mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
436 lines
7.3 KiB
Go
436 lines
7.3 KiB
Go
// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ebitencbackend
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// +build ebitencbackend
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// TODO: This implementation is very similar to github.com/hajimehoshi/oto/v2's player.go
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// Unify them if possible.
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package cbackend
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import (
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"errors"
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"io"
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"runtime"
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"sync"
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)
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type playerState int
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const (
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playerPaused playerState = iota
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playerPlay
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playerClosed
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)
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type players struct {
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players map[*playerImpl]struct{}
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buf []float32
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cond *sync.Cond
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}
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func newPlayers() *players {
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p := &players{
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cond: sync.NewCond(&sync.Mutex{}),
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}
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go p.loop()
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return p
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}
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func (ps *players) shouldWait() bool {
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for p := range ps.players {
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if p.canReadSourceToBuffer() {
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return false
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}
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}
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return true
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}
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func (ps *players) wait() {
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ps.cond.L.Lock()
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defer ps.cond.L.Unlock()
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for ps.shouldWait() {
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ps.cond.Wait()
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}
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}
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func (ps *players) loop() {
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var players []*playerImpl
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for {
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ps.wait()
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ps.cond.L.Lock()
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players = players[:0]
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for p := range ps.players {
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players = append(players, p)
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}
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ps.cond.L.Unlock()
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for _, p := range players {
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p.readSourceToBuffer()
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}
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}
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}
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func (ps *players) addPlayer(player *playerImpl) {
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ps.cond.L.Lock()
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defer ps.cond.L.Unlock()
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if ps.players == nil {
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ps.players = map[*playerImpl]struct{}{}
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}
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ps.players[player] = struct{}{}
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ps.cond.Signal()
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}
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func (ps *players) removePlayer(player *playerImpl) {
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ps.cond.L.Lock()
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defer ps.cond.L.Unlock()
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delete(ps.players, player)
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ps.cond.Signal()
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}
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func (ps *players) read(buf []float32) {
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ps.cond.L.Lock()
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players := make([]*playerImpl, 0, len(ps.players))
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for p := range ps.players {
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players = append(players, p)
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}
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ps.cond.L.Unlock()
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for i := range buf {
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buf[i] = 0
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}
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for _, p := range players {
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p.readBufferAndAdd(buf)
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}
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ps.cond.Signal()
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}
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type Player struct {
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p *playerImpl
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}
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type playerImpl struct {
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context *Context
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src io.Reader
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volume float64
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err error
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state playerState
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tmpbuf []byte
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buf []byte
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eof bool
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bufferSize int
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m sync.Mutex
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}
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func newPlayer(context *Context, src io.Reader) *Player {
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p := &Player{
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p: &playerImpl{
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context: context,
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src: src,
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volume: 1,
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bufferSize: context.defaultBufferSize(),
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},
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}
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runtime.SetFinalizer(p, (*Player).Close)
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return p
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}
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func (p *Player) Err() error {
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return p.p.Err()
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}
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func (p *playerImpl) Err() error {
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p.m.Lock()
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defer p.m.Unlock()
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return p.err
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}
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func (p *Player) Play() {
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p.p.Play()
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}
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func (p *playerImpl) Play() {
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ch := make(chan struct{})
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go func() {
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p.m.Lock()
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defer p.m.Unlock()
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close(ch)
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p.playImpl()
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}()
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<-ch
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}
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func (p *Player) SetBufferSize(bufferSize int) {
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p.p.setBufferSize(bufferSize)
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}
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func (p *playerImpl) setBufferSize(bufferSize int) {
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p.m.Lock()
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defer p.m.Unlock()
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orig := p.bufferSize
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p.bufferSize = bufferSize
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if bufferSize == 0 {
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p.bufferSize = p.context.defaultBufferSize()
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}
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if orig != p.bufferSize {
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p.tmpbuf = nil
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}
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}
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func (p *playerImpl) ensureTmpBuf() []byte {
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if p.tmpbuf == nil {
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p.tmpbuf = make([]byte, p.bufferSize)
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}
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return p.tmpbuf
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}
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func (p *playerImpl) playImpl() {
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if p.err != nil {
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return
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}
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if p.state != playerPaused {
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return
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}
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if !p.eof {
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buf := p.ensureTmpBuf()
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for len(p.buf) < p.bufferSize {
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n, err := p.src.Read(buf)
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if err != nil && err != io.EOF {
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p.setErrorImpl(err)
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return
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}
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p.buf = append(p.buf, buf[:n]...)
