// Copyright 2021 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // +build aix dragonfly freebsd hurd illumos linux netbsd openbsd solaris // +build !android package readerdriver import ( "io" "runtime" "sync" ) type players struct { players map[*playerImpl]struct{} buf []float32 cond *sync.Cond } func newPlayers() *players { return &players{ cond: sync.NewCond(&sync.Mutex{}), } } func (ps *players) shouldWait() bool { for p := range ps.players { if !p.isBufferFull() { return false } } return true } func (ps *players) wait() { ps.cond.L.Lock() defer ps.cond.L.Unlock() for ps.shouldWait() { ps.cond.Wait() } } func (ps *players) loop() { var players []*playerImpl for { ps.wait() ps.cond.L.Lock() players = players[:0] for p := range ps.players { players = append(players, p) } ps.cond.L.Unlock() for _, p := range players { p.readSourceToBuffer() } } } func (ps *players) addPlayer(player *playerImpl) { ps.cond.L.Lock() defer ps.cond.L.Unlock() if ps.players == nil { ps.players = map[*playerImpl]struct{}{} } ps.players[player] = struct{}{} ps.cond.Signal() } func (ps *players) removePlayer(player *playerImpl) { ps.cond.L.Lock() defer ps.cond.L.Unlock() delete(ps.players, player) ps.cond.Signal() } func (ps *players) read(buf []float32) { ps.cond.L.Lock() players := make([]*playerImpl, 0, len(ps.players)) for p := range ps.players { players = append(players, p) } ps.cond.L.Unlock() for _, p := range players { p.readBufferAndAdd(buf) } ps.cond.Signal() } type player struct { p *playerImpl } type playerImpl struct { context *context players *players src io.Reader volume float64 err error state playerState buf []byte m sync.Mutex } func (c *context) NewPlayer(src io.Reader) Player { return newPlayer(c, c.players, src) } func newPlayer(context *context, players *players, src io.Reader) *player { p := &player{ p: &playerImpl{ context: context, players: players, src: src, volume: 1, }, } runtime.SetFinalizer(p, (*player).Close) return p } func (p *player) Err() error { return p.p.Err() } func (p *playerImpl) Err() error { p.m.Lock() defer p.m.Unlock() return p.err } func (p *player) Play() { p.p.Play() } func (p *playerImpl) Play() { p.m.Lock() defer p.m.Unlock() p.playImpl() } func (p *playerImpl) playImpl() { if p.err != nil { return } if p.state != playerPaused { return } buf := make([]byte, p.context.maxBufferSize()) for len(p.buf) < p.context.maxBufferSize() { n, err := p.src.Read(buf) if err != nil && err != io.EOF { p.setErrorImpl(err) return } p.buf = append(p.buf, buf[:n]...) if err == io.EOF { break } } p.state = playerPlay p.m.Unlock() p.players.addPlayer(p) p.m.Lock() } func (p *player) Pause() { p.p.Pause() } func (p *playerImpl) Pause() { p.m.Lock() defer p.m.Unlock() p.pauseImpl() } func (p *playerImpl) pauseImpl() { if p.state != playerPlay { return } p.state = playerPaused } func (p *player) Reset() { p.p.Reset() } func (p *playerImpl) Reset() { p.m.Lock() defer p.m.Unlock() p.resetImpl() } func (p *playerImpl) resetImpl() { if p.state == playerClosed { return } p.state = playerPaused p.buf = p.buf[:0] } func (p *player) IsPlaying() bool { return p.p.IsPlaying() } func (p *playerImpl) IsPlaying() bool { p.m.Lock() defer p.m.Unlock() return p.state == playerPlay } func (p *player) Volume() float64 { return p.p.Volume() } func (p *playerImpl) Volume() float64 { p.m.Lock() defer p.m.Unlock() return p.volume } func (p *player) SetVolume(volume float64) { p.p.SetVolume(volume) } func (p *playerImpl) SetVolume(volume float64) { p.m.Lock() defer p.m.Unlock() p.volume = volume } func (p *player) UnplayedBufferSize() int { return p.p.UnplayedBufferSize() } func (p *playerImpl) UnplayedBufferSize() int { p.m.Lock() defer p.m.Unlock() return len(p.buf) } func (p *player) Close() error { runtime.SetFinalizer(p, nil) return p.p.Close() } func (p *playerImpl) Close() error { p.m.Lock() defer p.m.Unlock() return p.closeImpl() } func (p *playerImpl) closeImpl() error { p.m.Unlock() p.players.removePlayer(p) p.m.Lock() if p.state == playerClosed { return nil } p.state = playerClosed p.buf = nil return p.err } func (p *playerImpl) readBufferAndAdd(buf []float32) int { p.m.Lock() if p.state != playerPlay { p.m.Unlock() return 0 } bitDepthInBytes := p.context.bitDepthInBytes n := len(p.buf) / bitDepthInBytes if n > len(buf) { n = len(buf) } volume := float32(p.volume) src := p.buf[:n*bitDepthInBytes] p.buf = p.buf[n*bitDepthInBytes:] p.m.Unlock() for i := 0; i < n; i++ { var v float32 switch bitDepthInBytes { case 1: v8 := src[i] v = float32(v8-(1<<7)) / (1 << 7) case 2: v16 := int16(src[2*i]) | (int16(src[2*i+1]) << 8) v = float32(v16) / (1 << 15) } buf[i] += v * volume } return n } func (p *playerImpl) isBufferFull() bool { p.m.Lock() defer p.m.Unlock() return len(p.buf) >= p.context.maxBufferSize() } func (p *playerImpl) readSourceToBuffer() { p.m.Lock() defer p.m.Unlock() if p.err != nil { return } if p.state == playerClosed { return } if len(p.buf) >= p.context.maxBufferSize() { return } buf := make([]byte, p.context.maxBufferSize()) n, err := p.src.Read(buf) if err != nil && err != io.EOF { p.setErrorImpl(err) return } p.buf = append(p.buf, buf[:n]...) if err == io.EOF && len(p.buf) == 0 { p.resetImpl() } } func (p *playerImpl) setErrorImpl(err error) { p.err = err p.closeImpl() }