// Copyright 2015 Hajime Hoshi // // 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. // Package audio provides audio players. This can be used with or without ebiten package. // // The stream format must be 16-bit little endian and 2 channels. // // An audio context has a sample rate you can set and all streams you want to play must have the same // sample rate. // // An audio context can generate 'players' (instances of audio.Player), // and you can play sound by calling Play function of players. // When multiple players play, mixing is automatically done. // Note that too many players may cause distortion. package audio import ( "io" "runtime" "sync" "time" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/exp/audio/internal/driver" ) type players struct { players map[*Player]struct{} sync.RWMutex } const ( channelNum = 2 bytesPerSample = 2 // TODO: This assumes that channelNum is a power of 2. mask = ^(channelNum*bytesPerSample - 1) ) func min(a, b int) int { if a < b { return a } return b } func (p *players) Read(b []byte) (int, error) { p.Lock() defer p.Unlock() if len(p.players) == 0 { l := len(b) l &= mask copy(b, make([]byte, l)) return l, nil } closed := []*Player{} l := len(b) for p := range p.players { err := p.readToBuffer(l) if err == io.EOF { closed = append(closed, p) } else if err != nil { return 0, err } l = min(p.bufferLength(), l) } l &= mask b16s := [][]int16{} for p := range p.players { b16s = append(b16s, p.bufferToInt16(l)) } for i := 0; i < l/2; i++ { x := 0 for _, b16 := range b16s { x += int(b16[i]) } if x > (1<<15)-1 { x = (1 << 15) - 1 } if x < -(1 << 15) { x = -(1 << 15) } b[2*i] = byte(x) b[2*i+1] = byte(x >> 8) } for p := range p.players { p.proceed(l) } for _, pl := range closed { delete(p.players, pl) } return l, nil } func (p *players) addPlayer(player *Player) { p.Lock() defer p.Unlock() p.players[player] = struct{}{} } func (p *players) removePlayer(player *Player) { p.Lock() defer p.Unlock() delete(p.players, player) } func (p *players) hasPlayer(player *Player) bool { p.RLock() defer p.RUnlock() _, ok := p.players[player] return ok } func (p *players) seekPlayer(player *Player, offset int64) error { p.Lock() defer p.Unlock() return player.seek(offset) } func (p *players) playerCurrent(player *Player, sampleRate int) time.Duration { p.RLock() defer p.RUnlock() sample := player.pos / bytesPerSample / channelNum return time.Duration(sample) * time.Second / time.Duration(sampleRate) } // TODO: Enable to specify the format like Mono8? // A Context is a current state of audio. // // The typical usage with ebiten package is: // // var audioContext *audio.Context // // func update(screen *ebiten.Image) error { // // Update updates the audio stream by 1/60 [sec]. // if err := audioContext.Update(); err != nil { // return err // } // // ... // } // // func main() { // audioContext, err = audio.NewContext(sampleRate) // if err != nil { // panic(err) // } // ebiten.Run(run, update, 320, 240, 2, "Audio test") // } // // This is 'sync mode' in that game's (logical) time and audio time are synchronized. // 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 driver *driver.Player sampleRate int frames int writtenBytes int } // NewContext creates a new audio context with the given sample rate (e.g. 44100). func NewContext(sampleRate int) (*Context, error) { // TODO: Panic if one context exists. c := &Context{ sampleRate: sampleRate, } c.players = &players{ players: map[*Player]struct{}{}, } // TODO: Rename this other than player p, err := driver.NewPlayer(sampleRate, channelNum, bytesPerSample) c.driver = p if err != nil { return nil, err } 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. func (c *Context) Update() error { c.frames++ bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / ebiten.FPS l := (c.frames * bytesPerFrame) - c.writtenBytes l &= mask c.writtenBytes += l buf := make([]byte, l) n, err := io.ReadFull(c.players, buf) if err != nil { return err } if n != len(buf) { return c.driver.Close() } err = c.driver.Proceed(buf) if err == io.EOF { return c.driver.Close() } if err != nil { return err } return nil } // SampleRate returns the sample rate. // All audio source must have the same sample rate. // // This function is concurrent-safe. func (c *Context) SampleRate() int { return c.sampleRate } // ReadSeekCloser is an io.ReadSeeker and io.Closer. type ReadSeekCloser interface { io.ReadSeeker io.Closer } // Player is an audio player which has one stream. type Player struct { players *players src ReadSeekCloser buf []byte sampleRate int pos int64 volume float64 } // NewPlayer creates a new player with the given stream. // // src's format must be linear PCM (16bits little endian, 2 channel stereo) // without a header (e.g. RIFF header). // The sample rate must be same as that of the audio context. // // This function is concurrent-safe. func (c *Context) NewPlayer(src ReadSeekCloser) (*Player, error) { p := &Player{ players: c.players, src: src, sampleRate: c.sampleRate, buf: []byte{}, volume: 1, } // Get the current position of the source. pos, err := p.src.Seek(0, 1) if err != nil { return nil, err } p.pos = pos runtime.SetFinalizer(p, (*Player).Close) return p, nil } // Close closes the stream. Ths source stream passed by NewPlayer will also be closed. // // This function is concurrent-safe. func (p *Player) Close() error { p.players.removePlayer(p) runtime.SetFinalizer(p, nil) return p.src.Close() } func (p *Player) readToBuffer(length int) error { bb := make([]byte, length) n, err := p.src.Read(bb) if 0 < n { p.buf = append(p.buf, bb[:n]...) } return err } func (p *Player) bufferToInt16(lengthInBytes int) []int16 { r := make([]int16, lengthInBytes/2) for i := 0; i < lengthInBytes/2; i++ { r[i] = int16(p.buf[2*i]) | (int16(p.buf[2*i+1]) << 8) r[i] = int16(float64(r[i]) * p.volume) } return r } func (p *Player) proceed(length int) { p.buf = p.buf[length:] p.pos += int64(length) } func (p *Player) bufferLength() int { return len(p.buf) } // Play plays the stream. // // This function is concurrent-safe. func (p *Player) Play() error { p.players.addPlayer(p) return nil } // IsPlaying returns boolean indicating whether the player is playing. // // This function is concurrent-safe. func (p *Player) IsPlaying() bool { return p.players.hasPlayer(p) } // Rewind rewinds the current position to the start. // // This function is concurrent-safe. func (p *Player) Rewind() error { return p.Seek(0) } // Seek seeks the position with the given offset. // // This function is concurrent-safe. func (p *Player) Seek(offset time.Duration) error { o := int64(offset) * bytesPerSample * channelNum * int64(p.sampleRate) / int64(time.Second) o &= mask return p.players.seekPlayer(p, o) } func (p *Player) seek(offset int64) error { p.buf = []byte{} pos, err := p.src.Seek(offset, 0) if err != nil { return err } p.pos = pos return nil } // Pause pauses the playing. // // This function is concurrent-safe. func (p *Player) Pause() error { p.players.removePlayer(p) return nil } // Current returns the current position. // // This function is concurrent-safe. func (p *Player) Current() time.Duration { return p.players.playerCurrent(p, p.sampleRate) } // Volume returns the current volume of this player [0-1]. func (p *Player) Volume() float64 { return p.volume } // SetVolume sets the volume of this player. // volume must be in between 0 and 1. This function panics otherwise. func (p *Player) SetVolume(volume float64) { // The condition must be true when volume is NaN. if !(0 <= volume && volume <= 1) { panic("audio: volume must be in between 0 and 1") } p.volume = volume }