// Copyright 2020 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. // +build example jsgo package main import ( "bytes" "fmt" "image" _ "image/png" "log" "math" "time" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/audio" "github.com/hajimehoshi/ebiten/v2/audio/vorbis" "github.com/hajimehoshi/ebiten/v2/ebitenutil" raudio "github.com/hajimehoshi/ebiten/v2/examples/resources/audio" "github.com/hajimehoshi/ebiten/v2/examples/resources/images" ) const ( screenWidth = 320 screenHeight = 240 sampleRate = 22050 ) var img *ebiten.Image var audioContext *audio.Context func init() { var err error audioContext, err = audio.NewContext(sampleRate) if err != nil { log.Fatal(err) } } type Game struct { player *audio.Player panstream *StereoPanStream // panning goes from -1 to 1 // -1: 100% left channel, 0% right channel // 0: 100% both channels // 1: 0% left channel, 100% right channel panning float64 count int xpos float64 } func (g *Game) initAudio() { if g.player != nil { return } // Decode an Ogg file. // oggS is a decoded io.ReadCloser and io.Seeker. oggS, err := vorbis.Decode(audioContext, audio.BytesReadSeekCloser(raudio.Ragtime_ogg)) if err != nil { log.Fatal(err) } // Wrap the raw audio with the StereoPanStream g.panstream = NewStereoPanStreamFromReader(oggS) g.player, err = audio.NewPlayer(audioContext, g.panstream) if err != nil { log.Fatal(err) } // Play the infinite-length stream. This never ends. g.player.Play() } // time is whithin the 0 ... 1 range func lerp(a, b, t float64) float64 { return a*(1-t) + b*t } func (g *Game) Update(screen *ebiten.Image) error { g.initAudio() g.count++ r := float64(g.count) * ((1.0 / 60.0) * 2 * math.Pi) * 0.1 // full cycle every 10 seconds g.xpos = (float64(screenWidth) / 2) + math.Cos(r)*(float64(screenWidth)/2) g.panning = lerp(-1, 1, g.xpos/float64(screenWidth)) g.panstream.SetPan(g.panning) return nil } func (g *Game) Draw(screen *ebiten.Image) { pos := g.player.Current() if pos > 5*time.Second { pos = (g.player.Current()-5*time.Second)%(4*time.Second) + 5*time.Second } msg := fmt.Sprintf(`TPS: %0.2f This is an example using stereo audio panning. Current: %0.2f[s] Panning: %.2f`, ebiten.CurrentTPS(), float64(pos)/float64(time.Second), g.panning) ebitenutil.DebugPrint(screen, msg) // draw image to show where the sound is at related to the screen op := &ebiten.DrawImageOptions{} op.GeoM.Translate(g.xpos-float64(img.Bounds().Dx()/2), screenHeight/2) screen.DrawImage(img, op) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { // Decode image from a byte slice instead of a file so that // this example works in any working directory. // If you want to use a file, there are some options: // 1) Use os.Open and pass the file to the image decoder. // This is a very regular way, but doesn't work on browsers. // 2) Use ebitenutil.OpenFile and pass the file to the image decoder. // This works even on browsers. // 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file. // This also works on browsers. rawimg, _, err := image.Decode(bytes.NewReader(images.Ebiten_png)) if err != nil { log.Fatal(err) } img, _ = ebiten.NewImageFromImage(rawimg, ebiten.FilterDefault) ebiten.SetWindowSize(screenWidth*2, screenHeight*2) ebiten.SetWindowTitle("Audio Panning Loop (Ebiten Demo)") g := &Game{} if err := ebiten.RunGame(g); err != nil { log.Fatal(err) } } // StereoPanStream is an audio buffer that changes the stereo channel's signal // based on the Panning. type StereoPanStream struct { audio.ReadSeekCloser pan float64 // -1: left; 0: center; 1: right } func (s *StereoPanStream) Read(p []byte) (n int, err error) { n, err = s.ReadSeekCloser.Read(p) if err != nil { return } // This implementation uses a linear scale, ranging from -1 to 1, for stereo or mono sounds. // If pan = 0.0, the balance for the sound in each speaker is at 100% left and 100% right. // When pan is -1.0, only the left channel of the stereo sound is audible, when pan is 1.0, // only the right channel of the stereo sound is audible. // https://docs.unity3d.com/ScriptReference/AudioSource-panStereo.html ls := math.Min(s.pan*-1+1, 1) rs := math.Min(s.pan+1, 1) for i := 0; i < len(p); i += 4 { lc := int16(float64(int16(p[i])|int16(p[i+1])<<8) * ls) rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<8) * rs) p[i] = byte(lc) p[i+1] = byte(lc >> 8) p[i+2] = byte(rc) p[i+3] = byte(rc >> 8) } return } func (s *StereoPanStream) SetPan(pan float64) { s.pan = math.Min(math.Max(-1, pan), 1) } func (s *StereoPanStream) Pan() float64 { return s.pan } // NewStereoPanStreamFromReader returns a new StereoPanStream with a buffered src. // // The 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. func NewStereoPanStreamFromReader(src audio.ReadSeekCloser) *StereoPanStream { return &StereoPanStream{ ReadSeekCloser: src, } }