// 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. // // For the simplest example to play sound, see wav package in the examples. package audio import ( "bytes" "fmt" "io" "runtime" "sync" "time" "github.com/hajimehoshi/ebiten/internal/web" ) // 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 { c context mux *mux sampleRate int err error inited bool suspended bool ready bool 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, c: newContext(sampleRate), } theContext = c c.mux = newMux() h := getHook() h.OnSuspendAudio(func() { c.m.Lock() c.suspended = true c.m.Unlock() }) h.OnResumeAudio(func() { c.m.Lock() c.suspended = false c.m.Unlock() }) h.AppendHookOnBeforeUpdate(func() error { c.m.Lock() c.inited = true c.m.Unlock() var err error theContextLock.Lock() if theContext != nil { theContext.m.Lock() err = theContext.err theContext.m.Unlock() } theContextLock.Unlock() return err }) 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) playable() bool { c.m.Lock() i := c.inited s := c.suspended c.m.Unlock() return i && !s } func (c *Context) setError(err error) { // TODO: What if c.err already exists? c.m.Lock() c.err = err c.m.Unlock() } func (c *Context) setReady() { c.m.Lock() c.ready = true c.m.Unlock() } func (c *Context) loop() { defer c.c.Close() p := c.c.NewPlayer() defer p.Close() for { if !c.playable() { runtime.Gosched() continue } if _, err := io.CopyN(p, c.mux, 2048); err != nil { c.setError(err) return } c.setReady() } } // IsReady returns a boolean value indicating whether the audio is ready or not. // // On some browsers, user interaction like click or pressing keys is required to start audio. func (c *Context) IsReady() bool { c.m.Lock() r := c.ready c.m.Unlock() return r } // 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 Update 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. // // Even when all references to a Player object is gone, // the object is not GCed until the player finishes playing. // This means that if a Player plays an infinite stream, // the object is never GCed unless Close is called. type Player struct { p *playerImpl } type playerImpl struct { mux *mux src io.ReadCloser srcEOF bool sampleRate int playing bool closedExplicitly bool runningReadLoop bool buf []byte pos int64 volume float64 closeCh chan struct{} closedCh chan struct{} seekCh chan struct{} seekedCh chan struct{} proceedCh chan []int16 proceededCh chan proceededValues syncCh chan func() m sync.Mutex } 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. // // The player is seekable when src is io.Seeker. // Attempt to seek the player that is not io.Seeker causes panic. // // 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. // // NewPlayer takes the ownership of src. Player's Close calls src's Close. func NewPlayer(context *Context, src io.ReadCloser) (*Player, error) { p := &Player{ &playerImpl{ mux: context.mux, src: src, sampleRate: context.sampleRate, buf: nil, volume: 1, closeCh: make(chan struct{}), closedCh: make(chan struct{}), seekCh: make(chan struct{}), seekedCh: make(chan struct{}), proceedCh: make(chan []int16), proceededCh: make(chan proceededValues), }, } if seeker, ok := p.p.src.(io.Seeker); ok { // Get the current position of the source. pos, err := seeker.Seek(0, io.SeekCurrent) if err != nil { return nil, err } p.p.pos = pos } runtime.SetFinalizer(p, (*Player).finalize) 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(fmt.Sprintf("audio: %v at NewPlayerFromBytes", err)) } return p, nil } func (p *Player) finalize() { runtime.SetFinalizer(p, nil) // TODO: It is really hard to say concurrent safety. // Refactor this package to reduce goroutines. if !p.IsPlaying() { p.Close() } } // 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) return p.p.Close() } func (p *playerImpl) Close() error { p.m.Lock() p.playing = false p.mux.removePlayer(p) if p.closedExplicitly { p.m.Unlock() return fmt.Errorf("audio: the player is already closed") } p.closedExplicitly = true // src.Close is called only when Player's Close is called. if err := p.src.Close(); err != nil { p.m.Unlock() return err } p.m.Unlock() return p.closeImpl() } func (p *playerImpl) ensureReadLoop() error { p.m.Lock() defer p.m.Unlock() if p.closedExplicitly { return fmt.Errorf("audio: the player is already closed") } if p.runningReadLoop { return nil } // Set runningReadLoop true here, not in the loop, or this causes deadlock with channels in Seek. // While the for loop doesn't start, Seeks tries to send something to the channels. // The for loop must start without any locking. p.runningReadLoop = true go p.readLoop() return nil } func (p *playerImpl) closeImpl() error { p.m.Lock() r := p.runningReadLoop p.m.Unlock() if !r { return nil } p.closeCh <- struct{}{} <-p.closedCh return nil } func (p *playerImpl) bufferToInt16(lengthInBytes int) ([]int16, error) { if