// 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,!windows package audio import ( "fmt" "io" "runtime" "time" "golang.org/x/mobile/exp/audio/al" ) const ( maxBufferNum = 8 ) // TODO: This should be in player var totalBufferNum = 0 type player struct { alSource al.Source alBuffers []al.Buffer source io.Reader sampleRate int isClosed bool } func newPlayer(src io.Reader, sampleRate int) (*player, error) { if e := al.OpenDevice(); e != nil { return nil, fmt.Errorf("audio: OpenAL initialization failed: %v", e) } s := al.GenSources(1) if err := al.Error(); err != 0 { return nil, fmt.Errorf("audio: al.GenSources error: %d", err) } p := &player{ alSource: s[0], alBuffers: []al.Buffer{}, source: src, sampleRate: sampleRate, } runtime.SetFinalizer(p, (*player).close) n := maxBufferNum - int(p.alSource.BuffersQueued()) - len(p.alBuffers) if 0 < n { p.alBuffers = append(p.alBuffers, al.GenBuffers(n)...) totalBufferNum += n if maxBufferNum < totalBufferNum { panic("audio: not reach: too many buffers are created") } } if 0 < len(p.alBuffers) { emptyBytes := make([]byte, bufferSize) for _, buf := range p.alBuffers { // Note that the third argument of only the first buffer is used. buf.BufferData(al.FormatStereo16, emptyBytes, int32(p.sampleRate)) p.alSource.QueueBuffers(buf) } p.alBuffers = []al.Buffer{} } al.PlaySources(p.alSource) return p, nil } const ( bufferSize = 1024 ) var ( tmpBuffer = make([]byte, bufferSize) tmpAlBuffers = make([]al.Buffer, maxBufferNum) ) func (p *player) proceed() error { if err := al.Error(); err != 0 { return fmt.Errorf("audio: before proceed: %d", err) } processedNum := p.alSource.BuffersProcessed() if 0 < processedNum { bufs := tmpAlBuffers[:processedNum] p.alSource.UnqueueBuffers(bufs...) if err := al.Error(); err != 0 { return fmt.Errorf("audio: Unqueue in process: %d", err) } p.alBuffers = append(p.alBuffers, bufs...) } for 0 < len(p.alBuffers) { n, err := p.source.Read(tmpBuffer) if 0 < n { buf := p.alBuffers[0] p.alBuffers = p.alBuffers[1:] buf.BufferData(al.FormatStereo16, tmpBuffer[:n], int32(p.sampleRate)) p.alSource.QueueBuffers(buf) if err := al.Error(); err != 0 { return fmt.Errorf("audio: Queue in process: %d", err) } } if err != nil { return err } if n == 0 { time.Sleep(1 * time.Millisecond) } } if p.alSource.State() == al.Stopped { al.RewindSources(p.alSource) al.PlaySources(p.alSource) if err := al.Error(); err != 0 { return fmt.Errorf("audio: PlaySource in process: %d", err) } } return nil } // TODO: When is this called? Can we remove this? func (p *player) close() error { if err := al.Error(); err != 0 { return fmt.Errorf("audio: error before closing: %d", err) } if p.isClosed { return nil } var bs []al.Buffer al.RewindSources(p.alSource) al.StopSources(p.alSource) n := p.alSource.BuffersQueued() if 0 < n { bs = make([]al.Buffer, n) p.alSource.UnqueueBuffers(bs...) p.alBuffers = append(p.alBuffers, bs...) } p.isClosed = true if err := al.Error(); err != 0 { return fmt.Errorf("audio: error after closing: %d", err) } runtime.SetFinalizer(p, nil) return nil }