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331 lines
10 KiB
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331 lines
10 KiB
HTML
<!DOCTYPE html>
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<meta charset="utf-8">
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<meta property="og:image" itemprop="image primaryImageOfPage" content="https://hajimehoshi.github.io/ebiten/images/examples/audio.png">
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<meta name="description" content="Ebiten example - audio">
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<link rel="shortcut icon" href="../favicon.png" type="image/png" >
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<link rel="icon" href="../favicon.png" type="image/png" >
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<title>Ebiten example - audio</title>
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<link rel="stylesheet" href="../stylesheets/bootstrap.min.css">
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<link rel="stylesheet" href="../stylesheets/highlight-github.css">
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<link rel="stylesheet" href="../stylesheets/ebiten.css">
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<script src="../scripts/googleanalytics.js"></script>
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<nav class="navbar"><div class="container">
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<nav class="d-flex flex-row" style="width: 100%;">
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<div class="nav mr-auto"><a class="navbar-brand" href="../"><img src="../images/logo_white.svg" alt="EBITEN"></a></div>
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<ul class="nav">
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<li class="nav-item"><a class="nav-link" href="https://github.com/hajimehoshi/ebiten">GitHub</a></li>
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<li class="nav-item"><a class="nav-link" href="https://godoc.org/github.com/hajimehoshi/ebiten">GoDoc</a></li>
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<li class="nav-item"><a class="nav-link" href="https://github.com/hajimehoshi/ebiten/wiki">Wiki</a>
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<li class="nav-item"><a class="nav-link" href="https://ebiten-playground.github.io/">Playground</a>
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</ul>
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</nav>
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</div></nav>
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<main><div class="container">
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<h2>Ebiten example - audio</h2>
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<iframe src="audio.content.html" width="640" height="480"></iframe>
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<div class="card"><pre class="card-body"><code class="language-go">// +build example
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// This is an example to implement an audio player.
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// See examples/wav for a simpler example to play a sound file.
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package main
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import (
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"fmt"
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"image/color"
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"io/ioutil"
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"log"
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"time"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/audio"
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"github.com/hajimehoshi/ebiten/audio/mp3"
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"github.com/hajimehoshi/ebiten/audio/wav"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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)
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const (
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screenWidth = 320
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screenHeight = 240
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// This sample rate doesn't match with wav/mp3's sample rate,
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// but decoders adjust them.
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sampleRate = 48000
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)
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var (
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playerBarColor = color.RGBA{0x80, 0x80, 0x80, 0xff}
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playerCurrentColor = color.RGBA{0xff, 0xff, 0xff, 0xff}
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)
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// Input manages the current input state to detect keys 'just pressed'.
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//
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// Note: 'just pressed' is a very common idiom.
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// There is a plan to create a new package for input utility.
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// See https://github.com/hajimehoshi/ebiten/issues/415.
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type Input struct {
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mouseButtonStates map[ebiten.MouseButton]int
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keyStates map[ebiten.Key]int
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}
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func (i *Input) update() {
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for _, key := range []ebiten.Key{ebiten.KeyP, ebiten.KeyS, ebiten.KeyX, ebiten.KeyZ, ebiten.KeyB} {
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if !ebiten.IsKeyPressed(key) {
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i.keyStates[key] = 0
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} else {
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i.keyStates[key]++
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}
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}
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if !ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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i.mouseButtonStates[ebiten.MouseButtonLeft] = 0
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} else {
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i.mouseButtonStates[ebiten.MouseButtonLeft]++
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}
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}
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func (i *Input) isKeyJustPressed(key ebiten.Key) bool {
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return i.keyStates[key] == 1
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}
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func (i *Input) isKeyPressed(key ebiten.Key) bool {
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return i.keyStates[key] > 0
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}
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func (i *Input) isMouseButtonJustPressed(mouseButton ebiten.MouseButton) bool {
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return i.mouseButtonStates[mouseButton] == 1
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}
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// Player represents the current audio state.
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type Player struct {
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input *Input
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audioContext *audio.Context
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audioPlayer *audio.Player
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current time.Duration
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total time.Duration
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seBytes []byte
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seCh chan []byte
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volume128 int
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}
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func playerBarRect() (x, y, w, h int) {
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w, h = 300, 4
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x = (screenWidth - w) / 2
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y = screenHeight - h - 16
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return
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}
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func NewPlayer(audioContext *audio.Context) (*Player, error) {
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const bytesPerSample = 4 // TODO: This should be defined in audio package
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wavF, err := ebitenutil.OpenFile(ebitenutil.JoinStringsIntoFilePath("_resources", "audio", "jab.wav"))
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if err != nil {
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return nil, err
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}
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mp3F, err := ebitenutil.OpenFile(ebitenutil.JoinStringsIntoFilePath("_resources", "audio", "classic.mp3"))
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if err != nil {
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return nil, err
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}
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s, err := mp3.Decode(audioContext, mp3F)
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if err != nil {
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return nil, err
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}
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p, err := audio.NewPlayer(audioContext, s)
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if err != nil {
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return nil, err
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}
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player := &Player{
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input: &Input{
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mouseButtonStates: map[ebiten.MouseButton]int{},
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keyStates: map[ebiten.Key]int{},
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},
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audioContext: audioContext,
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audioPlayer: p,
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total: time.Second * time.Duration(s.Length()) / bytesPerSample / sampleRate,
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volume128: 128,
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seCh: make(chan []byte),
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}
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if player.total == 0 {
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player.total = 1
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}
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player.audioPlayer.Play()
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go func() {
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s, err := wav.Decode(audioContext, wavF)
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if err != nil {
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log.Fatal(err)
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return
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}
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b, err := ioutil.ReadAll(s)
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if err != nil {
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log.Fatal(err)
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return
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}
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player.seCh <- b
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}()
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return player, nil
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}
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func (p *Player) update() error {
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p.input.update()
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select {
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case p.seBytes = <-p.seCh:
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close(p.seCh)
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p.seCh = nil
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default:
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}
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if p.audioPlayer.IsPlaying() {
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p.current = p.audioPlayer.Current()
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}
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p.seekBarIfNeeded()
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p.switchPlayStateIfNeeded()
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p.playSEIfNeeded()
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p.updateVolumeIfNeeded()
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if p.input.isKeyJustPressed(ebiten.KeyB) {
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b := ebiten.IsRunnableInBackground()
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ebiten.SetRunnableInBackground(!b)
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}
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return nil
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}
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func (p *Player) playSEIfNeeded() {
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if p.seBytes == nil {
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// Bytes for the SE is not loaded yet.
