// 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. // +build js package audio import ( "github.com/gopherjs/gopherjs/js" ) // Keep this so as not to be destroyed by GC. var node js.Object var context js.Object const bufferSize = 1024 const SampleRate = 44100 type channel struct { l []float32 r []float32 } var channels = make([]*channel, 16) func init() { for i, _ := range channels { channels[i] = &channel{ l: []float32{}, r: []float32{}, } } } func min(a, b int) int { if a < b { return a } return b } var currentBytes = 0 func CurrentBytes() int { return currentBytes } func Init() { context = js.Global.Get("AudioContext").New() // TODO: ScriptProcessorNode will be replaced with Audio WebWorker. // https://developer.mozilla.org/ja/docs/Web/API/ScriptProcessorNode node = context.Call("createScriptProcessor", bufferSize, 0, 2) node.Call("addEventListener", "audioprocess", func(e js.Object) { defer func() { currentBytes += bufferSize }() l := e.Get("outputBuffer").Call("getChannelData", 0) r := e.Get("outputBuffer").Call("getChannelData", 1) inputL := make([]float32, bufferSize) inputR := make([]float32, bufferSize) for _, ch := range channels { if len(ch.l) == 0 { continue } l := min(len(ch.l), bufferSize) for i := 0; i < l; i++ { inputL[i] += ch.l[i] inputR[i] += ch.r[i] } // TODO: Use copyFromChannel? usedLen := min(bufferSize, len(ch.l)) ch.l = ch.l[usedLen:] ch.r = ch.r[usedLen:] } for i := 0; i < bufferSize; i++ { // TODO: Use copyFromChannel? if len(inputL) <= i { l.SetIndex(i, 0) r.SetIndex(i, 0) continue } l.SetIndex(i, inputL[i]) r.SetIndex(i, inputR[i]) } }) } func Start() { // TODO: For iOS, node should be connected with a buffer node. node.Call("connect", context.Get("destination")) } func channelAt(i int) *channel { if i == -1 { for _, ch := range channels { if 0 < len(ch.l) { continue } return ch } return nil } ch := channels[i] // TODO: Can we append even though all data is not consumed? Need game timer? if 0 < len(ch.l) { return nil } return ch } func Append(i int, l []float32, r []float32) bool { // TODO: Mutex (especially for OpenAL) if len(l) != len(r) { panic("len(l) must equal to len(r)") } ch := channelAt(i) if ch == nil { return false } ch.l = append(ch.l, l...) ch.r = append(ch.r, r...) return true }