Commit Graph

324 Commits

Author SHA1 Message Date
Hajime Hoshi
d752408da3 Fix comments not to use the term 'this function' 2018-07-15 01:04:46 +09:00
Hajime Hoshi
c6842f2cd8 audio/vorbis/internal/stb: Use TypedArrayOf (#642) 2018-07-07 17:46:55 +09:00
Hajime Hoshi
c0ccc16767 audio/mp3: Use TypedArray (#642) 2018-07-07 17:19:47 +09:00
Hajime Hoshi
e61af537f4 audio/vorbis: Use jfreymuth/oggvorbis when the target is Wasm 2018-07-05 02:27:23 +09:00
Hajime Hoshi
de7065bbf7 audio/vorbis/internal/stb: Use float32 version of decoder for efficiency 2018-07-05 01:37:51 +09:00
Hajime Hoshi
9bf2eaff58 audio/vorbis/internal/stb: Rename files 2018-07-04 12:04:00 +09:00
Hajime Hoshi
992f6c767a audio/vorbis: Use stb_vorbis.c on browsers
This change adds a Ogg/Vorbis decoder stb_vorbis.c usage that is
compiled by Emscripten as WebAssembly.

Fixes #623
2018-07-04 01:23:11 +09:00
Hajime Hoshi
6e51d31524
Use new GopherWasm API (#634)
I plan to merge this right after
https://github.com/gopherjs/gopherwasm/pull/3 is merged.
2018-06-30 00:02:15 +09:00
Hajime Hoshi
a9359e4ef8 Use GopherJS/GopherWasm 2018-06-24 16:10:24 +09:00
Hajime Hoshi
a8c27b4eb1 audio/mp3: Bug fix: float32ArrayToSlice didn't work for Wasm 2018-06-24 04:33:05 +09:00
Hajime Hoshi
baee2ba4c9 audio/mp3: Bug fix: ArrayBuffer in the backend can be different from Uint8Array range 2018-06-24 02:31:34 +09:00
Hajime Hoshi
4c70ad382d audio/mp3: Bug fix: Avoid using a detached ArrayBuffer 2018-06-24 02:12:00 +09:00
Hajime Hoshi
5aefa837db audio/mp3: Use gopherwasm 2018-06-24 01:42:16 +09:00
Hajime Hoshi
273093b237 audio: Skip the player in the state of starting, seeking or EOF
This is basically reland of
2fee7a6fe5.

Before this change, if a player's buffer was not enough for
reading, 0 value were used and this caused noises. The reading
size should be aligned with all the players.

However, there are some cases that the player should be skippped.
For example, just after a player just starts playing or seeking,
the buffer is empty. In this case, other players should not wait
for the player since decoding might take some time. Another case
is that the player reached EOF.

This change aligns the read buffer sizes but use zero values only
when the player just starts or seeks, or reaches EOF.
2018-06-09 22:00:11 +09:00
Hajime Hoshi
facf184548 Revert "audio: Consider the state of the player's starting and seeking"
This reverts commit 2fee7a6fe5.

Reason: This causes freezing on browsers
2018-06-09 19:28:20 +09:00
Hajime Hoshi
b62e07b9bd audio: Remove println 2018-06-09 19:05:07 +09:00
Hajime Hoshi
2fee7a6fe5 audio: Consider the state of the player's starting and seeking
Before this change, if a player's buffer was not enough for
reading, 0 value were used and this caused noises. The reading
size should be aligned with all the players.

Just after a player just starts playing or seeking, the buffer is
empty but other players should not wait for the player read since
decoding might take some time.

To summerize, this change aligns the read buffer sizes but use
zero values only when the player just starts or seeks.
2018-06-09 19:01:57 +09:00
Hajime Hoshi
91958d24ef audio: Use bigger buffers for mobiles 2018-06-09 18:14:18 +09:00
Hajime Hoshi
faaf391619 audio: Give up syncing audio timer and game timer (#617)
Syncing was already incomplete (e.g. decoding takes more than one
frame and delays can happen in this case). Giving up syncing audio
timer and game timer should not affect the game experience so much.
Instead, clock implementation will be much simpler.
2018-05-27 00:30:12 +09:00
Hajime Hoshi
5976e4bbbc audio: More intellegent suspending/resuming (#617)
Before this change, the audio is suspended when the game stops for
1/12[s]. However, as game often stops for more than 1/12[s]
especially on mobiles, this implemntation caused some audio
glitches.

