ebiten/audio/audio.go
Hajime Hoshi 124389561c audio: Bug fix: The dummy player should have long enough buffer
In the current implementation, the audio context will be ready
when a player's Write is finished. If the buffer is too short,
Write finishes immediately without accessing the low audio layer
and the audio context would be ready without playing anything.

This change changes the dummy buffer to have a long enough buffer
so that Write will be wait for acutual audio playing.

Fixes #970
2019-10-23 02:41:12 +09:00

606 lines
14 KiB
Go

// 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"
"errors"
"fmt"
"io"
"runtime"
"sync"
"time"
)
const (
channelNum = 2
bytesPerSample = 2 * channelNum
)
// 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
// inited represents whether the audio device is initialized and available or not.
// On Android, audio loop cannot be started unless JVM is accessible. After updating one frame, JVM should exist.
inited chan struct{}
initedOnce sync.Once
sampleRate int
err error
ready bool
players map[*playerImpl]struct{}
m sync.Mutex
semaphore chan struct{}
}
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),
players: map[*playerImpl]struct{}{},
inited: make(chan struct{}),
semaphore: make(chan struct{}, 1),
}
theContext = c
h := getHook()
h.OnSuspendAudio(func() {
c.semaphore <- struct{}{}
})
h.OnResumeAudio(func() {
<-c.semaphore
})
h.AppendHookOnBeforeUpdate(func() error {
c.initedOnce.Do(func() {
close(c.inited)
})
var err error
theContextLock.Lock()
if theContext != nil {
theContext.m.Lock()
err = theContext.err
theContext.m.Unlock()
}
theContextLock.Unlock()
return err
})
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) hasError() bool {
c.m.Lock()
r := c.err != nil
c.m.Unlock()
return r
}
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) addPlayer(p *playerImpl) {
c.m.Lock()
defer c.m.Unlock()
c.players[p] = struct{}{}
// Check the source duplication
srcs := map[io.ReadCloser]struct{}{}
for p := range c.players {
if _, ok := srcs[p.src]; ok {
c.err = errors.New("audio: a same source is used by multiple Player")
return
}
srcs[p.src] = struct{}{}
}
}
func (c *Context) removePlayer(p *playerImpl) {
c.m.Lock()
delete(c.players, p)
c.m.Unlock()
}
// 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()
defer c.m.Unlock()
r := c.ready
if r {
return r
}
if len(c.players) != 0 {
return r
}
// Create another goroutine since (*Player).Play can lock the context's mutex.
go func() {
// The audio context is never ready unless there is a player. This is
// problematic when a user tries to play audio after the context is ready.
// Play a dummy player to avoid the blocking (#969).
// Use a long enough buffer so that writing doesn't finish immediately (#970).
p, _ := NewPlayerFromBytes(c, make([]byte, bufferSize()*2))
p.Play()
}()
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 {
context *Context
src io.ReadCloser
sampleRate int
playing bool
closedExplicitly bool
isLoopActive bool
buf []byte
pos int64
volume float64
m sync.Mutex
}
// 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{
context: context,
src: src,
sampleRate: context.sampleRate,
volume: 1,
},
}
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)
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()
defer p.m.Unlock()
p.playing = false
if p.closedExplicitly {
return fmt.Errorf("audio: the player is already closed")
}
p.closedExplicitly = true
// src.Close is called only when Player's Close is called.
// TODO: Is it ok not to call src.Close when GCed?
if err := p.src.Close(); err != nil {
return err
}
return nil
}
// 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()
defer p.m.Unlock()
if p.closedExplicitly {
p.context.setError(fmt.Errorf("audio: the player is already closed"))
return
}
p.playing = true
if p.isLoopActive {
return
}
// Set p.isLoopActive to true here, not in the loop. This prevents duplicated active loops.
p.isLoopActive = true
p.context.addPlayer(p)
go p.loop()
return
}
func (p *playerImpl) loop() {
<-p.context.inited
w := p.context.c.NewPlayer()
wclosed := make(chan struct{})
defer func() {
<-wclosed
w.Close()
}()
defer func() {
p.m.Lock()
p.playing = false
p.context.removePlayer(p)
p.isLoopActive = false
p.m.Unlock()
}()
ch := make(chan []byte)
defer close(ch)
go func() {
for buf := range ch {
if _, err := w.Write(buf); err != nil {
p.context.setError(err)
break
}
p.context.setReady()
}
close(wclosed)
}()
for {
buf, ok := p.read()
if !ok {
return
}
ch <- buf
}
}
func (p *playerImpl) read() ([]byte, bool) {
p.m.Lock()
defer p.m.Unlock()
if p.context.hasError() {
return nil, false
}
if p.closedExplicitly {
return nil, false
}
// playing can be false when pausing.
if !p.playing {
return nil, false
}
const bufSize = 2048
p.context.semaphore <- struct{}{}
defer func() {
<-p.context.semaphore
}()
newBuf := make([]byte, bufSize-len(p.buf))
n, err := p.src.Read(newBuf)
if err != nil {
if err != io.EOF {
p.context.setError(err)
return nil, false
}
if n == 0 {
return nil, false
}
}
buf := append(p.buf, newBuf[:n]...)
n2 := len(buf) - len(buf)%bytesPerSample
buf, p.buf = buf[:n2], buf[n2:]
for i := 0; i < len(buf)/2; i++ {
v16 := int16(buf[2*i]) | (int16(buf[2*i+1]) << 8)
v16 = int16(float64(v16) * p.volume)
buf[2*i] = byte(v16)
buf[2*i+1] = byte(v16 >> 8)
}
p.pos += int64(len(buf))
return buf, true
}
// 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")
}
p.m.Lock()
defer p.m.Unlock()
o := int64(offset) * bytesPerSample * int64(p.sampleRate) / int64(time.Second)
o = o - (o % bytesPerSample)
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
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.m.Unlock()
}
// Current returns the current position in time.
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()
}