.lastFPSUpdated) {
@ -139,6 +161,9 @@ func (c *runContext) render(g GraphicsContext) error {
c.lastUpdated = n
return nil
}
if audio.CurrentContext() != nil {
audio.CurrentContext().Ping()
}
// Note that generally t is a little different from 1/60[sec].
t := n - c.lastUpdated