// 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 driver import ( "errors" "strings" "github.com/gopherjs/gopherjs/js" ) type Player struct { sampleRate int channelNum int bytesPerSample int positionInSamples int64 bufferedData []byte context *js.Object } func isIOS() bool { ua := js.Global.Get("navigator").Get("userAgent").String() if !strings.Contains(ua, "iPhone") { return false } return true } func isAndroidChrome() bool { ua := js.Global.Get("navigator").Get("userAgent").String() if !strings.Contains(ua, "Android") { return false } if !strings.Contains(ua, "Chrome") { return false } return true } func NewPlayer(sampleRate, channelNum, bytesPerSample int) (*Player, error) { class := js.Global.Get("AudioContext") if class == js.Undefined { class = js.Global.Get("webkitAudioContext") } if class == js.Undefined { return nil, errors.New("driver: audio couldn't be initialized") } p := &Player{ sampleRate: sampleRate, channelNum: channelNum, bytesPerSample: bytesPerSample, bufferedData: []byte{}, context: class.New(), } // iOS and Android Chrome requires touch event to use AudioContext. if isIOS() || isAndroidChrome() { js.Global.Get("document").Call("addEventListener", "touchend", func() { // Resuming is necessary as of Chrome 55+ in some cases like different // domain page in an iframe. p.context.Call("resume") p.context.Call("createBufferSource").Call("start", 0) p.positionInSamples = int64(p.context.Get("currentTime").Float() * float64(p.sampleRate)) }) } p.positionInSamples = int64(p.context.Get("currentTime").Float() * float64(p.sampleRate)) return p, nil } func toLR(data []byte) ([]int16, []int16) { l := make([]int16, len(data)/4) r := make([]int16, len(data)/4) for i := 0; i < len(data)/4; i++ { l[i] = int16(data[4*i]) | int16(data[4*i+1])<<8 r[i] = int16(data[4*i+2]) | int16(data[4*i+3])<<8 } return l, r } func (p *Player) Proceed(data []byte) error { // delay is buffer in sample numbers for p.positionInSamples. // Without this, adjusting p.positionInSamples with the context's currenTime // much more often especially on Safari, which is the cause of noise (#307). const delay = 256 p.bufferedData = append(p.bufferedData, data...) c := int64(p.context.Get("currentTime").Float() * float64(p.sampleRate)) if p.positionInSamples+delay < c { p.positionInSamples = c } // Heuristic data size which doesn't cause too much noise and too much delay (#299) dataSize := int(float64(p.sampleRate)/13.5) / 4 * 4 for dataSize <= len(p.bufferedData) { data := p.bufferedData[:dataSize] size := len(data) / p.bytesPerSample / p.channelNum // TODO: size must be const or you'll get noise (e.g. sample rate is 22050) buf := p.context.Call("createBuffer", p.channelNum, size, p.sampleRate) l := buf.Call("getChannelData", 0) r := buf.Call("getChannelData", 1) il, ir := toLR(data) const max = 1 << 15 for i := 0; i < len(il); i++ { l.SetIndex(i, float64(il[i])/max) r.SetIndex(i, float64(ir[i])/max) } s := p.context.Call("createBufferSource") s.Set("buffer", buf) s.Call("connect", p.context.Get("destination")) s.Call("start", float64(p.positionInSamples+delay)/float64(p.sampleRate)) p.positionInSamples += int64(len(il)) p.bufferedData = p.bufferedData[dataSize:] } return nil } func (p *Player) Close() error { return nil }