// 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. // // The stream format must be 16-bit little endian and 2 channels. The format is as follows: // [data] = [sample 1] [sample 2] [sample 3] ... // [sample *] = [channel 1] ... // [channel *] = [byte 1] [byte 2] ... // // An audio context (audio.Context object) has a sample rate you can specify and all streams you want to play must have the same // sample rate. However, decoders in e.g. audio/mp3 package adjust sample rate automatically, // and you don't have to care about it as long as you use those decoders. // // An audio context can generate 'players' (audio.Player objects), // 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. // // Ebiten's game progress tries to synchronizes with audio progress, but // delay can happen if, e.g., decoding an audio source takes long. // // For the simplest example to play sound, see wav package in the examples. package audio import ( "bytes" "errors" "fmt" "io" "runtime" "time" "github.com/hajimehoshi/oto" "github.com/hajimehoshi/ebiten/internal/audiobinding" "github.com/hajimehoshi/ebiten/internal/clock" "github.com/hajimehoshi/ebiten/internal/sync" "github.com/hajimehoshi/ebiten/internal/web" ) 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 (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 } l := len(b) l &= mask b16s := [][]int16{} for player := range p.players { buf, err := player.bufferToInt16(l) if err != nil { return 0, err } b16s = append(b16s, buf) } 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) } closed := []*Player{} for player := range p.players { if player.eof() { closed = append(closed, player) } } for _, player := range closed { delete(p.players, player) } return l, nil } func (p *players) addPlayer(player *Player) { p.Lock() p.players[player] = struct{}{} p.Unlock() } func (p *players) removePlayer(player *Player) { p.Lock() delete(p.players, player) p.Unlock() } func (p *players) hasPlayer(player *Player) bool { p.RLock() _, ok := p.players[player] p.RUnlock() return ok } func (p *players) hasSource(src ReadSeekCloser) bool { p.RLock() defer p.RUnlock() for player := range p.players { if player.src == src { return true } } return false } // A Context represents a current state of audio. // // At most one Context object can exist in one process. // This means only one constant sample rate is valid in your one application. // // For a typical usage example, see examples/wav/main.go. type Context struct { players *players initCh chan struct{} initedCh chan struct{} pingCount int sampleRate int m sync.Mutex } var ( theContext *Context theContextLock sync.Mutex ) // NewContext creates a new audio context with the given sample rate. // // The sample rate is also used for decoding MP3 with audio/mp3 package // or other formats as the target sample rate. // // sampleRate should be 44100 or 48000. // Other values might not work. // For example, 22050 causes error on Safari when decoding MP3. // // Error returned by NewContext is always nil as of 1.5.0-alpha. // // NewContext panics when an audio context is already created. func NewContext(sampleRate int) (*Context, error) { theContextLock.Lock() defer theContextLock.Unlock() if theContext != nil { panic("audio: context is already created") } c := &Context{ sampleRate: sampleRate, } theContext = c c.players = &players{ players: map[*Player]struct{}{}, } go c.loop() return c, nil } // CurrentContext returns the current context or nil if there is no context. func CurrentContext() *Context { theContextLock.Lock() c := theContext theContextLock.Unlock() return c } func (c *Context) ping() { if c.initCh != nil { close(c.initCh) c.initCh = nil } <-c.initedCh c.m.Lock() c.pingCount = 5 c.m.Unlock() } func (c *Context) loop() { c.initCh = make(chan struct{}) c.initedCh = make(chan struct{}) // Copy the channel since c.initCh can be set as nil after clock.RegisterPing. initCh := c.initCh clock.RegisterPing(c.ping) // Initialize oto.Player lazily to enable calling NewContext in an 'init' function. // Accessing oto.Player functions requires the