mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
192 lines
3.4 KiB
Go
192 lines
3.4 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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package go2cpp
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import (
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"io"
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"runtime"
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"sync"
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"syscall/js"
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)
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type Context struct {
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v js.Value
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}
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func NewContext(sampleRate int) *Context {
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v := js.Global().Get("go2cpp").Call("createAudio", sampleRate, 2, 2, 8192)
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return &Context{
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v: v,
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}
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}
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func (c *Context) NewPlayer(r io.Reader) *Player {
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cond := sync.NewCond(&sync.Mutex{})
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onwritten := js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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cond.Signal()
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return nil
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})
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v := c.v.Call("createPlayer", onwritten)
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p := &Player{
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src: r,
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v: v,
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cond: cond,
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onWritten: onwritten,
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}
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runtime.SetFinalizer(p, (*Player).Close)
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p.v.Set("onWritten", p.onWritten)
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go p.loop()
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return p
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}
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func (c *Context) Close() error {
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return nil
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}
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type playerState int
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const (
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playerStatePaused playerState = iota
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playerStatePlaying
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playerStateClosed
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playerStateError
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)
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type Player struct {
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src io.Reader
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v js.Value
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state playerState
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cond *sync.Cond
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err error
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onWritten js.Func
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}
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func (p *Player) Pause() {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.state == playerStateClosed {
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return
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}
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p.v.Call("pause")
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p.state = playerStatePaused
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p.cond.Signal()
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}
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func (p *Player) Play() {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.state == playerStateClosed {
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return
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}
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p.v.Call("play")
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p.state = playerStatePlaying
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p.cond.Signal()
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}
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func (p *Player) Reset() {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.state == playerStateClosed {
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return
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}
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p.v.Call("reset")
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p.cond.Signal()
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}
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func (p *Player) Volume() float64 {
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return p.v.Get("volume").Float()
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}
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func (p *Player) SetVolume(volume float64) {
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p.v.Set("volume", volume)
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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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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.state == playerStateError {
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return p.err
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}
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p.v.Call("close")
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p.state = playerStateClosed
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p.cond.Signal()
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p.onWritten.Release()
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return nil
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}
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func (p *Player) setError(err error) {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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if p.state == playerStateError {
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return
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}
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p.v.Call("close")
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p.err = err
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p.state = playerStateClosed
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p.cond.Signal()
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}
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func (p *Player) waitUntilUnpaused() bool {
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p.cond.L.Lock()
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defer p.cond.L.Unlock()
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for p.state == playerStatePaused || (p.state == playerStatePlaying && !p.v.Call("isWritable").Bool()) {
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p.cond.Wait()
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}
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return p.state == playerStatePlaying
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}
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func (p *Player) loop() {
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const size = 4096
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buf := make([]byte, size)
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dst := js.Global().Get("Uint8Array").New(size)
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for {
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if !p.waitUntilUnpaused() {
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return
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}
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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.setError(err)
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return
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}
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if n > 0 {
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js.CopyBytesToJS(dst, buf[:n])
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p.v.Call("write", dst, n)
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}
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if err == io.EOF {
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// TODO: This should be Pause instead of Close for Rewind
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p.Close()
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return
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}
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}
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}
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