This change fixes this problem by re-implementing suspending/
resumeing audio by detecting the window is active/focused or not.
2018-05-26 23:31:04 +09:00
Hajime Hoshi
df048d9bf6 audio: Don't use nosync GopherJS
nosync package is good in terms of performance, but this assumes
that duplicated lock never happens. As audio package runs multiple
goroutines, theoretically duplicated lock can happen, and it looks
like this is an actual case (#603).

This change replaces nosync usages with regular sync usages.

Probably I'll deprecate nosync usages via internal/sync package
everywhere in Ebiten.

This might fix #603.
2018-05-09 12:14:20 +09:00
Hajime Hoshi
83f168a010 audio/vorbis: Bug fix: fail to decode too short ogg 2018-04-07 22:13:12 +09:00
Hajime Hoshi
75ac8e6f2b vorbis: Add tests (#570) 2018-03-31 01:51:39 +09:00
Hajime Hoshi
a31874ed48 vorbis: Bug fix: Length returned wrong result with monoral source (#570) 2018-03-30 11:59:03 +09:00
Hajime Hoshi
f1f0277deb wav: Set finalizer for the stream 2018-03-27 12:10:57 +09:00
Hajime Hoshi
88cfd219e7 mp3: Set finalizer for the stream 2018-03-27 10:58:13 +09:00
Hajime Hoshi
f4e018a336 vorbis: Bug fix: Read was not responsible with Close (#569) 2018-03-27 10:51:21 +09:00
Hajime Hoshi
632a97974d audio: Fix wrong English word 2018-03-22 00:36:48 +09:00
Hajime Hoshi
18113f259a audio: NewPlayer now accepts io.ReadCloser
Fixes #414
2018-03-22 00:33:17 +09:00
Hajime Hoshi
1b0e71765f internal/hooks: Rename Update -> BeforeUpdate 2018-03-15 02:50:10 +09:00
Hajime Hoshi
063153e41d ebitenutil: Speed up to avoid copying by image.Rect 2018-03-11 21:39:22 +09:00
Hajime Hoshi
61950817fa audio: Bug fix: importing audio without NewContext causes error 2018-03-04 22:18:14 +09:00
Hajime Hoshi
647d8f0094 audio: Use time.NewTimer and Stop instead of time.After
Fixes #532
2018-03-04 19:23:38 +09:00
Hajime Hoshi
392ee92aeb Add internal/hooks to replace internal/audiobinding 2018-02-04 17:33:17 +09:00
Hajime Hoshi
2322c5600b audio: Revert the buffer size
This basically reverts df62b16270.
2018-01-29 11:57:52 +09:00
Hajime Hoshi
5c55df87d7 audio: Deprecate Size() and add Length() (#466) 2018-01-09 01:25:38 +09:00
Hajime Hoshi
ef282f7f4f audio/internal/convert: Remove unused functions 2018-01-09 00:26:54 +09:00
Hajime Hoshi
e83810fc57 audio/internal/convert: Add resampling_test.go
Fixes #369
2018-01-08 23:44:44 +09:00
Hajime Hoshi
d5d5ebb0b3 clock: Make ProceedAudioTimer take a number of frames 2018-01-07 18:32:19 +09:00
Hajime Hoshi
d12a3d4073 clock: Refactoring 2018-01-07 17:10:56 +09:00
Hajime Hoshi
0b3495b81f audio: Use mock sync on browsers 2018-01-07 15:26:18 +09:00
Hajime Hoshi
11a1e6ec39 audio/internal/convert: Adjust window size again (confirmed this worked well on iPhone 6) 2018-01-06 01:49:55 +09:00
Hajime Hoshi
5b2dbf6036 audio/internal/convert: Adjust resamplingBufferSize again 2018-01-06 01:46:54 +09:00
Hajime Hoshi
ab70f6fc58 audio/internal/convert: Much faster sine/cosine functions 2018-01-06 00:15:07 +09:00
Hajime Hoshi
005d18ceff audio/internal/convert: Use int64 (now it is fast enough on browsers?) 2018-01-05 20:03:17 +09:00
Hajime Hoshi
c020101afc audio/internal/convert: Use cosine table 2018-01-05 19:40:12 +09:00
Hajime Hoshi
2884fb7070 audio/internal/convert: Fix algorithm 2018-01-05 18:21:14 +09:00
Hajime Hoshi
df62b16270 audio: Use bigger buffer size for mobile phones 2017-12-31 01:28:08 +09:00
Hajime Hoshi
de1a22d9f3 audio/internal/convert: Bug fix: remove unneeded import 2017-12-31 00:15:36 +09:00
Hajime Hoshi
03942292f5 audio/internal/convert: Change the window smaller for performance
On iOS, resapling performance was not good.
2017-12-31 00:14:52 +09:00