environment to be already initialized, // but if Ebiten is used for a shared library, the timing when init functions are called // is unexpectable. // e.g. a variable for JVM on Android might not be set. <-initCh p, err := oto.NewPlayer(c.sampleRate, channelNum, bytesPerSample, bufferSize()) if err != nil { audiobinding.SetError(err) return } defer p.Close() close(c.initedCh) bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / clock.FPS written := int64(0) prevWritten := int64(0) for { c.m.Lock() if c.pingCount == 0 { c.m.Unlock() time.Sleep(10 * time.Millisecond) continue } c.pingCount-- c.m.Unlock() const n = 4096 if _, err := io.CopyN(p, c.players, n); err != nil { audiobinding.SetError(err) return } written += int64(n) fs := written/int64(bytesPerFrame) - prevWritten/int64(bytesPerFrame) clock.ProceedAudioTimer(fs) prevWritten = written } } // Update is deprecated as of 1.6.0-alpha. // // As of 1.6.0-alpha, Update always returns nil and does nothing related to updating the state. // You don't have to call this function any longer. // The internal audio error is returned at ebiten.Run instead. func (c *Context) Update() error { return nil } // SampleRate returns the sample rate. func (c *Context) SampleRate() int { return c.sampleRate } // ReadSeekCloser is an io.ReadSeeker and io.Closer. type ReadSeekCloser interface { io.ReadSeeker io.Closer } type bytesReadSeekCloser struct { reader *bytes.Reader } func (b *bytesReadSeekCloser) Read(buf []byte) (int, error) { return b.reader.Read(buf) } func (b *bytesReadSeekCloser) Seek(offset int64, whence int) (int64, error) { return b.reader.Seek(offset, whence) } func (b *bytesReadSeekCloser) Close() error { b.reader = nil return nil } // BytesReadSeekCloser creates ReadSeekCloser from bytes. func BytesReadSeekCloser(b []byte) ReadSeekCloser { return &bytesReadSeekCloser{reader: bytes.NewReader(b)} } // Player is an audio player which has one stream. type Player struct { players *players src ReadSeekCloser srcEOF bool sampleRate int buf []byte pos int64 volume float64 closeCh chan struct{} closedCh chan struct{} readLoopEndedCh chan struct{} seekCh chan seekArgs seekedCh chan error proceedCh chan []int16 proceededCh chan proceededValues syncCh chan func() } type seekArgs struct { offset int64 whence int } type proceededValues struct { buf []int16 err error } // 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. // // Note that the given src can't be shared with other Player objects. // // NewPlayer tries to call Seek of src to get the current position. // NewPlayer returns error when the Seek returns error. func NewPlayer(context *Context, src ReadSeekCloser) (*Player, error) { if context.players.hasSource(src) { return nil, errors.New("audio: src cannot be shared with another Player") } p := &Player{ players: context.players, src: src, sampleRate: context.sampleRate, buf: []byte{}, volume: 1, closeCh: make(chan struct{}), closedCh: make(chan struct{}), readLoopEndedCh: make(chan struct{}), seekCh: make(chan seekArgs), seekedCh: make(chan error), proceedCh: make(chan []int16), proceededCh: make(chan proceededValues), syncCh: make(chan func()), } // Get the current position of the source. pos, err := p.src.Seek(0, io.SeekCurrent) if err != nil { return nil, err } p.pos = pos runtime.SetFinalizer(p, (*Player).Close) go func() { p.readLoop() }() return p, nil } // NewPlayerFromBytes creates a new player with the given bytes. // // As opposed to NewPlayer, you don't have to care if src is already used by another player or not. // src can be shared by multiple players. // // The format of src should be same as noted at NewPlayer. // // NewPlayerFromBytes's error is always nil as of 1.5.0-alpha. func NewPlayerFromBytes(context *Context, src []byte) (*Player, error) { b := BytesReadSeekCloser(src) p, err := NewPlayer(context, b) if err != nil { // Errors should never happen. panic(err) } return p, nil } // Close closes the stream. // // When closing, the stream owned by the player will also be closed by calling its Close. // This means that the source stream passed