err := p.ensureReadLoop(); err != nil { return nil, err } p.proceedCh <- make([]int16, lengthInBytes/2) r := <-p.proceededCh return r.buf, r.err } // Play plays the stream. // // Play always returns nil. func (p *Player) Play() error { p.p.Play() return nil } func (p *playerImpl) Play() { p.m.Lock() p.playing = true p.mux.addPlayer(p) p.m.Unlock() } func (p *playerImpl) readLoop() { defer func() { p.m.Lock() p.playing = false p.runningReadLoop = false p.m.Unlock() }() timer := time.NewTimer(0) timerCh := timer.C var readErr error for { select { case <-p.closeCh: p.closedCh <- struct{}{} return case <-p.seekCh: p.seekedCh <- struct{}{} if timer != nil { timer.Stop() } timer = time.NewTimer(time.Millisecond) timerCh = timer.C case <-timerCh: // If the buffer has 1 second, that's enough. p.m.Lock() if len(p.buf) >= p.sampleRate*bytesPerSample { if timer != nil { timer.Stop() } timer = time.NewTimer(100 * time.Millisecond) timerCh = timer.C p.m.Unlock() 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 / 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 { if timer != nil { timer.Stop() } timer = nil timerCh = nil p.m.Unlock() break } p.m.Unlock() if err != nil && err != io.EOF { readErr = err if timer != nil { timer.Stop() } timer = nil timerCh = nil break } if timer != nil { timer.Stop() } if web.IsBrowser() { timer = time.NewTimer(10 * time.Millisecond) } else { timer = time.NewTimer(time.Millisecond) } timerCh = timer.C case buf := <-p.proceedCh: if readErr != nil { p.proceededCh <- proceededValues{buf, readErr} return } p.m.Lock() if p.shouldSkipImpl() { // Return zero values. p.proceededCh <- proceededValues{buf, nil} p.m.Unlock() break } lengthInBytes := len(buf) * 2 l := lengthInBytes 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.m.Unlock() p.proceededCh <- proceededValues{buf[:l/2], nil} } } } func (p *playerImpl) shouldSkip() bool { p.m.Lock() r := p.shouldSkipImpl() p.m.Unlock() return r } func (p *playerImpl) shouldSkipImpl() bool { // When p.buf is nil, the player just starts playing or seeking. // Note that this is different from len(p.buf) == 0 && p.buf != nil. if p.buf == nil { return true } if p.eofImpl() { return true } return false } func (p *playerImpl) bufferSizeInBytes() int { p.m.Lock() s := len(p.buf) p.m.Unlock() return s } func (p *playerImpl) eof() bool { p.m.Lock() r := p.eofImpl() p.m.Unlock() return r } func (p *playerImpl) eofImpl() bool { return p.srcEOF && len(p.buf) == 0 } // IsPlaying returns boolean indicating whether the player is playing. func (p *Player) IsPlaying() bool { return p.p.IsPlaying() } func (p *playerImpl) IsPlaying() bool { p.m.Lock() r := p.playing p.m.Unlock() return r } // Rewind rewinds the current position to the start. // // The passed source to NewPlayer must be io.Seeker, or Rewind panics. // // Rewind returns error when seeking the source stream returns error. func (p *Player) Rewind() error { return p.p.Rewind() } func (p *playerImpl) Rewind() error { if _, ok := p.src.(io.Seeker); !ok { panic("audio: player to be rewound must be io.Seeker") } return p.Seek(0) } // Seek seeks the position with the given offset. // // The passed source to NewPlayer must be io.Seeker, or Seek panics. // // Seek returns error when seeking the source stream returns error. func (p *Player) Seek(offset time.Duration) error { return p.p.Seek(offset) } func (p *playerImpl) Seek(offset time.Duration) error { if _, ok := p.src.(io.Seeker); !ok { panic("audio: player to be sought must be io.Seeker") } if err := p.ensureReadLoop(); err != nil { return err } p.m.Lock() defer p.m.Unlock() o := int64(offset) * bytesPerSample * int64(p.sampleRate) / int64(time.Second) o &= mask seeker, ok := p.src.(io.Seeker) if !ok { panic("audio: the source must be io.Seeker when seeking") } pos, err := seeker.Seek(o, io.SeekStart) if err != nil { return err } p.buf = nil p.pos = pos p.srcEOF = false p.seekCh <- struct{}{} <-p.seekedCh return nil } // Pause pauses the playing. // // Pause always returns nil. func (p *Player) Pause() error { p.p.Pause() return nil } func (p *playerImpl) Pause() { p.m.Lock() p.playing = false p.mux.removePlayer(p) p.m.Unlock() } // Current returns the current position. func (p *Player) Current() time.Duration { return p.p.Current() } func (p *playerImpl) Current() time.Duration { p.m.Lock() sample := p.pos / bytesPerSample p.m.Unlock() 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 { return p.p.Volume() } func (p *playerImpl) Volume() float64 { p.m.Lock() v := p.volume p.m.Unlock() return v } // SetVolume sets the volume of this player. // volume must be in between 0 and 1. SetVolume panics otherwise. func (p *Player) SetVolume(volume float64) { p.p.SetVolume(volume) } func (p *playerImpl) 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.m.Lock() p.volume = volume p.m.Unlock() }