ebiten/audio/internal/driver/driver_js.go

131 lines
3.9 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.
// +build js
package driver
import (
"errors"
"strings"
"github.com/gopherjs/gopherjs/js"
)
type Player struct {
sampleRate int
channelNum int
bytesPerSample int
positionInSamples int64
bufferedData []byte
context *js.Object
}
func isIOS() bool {
ua := js.Global.Get("navigator").Get("userAgent").String()
if !strings.Contains(ua, "iPhone") {
return false
}
return true
}
func isAndroidChrome() bool {
ua := js.Global.Get("navigator").Get("userAgent").String()
if !strings.Contains(ua, "Android") {
return false
}
if !strings.Contains(ua, "Chrome") {
return false
}
return true
}
func NewPlayer(sampleRate, channelNum, bytesPerSample int) (*Player, error) {
class := js.Global.Get("AudioContext")
if class == js.Undefined {
class = js.Global.Get("webkitAudioContext")
}
if class == js.Undefined {
return nil, errors.New("driver: audio couldn't be initialized")
}
p := &Player{
sampleRate: sampleRate,
channelNum: channelNum,
bytesPerSample: bytesPerSample,
bufferedData: []byte{},
context: class.New(),
}
// iOS and Android Chrome requires touch event to use AudioContext.
if isIOS() || isAndroidChrome() {
js.Global.Get("document").Call("addEventListener", "touchend", func() {
// Resuming is necessary as of Chrome 55+ in some cases like different
// domain page in an iframe.
p.context.Call("resume")
p.context.Call("createBufferSource").Call("start", 0)
p.positionInSamples = int64(p.context.Get("currentTime").Float() * float64(p.sampleRate))
})
}
p.positionInSamples = int64(p.context.Get("currentTime").Float() * float64(p.sampleRate))
return p, nil
}
func toLR(data []byte) ([]int16, []int16) {
l := make([]int16, len(data)/4)
r := make([]int16, len(data)/4)
for i := 0; i < len(data)/4; i++ {
l[i] = int16(data[4*i]) | int16(data[4*i+1])<<8
r[i] = int16(data[4*i+2]) | int16(data[4*i+3])<<8
}
return l, r
}
func (p *Player) Proceed(data []byte) error {
// delay is buffer in sample numbers for p.positionInSamples.
// Without this, adjusting p.positionInSamples with the context's currenTime
// much more often especially on Safari, which is the cause of noise (#307).
const delay = 256
p.bufferedData = append(p.bufferedData, data...)
c := int64(p.context.Get("currentTime").Float() * float64(p.sampleRate))
if p.positionInSamples+delay < c {
p.positionInSamples = c
}
// Heuristic data size which doesn't cause too much noise and too much delay (#299)
dataSize := int(float64(p.sampleRate)/13.5) / 4 * 4
for dataSize <= len(p.bufferedData) {
data := p.bufferedData[:dataSize]
size := len(data) / p.bytesPerSample / p.channelNum
// TODO: size must be const or you'll get noise (e.g. sample rate is 22050)
buf := p.context.Call("createBuffer", p.channelNum, size, p.sampleRate)
l := buf.Call("getChannelData", 0)
r := buf.Call("getChannelData", 1)
il, ir := toLR(data)
const max = 1 << 15
for i := 0; i < len(il); i++ {
l.SetIndex(i, float64(il[i])/max)
r.SetIndex(i, float64(ir[i])/max)
}
s := p.context.Call("createBufferSource")
s.Set("buffer", buf)
s.Call("connect", p.context.Get("destination"))
s.Call("start", float64(p.positionInSamples+delay)/float64(p.sampleRate))
p.positionInSamples += int64(len(il))
p.bufferedData = p.bufferedData[dataSize:]
}
return nil
}
func (p *Player) Close() error {
return nil
}