via NewPlayer will also be closed. // // Close returns error when closing the source returns error. func (p *Player) Close() error { runtime.SetFinalizer(p, nil) p.players.removePlayer(p) select { case p.closeCh <- struct{}{}: <-p.closedCh return nil case <-p.readLoopEndedCh: return fmt.Errorf("audio: the player is already closed") } } func (p *Player) bufferToInt16(lengthInBytes int) ([]int16, error) { select { case p.proceedCh <- make([]int16, lengthInBytes/2): r := <-p.proceededCh return r.buf, r.err case <-p.readLoopEndedCh: return nil, fmt.Errorf("audio: the player is already closed") } } // Play plays the stream. // // Play always returns nil. func (p *Player) Play() error { p.players.addPlayer(p) return nil } func (p *Player) readLoop() { defer func() { // Note: the error is ignored p.src.Close() // Receiving from a closed channel returns quickly // i.e. `case <-p.readLoopEndedCh:` can check if this loops is ended. close(p.readLoopEndedCh) }() t := time.After(0) var readErr error for { select { case <-p.closeCh: p.closedCh <- struct{}{} return case s := <-p.seekCh: pos, err := p.src.Seek(s.offset, s.whence) p.buf = nil p.pos = pos p.srcEOF = false p.seekedCh <- err t = time.After(time.Millisecond) break case <-t: // If the buffer has 1 second, that's enough. if len(p.buf) >= p.sampleRate*bytesPerSample*channelNum { t = time.After(100 * time.Millisecond) break } // Try to read the buffer for 1/60[s]. s := 60 if web.IsAndroidChrome() { s = 10 } else if web.IsBrowser() { s = 20 } l := p.sampleRate * bytesPerSample * channelNum / s l &= mask buf := make([]byte, l) n, err := p.src.Read(buf) p.buf = append(p.buf, buf[:n]...) if err == io.EOF { p.srcEOF = true } if p.srcEOF && len(p.buf) == 0 { t = nil break } if err != nil && err != io.EOF { readErr = err t = nil break } if web.IsBrowser() { t = time.After(10 * time.Millisecond) } else { t = time.After(time.Millisecond) } case buf := <-p.proceedCh: if readErr != nil { p.proceededCh <- proceededValues{buf, readErr} return } lengthInBytes := len(buf) * 2 l := lengthInBytes if len(p.buf) < lengthInBytes && !p.srcEOF { p.proceededCh <- proceededValues{buf, nil} break } if l > len(p.buf) { l = len(p.buf) } for i := 0; i < l/2; i++ { buf[i] = int16(p.buf[2*i]) | (int16(p.buf[2*i+1]) << 8) buf[i] = int16(float64(buf[i]) * p.volume) } p.pos += int64(l) p.buf = p.buf[l:] p.proceededCh <- proceededValues{buf, nil} case f := <-p.syncCh: f() } } } func (p *Player) sync(f func()) bool { ch := make(chan struct{}) ff := func() { f() close(ch) } select { case p.syncCh <- ff: <-ch return true case <-p.readLoopEndedCh: return false } } func (p *Player) eof() bool { r := false p.sync(func() { r = p.srcEOF && len(p.buf) == 0 }) return r } // IsPlaying returns boolean indicating whether the player is playing. func (p *Player) IsPlaying() bool { return p.players.hasPlayer(p) } // Rewind rewinds the current position to the start. // // Rewind returns error when seeking the source stream returns error. func (p *Player) Rewind() error { return p.Seek(0) } // Seek seeks the position with the given offset. // // Seek returns error when seeking the source stream returns error. func (p *Player) Seek(offset time.Duration) error { o := int64(offset) * bytesPerSample * channelNum * int64(p.sampleRate) / int64(time.Second) o &= mask select { case p.seekCh <- seekArgs{o, io.SeekStart}: return <-p.seekedCh case <-p.readLoopEndedCh: return fmt.Errorf("audio: the player is already closed") } } // Pause pauses the playing. // // Pause always returns nil. func (p *Player) Pause() error { p.players.removePlayer(p) return nil } // Current returns the current position. func (p *Player) Current() time.Duration { sample := int64(0) p.sync(func() { sample = p.pos / bytesPerSample / channelNum }) return time.Duration(sample) * time.Second / time.Duration(p.sampleRate) } // Volume returns the current volume of this player [0-1]. func (p *Player) Volume() float64 { v := 0.0 p.sync(func() { v = p.volume }) return v } // 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.sync(func() { p.volume = volume }) }