// Copyright 2022 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. package main import ( "log" "math" "sync" "time" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/audio" "github.com/hajimehoshi/ebiten/v2/ebitenutil" ) const ( screenWidth = 640 screenHeight = 480 sampleRate = 48000 ) type Game struct { audioContext *audio.Context player *audio.Player sineWave *SineWave } type SineWave struct { frequency int minFrequency int maxFrequency int // pos is the position in the wave length in the range of [0, 1). pos float64 m sync.Mutex } func NewSineWave() *SineWave { return &SineWave{ frequency: 440, minFrequency: 440, maxFrequency: 880, } } func (s *SineWave) Update(raisePitch bool) { s.m.Lock() defer s.m.Unlock() if raisePitch { if s.frequency < s.maxFrequency { s.frequency += 10 } } else { if s.frequency > s.minFrequency { s.frequency -= 10 } } } func (s *SineWave) Read(buf []byte) (int, error) { s.m.Lock() defer s.m.Unlock() const bytesPerSample = 8 n := len(buf) / bytesPerSample * bytesPerSample buf = buf[:n] length := sampleRate / float64(s.frequency) p := float64(length * s.pos) for i := 0; i < n/bytesPerSample; i++ { v := math.Float32bits(float32(math.Sin(2 * math.Pi * p / length))) buf[8*i] = byte(v) buf[8*i+1] = byte(v >> 8) buf[8*i+2] = byte(v >> 16) buf[8*i+3] = byte(v >> 24) buf[8*i+4] = byte(v) buf[8*i+5] = byte(v >> 8) buf[8*i+6] = byte(v >> 16) buf[8*i+7] = byte(v >> 24) p++ } _, s.pos = math.Modf(p / length) return n, nil } func NewGame() *Game { return &Game{ audioContext: audio.NewContext(sampleRate), } } func (g *Game) Update() error { if g.audioContext == nil { g.audioContext = audio.NewContext(sampleRate) } if g.player == nil { g.sineWave = NewSineWave() p, err := g.audioContext.NewPlayerF32(g.sineWave) if err != nil { return err } g.player = p g.player.Play() // Adjust the buffer size to reflect the audio source changes in real time. // Note that Ebitengine doesn't guarantee the audio quality when the buffer size is modified. // 1/20[s] should work in most cases, but this might cause glitches in some environments. g.player.SetBufferSize(time.Second / 20) } g.sineWave.Update(ebiten.IsKeyPressed(ebiten.KeyA)) return nil } func (g *Game) Draw(screen *ebiten.Image) { ebitenutil.DebugPrint(screen, "This is an example of a real time PCM.\nPress and hold the A key.") } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Real Time PCM (Ebitengine Demo)") if err := ebiten.RunGame(NewGame()); err != nil { log.Fatal(err) } }