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return
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}
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if !p.input.isKeyJustPressed(ebiten.KeyP) {
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return
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}
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sePlayer, _ := audio.NewPlayerFromBytes(p.audioContext, p.seBytes)
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sePlayer.Play()
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}
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func (p *Player) updateVolumeIfNeeded() {
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if p.input.isKeyPressed(ebiten.KeyZ) {
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p.volume128--
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}
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if p.input.isKeyPressed(ebiten.KeyX) {
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p.volume128++
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}
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if p.volume128 < 0 {
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p.volume128 = 0
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}
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if 128 < p.volume128 {
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p.volume128 = 128
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}
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p.audioPlayer.SetVolume(float64(p.volume128) / 128)
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}
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func (p *Player) switchPlayStateIfNeeded() {
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if !p.input.isKeyJustPressed(ebiten.KeyS) {
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return
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}
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if p.audioPlayer.IsPlaying() {
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p.audioPlayer.Pause()
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return
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}
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p.audioPlayer.Play()
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}
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func (p *Player) seekBarIfNeeded() {
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if !p.input.isMouseButtonJustPressed(ebiten.MouseButtonLeft) {
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return
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}
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// Calculate the next seeking position from the current cursor position.
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x, y := ebiten.CursorPosition()
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bx, by, bw, bh := playerBarRect()
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const padding = 4
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if y < by-padding || by+bh+padding <= y {
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return
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}
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if x < bx || bx+bw <= x {
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return
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}
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pos := time.Duration(x-bx) * p.total / time.Duration(bw)
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p.current = pos
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p.audioPlayer.Seek(pos)
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}
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func (p *Player) close() error {
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return p.audioPlayer.Close()
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}
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func (p *Player) draw(screen *ebiten.Image) {
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// Draw the bar.
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x, y, w, h := playerBarRect()
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ebitenutil.DrawRect(screen, float64(x), float64(y), float64(w), float64(h), playerBarColor)
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// Draw the cursor on the bar.
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c := p.current
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cw, ch := 4, 10
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cx := int(time.Duration(w)*c/p.total) + x - cw/2
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cy := y - (ch-h)/2
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ebitenutil.DrawRect(screen, float64(cx), float64(cy), float64(cw), float64(ch), playerCurrentColor)
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// Compose the curren time text.
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m := (c / time.Minute) % 100
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s := (c / time.Second) % 60
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currentTimeStr := fmt.Sprintf("%02d:%02d", m, s)
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// Draw the debug message.
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msg := fmt.Sprintf(`FPS: %0.2f
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Press S to toggle Play/Pause
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Press P to play SE
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Press Z or X to change volume of the music
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Press B to switch the run-in-background state
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Current Time: %s`, ebiten.CurrentFPS(), currentTimeStr)
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ebitenutil.DebugPrint(screen, msg)
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}
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var (
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musicPlayer *Player
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)
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func update(screen *ebiten.Image) error {
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if err := musicPlayer.update(); err != nil {
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return err
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}
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if ebiten.IsRunningSlowly() {
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return nil
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}
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musicPlayer.draw(screen)
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return nil
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}
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func main() {
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audioContext, err := audio.NewContext(sampleRate)
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if err != nil {
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log.Fatal(err)
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}
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musicPlayer, err = NewPlayer(audioContext)
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if err != nil {
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log.Fatal(err)
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}
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if err := ebiten.Run(update, screenWidth, screenHeight, 2, "Audio (Ebiten Demo)"); err != nil {
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log.Fatal(err)
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}
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if err := musicPlayer.close(); err != nil {
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log.Fatal(err)
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}
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}
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</code></pre></div>
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</div></main>
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<footer><div class="container">
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<p>© 2013 Hajime Hoshi</p>
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<p>Code is licensed under <a href="https://github.com/hajimehoshi/ebiten/blob/master/LICENSE">the Apache License 2.0</a>.</p>
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<p>The content of this page is licensed under <a href="https://creativecommons.org/licenses/by/4.0/">the Creative Commons Attribution 4.0 License</a>.</p>
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</div></footer>
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<script src="../scripts/highlight.pack.js"></script>
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<script>hljs.initHighlightingOnLoad();</script>
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