ebiten/audio/internal/cbackend/context.go
Hajime Hoshi 1799ed0b28 add a build tag 'ebitencbackend' and internal/cbackend
This enables to create a C archive with Ebiten without an actual driver
implementation. This enables Ebiten work on a platform Go doesn't support.
See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi.

The backend C API is not stable and might change later. Then, the build
tag 'ebitencbackend' is not documented on purpose.

Closes #1900
2021-12-22 21:12:48 +09:00

330 lines
5.8 KiB
Go

// Copyright 2021 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.
//go:build ebitencbackend
// +build ebitencbackend
package cbackend
import (
"io"
"runtime"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
)
type Context struct {
sampleRate int
channelNum int
bitDepthInBytes int
}
func NewContext(sampleRate, channelNum, bitDepthInBytes int) (*Context, chan struct{}, error) {
cbackend.OpenAudio(sampleRate, channelNum, bitDepthInBytes)
c := &Context{
sampleRate: sampleRate,
channelNum: channelNum,
bitDepthInBytes: bitDepthInBytes,
}
ready := make(chan struct{})
close(ready)
return c, ready, nil
}
func (c *Context) NewPlayer(r io.Reader) *Player {
cond := sync.NewCond(&sync.Mutex{})
p := &Player{
context: c,
src: r,
volume: 1,
cond: cond,
onWritten: cond.Signal,
}
runtime.SetFinalizer(p, (*Player).Close)
return p
}
func (c *Context) Suspend() error {
// Do nothing so far.
return nil
}
func (c *Context) Resume() error {
// Do nothing so far.
return nil
}
func (c *Context) Err() error {
return nil
}
func (c *Context) oneBufferSize() int {
// TODO: This must be audio.oneBufferSize(p.context.sampleRate). Avoid the duplication.
return c.sampleRate * c.channelNum * c.bitDepthInBytes / 4
}
func (c *Context) MaxBufferSize() int {
// TODO: This must be audio.maxBufferSize(p.context.sampleRate). Avoid the duplication.
return c.oneBufferSize() * 2
}
type playerState int
const (
playerStatePaused playerState = iota
playerStatePlaying
playerStateClosed
)
type Player struct {
context *Context
src io.Reader
v *cbackend.AudioPlayer
state playerState
volume float64
cond *sync.Cond
err error
buf []byte
onWritten func()
}
func (p *Player) Pause() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
if p.v == nil {
return
}
p.v.Pause()
p.state = playerStatePaused
p.cond.Signal()
}
func (p *Player) Play() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
var runloop bool
if p.v == nil {
p.v = cbackend.CreateAudioPlayer(p.onWritten)
runloop = true
}
p.v.SetVolume(p.volume)
p.v.Play()
// Prepare the first data as soon as possible, or the audio can get stuck.
// TODO: Get the appropriate buffer size from the C++ side.
if p.buf == nil {
n := p.context.oneBufferSize()
if max := p.context.MaxBufferSize() - p.UnplayedBufferSize(); n > max {
n = max
}
p.buf = make([]byte, n)
}
n, err := p.src.Read(p.buf)
if err != nil && err != io.EOF {
p.setErrorImpl(err)
return
}
if n > 0 {
p.writeImpl(p.buf[:n])
}
if runloop {
go p.loop()
}
p.state = playerStatePlaying
p.cond.Signal()
}
func (p *Player) IsPlaying() bool {
p.cond.L.Lock()
defer p.cond.L.Unlock()
return p.state == playerStatePlaying
}
func (p *Player) Reset() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
p.state = playerStatePaused
if p.v == nil {
return
}
p.v.Close(true)
p.v = nil
p.cond.Signal()
}
func (p *Player) Volume() float64 {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.v == nil {
return p.volume
}
return p.v.Volume()
}
func (p *Player) SetVolume(volume float64) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
p.volume = volume
if p.v == nil {
return
}
p.v.SetVolume(volume)
}
func (p *Player) UnplayedBufferSize() int {
if p.v == nil {
return 0
}
return p.v.UnplayedBufferSize()
}
func (p *Player) Err() error {
p.cond.L.Lock()
defer p.cond.L.Unlock()
return p.err
}
func (p *Player) Close() error {
runtime.SetFinalizer(p, nil)
return p.close(true)
}
func (p *Player) close(remove bool) error {
p.cond.L.Lock()
defer p.cond.L.Unlock()
return p.closeImpl(remove)
}
func (p *Player) closeImpl(remove bool) error {
if p.state == playerStateClosed {
return p.err
}
if p.v != nil {
p.v.Close(false)
p.v = nil
}
if remove {
p.state = playerStateClosed
p.onWritten = nil
} else {
p.state = playerStatePaused
}
p.cond.Signal()
return p.err
}
func (p *Player) setError(err error) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
p.setErrorImpl(err)
}
func (p *Player) setErrorImpl(err error) {
if p.state != playerStateClosed && p.v != nil {
p.v.Close(true)
p.v = nil
}
p.err = err
p.state = playerStateClosed
p.cond.Signal()
}
func (p *Player) shouldWait() bool {
if p.v == nil {
return false
}
switch p.state {
case playerStatePaused:
return true
case playerStatePlaying:
return p.v.UnplayedBufferSize() >= p.context.MaxBufferSize()
}
return false
}
func (p *Player) waitUntilUnpaused() bool {
p.cond.L.Lock()
defer p.cond.L.Unlock()
for p.shouldWait() {
p.cond.Wait()
}
return p.v != nil && p.state == playerStatePlaying
}
func (p *Player) writeImpl(buf []byte) {
if p.state == playerStateClosed {
return
}
if p.v == nil {
return
}
p.v.Write(buf)
}
func (p *Player) loop() {
const readChunkSize = 4096
buf := make([]byte, readChunkSize)
for {
if !p.waitUntilUnpaused() {
return
}
p.cond.L.Lock()
n, err := p.src.Read(buf)
if err != nil && err != io.EOF {
p.setErrorImpl(err)
p.cond.L.Unlock()
return
}
if n > 0 {
p.writeImpl(buf[:n])
}
if err == io.EOF {
p.closeImpl(false)
p.cond.L.Unlock()
return
}
p.cond.L.Unlock()
}
}