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if err == io.EOF {
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p.eof = true
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break
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}
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}
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}
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if !p.eof || len(p.buf) > 0 {
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p.state = playerPlay
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}
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p.m.Unlock()
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p.context.players.addPlayer(p)
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p.m.Lock()
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}
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func (p *Player) Pause() {
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p.p.Pause()
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}
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func (p *playerImpl) Pause() {
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p.m.Lock()
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defer p.m.Unlock()
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if p.state != playerPlay {
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return
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}
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p.state = playerPaused
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}
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func (p *Player) Seek(offset int64, whence int) (int64, error) {
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return p.p.Seek(offset, whence)
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}
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func (p *playerImpl) Seek(offset int64, whence int) (int64, error) {
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p.m.Lock()
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defer p.m.Unlock()
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// If a player is playing, keep playing even after this seeking.
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if p.state == playerPlay {
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defer p.playImpl()
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}
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// Reset the internal buffer.
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p.resetImpl()
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// Check if the source implements io.Seeker.
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s, ok := p.src.(io.Seeker)
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if !ok {
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return 0, errors.New("cbackend: the source must implement io.Seeker")
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}
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return s.Seek(offset, whence)
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}
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func (p *playerImpl) resetImpl() {
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if p.state == playerClosed {
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return
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}
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p.state = playerPaused
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p.buf = p.buf[:0]
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p.eof = false
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}
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func (p *Player) IsPlaying() bool {
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return p.p.IsPlaying()
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}
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func (p *playerImpl) IsPlaying() bool {
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p.m.Lock()
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defer p.m.Unlock()
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return p.state == playerPlay
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}
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func (p *Player) Volume() float64 {
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return p.p.Volume()
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}
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func (p *playerImpl) Volume() float64 {
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p.m.Lock()
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defer p.m.Unlock()
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return p.volume
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}
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func (p *Player) SetVolume(volume float64) {
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p.p.SetVolume(volume)
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}
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func (p *playerImpl) SetVolume(volume float64) {
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p.m.Lock()
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defer p.m.Unlock()
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p.volume = volume
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}
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func (p *Player) UnplayedBufferSize() int {
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return p.p.UnplayedBufferSize()
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}
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func (p *playerImpl) UnplayedBufferSize() int {
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p.m.Lock()
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defer p.m.Unlock()
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return len(p.buf)
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}
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func (p *Player) Close() error {
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runtime.SetFinalizer(p, nil)
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return p.p.Close()
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}
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func (p *playerImpl) Close() error {
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p.m.Lock()
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defer p.m.Unlock()
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return p.closeImpl()
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}
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func (p *playerImpl) closeImpl() error {
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p.m.Unlock()
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p.context.players.removePlayer(p)
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p.m.Lock()
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if p.state == playerClosed {
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return p.err
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}
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p.state = playerClosed
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p.buf = nil
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return p.err
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}
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func (p *playerImpl) readBufferAndAdd(buf []float32) int {
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p.m.Lock()
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defer p.m.Unlock()
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if p.state != playerPlay {
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return 0
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}
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bitDepthInBytes := p.context.bitDepthInBytes
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n := len(p.buf) / bitDepthInBytes
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if n > len(buf) {
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n = len(buf)
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}
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volume := float32(p.volume)
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src := p.buf[:n*bitDepthInBytes]
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for i := 0; i < n; i++ {
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var v float32
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switch bitDepthInBytes {
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case 1:
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v8 := src[i]
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v = float32(v8-(1<<7)) / (1 << 7)
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case 2:
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v16 := int16(src[2*i]) | (int16(src[2*i+1]) << 8)
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v = float32(v16) / (1 << 15)
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}
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buf[i] += v * volume
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}
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copy(p.buf, p.buf[n*bitDepthInBytes:])
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p.buf = p.buf[:len(p.buf)-n*bitDepthInBytes]
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if p.eof && len(p.buf) == 0 {
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p.state = playerPaused
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}
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return n
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}
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func (p *playerImpl) canReadSourceToBuffer() bool {
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p.m.Lock()
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defer p.m.Unlock()
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if p.eof {
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return false
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}
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return len(p.buf) < p.bufferSize
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}
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func (p *playerImpl) readSourceToBuffer() {
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p.m.Lock()
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defer p.m.Unlock()
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if p.err != nil {
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return
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}
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if p.state == playerClosed {
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return
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}
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if len(p.buf) >= p.bufferSize {
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return
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}
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buf := p.ensureTmpBuf()
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n, err := p.src.Read(buf)
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if err != nil && err != io.EOF {
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p.setErrorImpl(err)
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return
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}
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p.buf = append(p.buf, buf[:n]...)
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if err == io.EOF {
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p.eof = true
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if len(p.buf) == 0 {
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p.state = playerPaused
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}
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}
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}
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func (p *playerImpl) setErrorImpl(err error) {
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p.err = err
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p.closeImpl()
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}
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