mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
514 lines
12 KiB
Go
514 lines
12 KiB
Go
// Copyright 2015 Hajime Hoshi
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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 audio provides audio players. This can be used with or without ebiten package.
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//
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// The stream format must be 16-bit little endian and 2 channels.
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//
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// An audio context has a sample rate you can set and all streams you want to play must have the same
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// sample rate. However, decoders like audio/vorbis and audio/wav adjust sample rate,
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// and you don't have to care about it as long as you use those decoders.
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//
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// An audio context can generate 'players' (instances of audio.Player),
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// and you can play sound by calling Play function of players.
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// When multiple players play, mixing is automatically done.
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// Note that too many players may cause distortion.
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package audio
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import (
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"bytes"
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"errors"
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"io"
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"runtime"
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/oto"
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)
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type players struct {
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players map[*Player]struct{}
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sync.RWMutex
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}
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const (
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channelNum = 2
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bytesPerSample = 2
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// TODO: This assumes that channelNum is a power of 2.
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mask = ^(channelNum*bytesPerSample - 1)
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)
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func min(a, b int) int {
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if a < b {
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return a
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}
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return b
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}
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func (p *players) Read(b []uint8) (int, error) {
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p.Lock()
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defer p.Unlock()
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players := []*Player{}
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for player := range p.players {
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players = append(players, player)
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}
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if len(players) == 0 {
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l := len(b)
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l &= mask
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copy(b, make([]uint8, l))
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return l, nil
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}
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closed := []*Player{}
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l := len(b)
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for _, player := range players {
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n, err := player.readToBuffer(l)
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if err == io.EOF {
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closed = append(closed, player)
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} else if err != nil {
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return 0, err
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}
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l = min(n, l)
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}
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l &= mask
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b16s := [][]int16{}
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for _, player := range players {
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b16s = append(b16s, player.bufferToInt16(l))
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}
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for i := 0; i < l/2; i++ {
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x := 0
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for _, b16 := range b16s {
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x += int(b16[i])
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}
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if x > (1<<15)-1 {
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x = (1 << 15) - 1
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}
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if x < -(1 << 15) {
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x = -(1 << 15)
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}
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b[2*i] = byte(x)
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b[2*i+1] = byte(x >> 8)
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}
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for _, player := range players {
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player.proceed(l)
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}
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for _, pl := range closed {
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delete(p.players, pl)
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}
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return l, nil
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}
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func (p *players) addPlayer(player *Player) {
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p.Lock()
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p.players[player] = struct{}{}
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p.Unlock()
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}
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func (p *players) removePlayer(player *Player) {
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p.Lock()
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delete(p.players, player)
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p.Unlock()
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}
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func (p *players) hasPlayer(player *Player) bool {
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p.RLock()
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_, ok := p.players[player]
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p.RUnlock()
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return ok
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}
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func (p *players) hasSource(src ReadSeekCloser) bool {
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p.RLock()
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defer p.RUnlock()
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for player := range p.players {
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if player.src == src {
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return true
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}
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}
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return false
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}
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// A Context is a current state of audio.
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//
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// There should be at most one Context object.
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// This means only one constant sample rate is valid in your one application.
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//
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// The typical usage with ebiten package is:
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//
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// var audioContext *audio.Context
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//
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// func update(screen *ebiten.Image) error {
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// // Update updates the audio stream by 1/60 [sec].
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// if err := audioContext.Update(); err != nil {
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// return err
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// }
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// // ...
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// }
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//
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// func main() {
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// audioContext, err = audio.NewContext(sampleRate)
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// if err != nil {
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// panic(err)
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// }
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// ebiten.Run(run, update, 320, 240, 2, "Audio test")
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// }
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//
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// This is 'sync mode' in that game's (logical) time and audio time are synchronized.
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// You can also call Update independently from the game loop as 'async mode'.
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// In this case, audio goes on even when the game stops e.g. by diactivating the screen.
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type Context struct {
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players *players
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driver *oto.Player
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sampleRate int
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frames int64
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writtenBytes int64
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}
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var (
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theContext *Context
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theContextLock sync.Mutex
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)
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// NewContext creates a new audio context with the given sample rate (e.g. 44100).
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//
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// Error returned by NewContext is always nil as of 1.5.0-alpha.
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//
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// NewContext panics when an audio context is already created.
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func NewContext(sampleRate int) (*Context, error) {
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theContextLock.Lock()
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defer theContextLock.Unlock()
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if theContext != nil {
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panic("audio: context is already created")
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}
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c := &Context{
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sampleRate: sampleRate,
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}
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theContext = c
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c.players = &players{
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players: map[*Player]struct{}{},
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}
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return c, nil
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}
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// Update proceeds the inner (logical) time of the context by 1/60 second.
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//
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// This is expected to be called in the game's updating function (sync mode)
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// or an independent goroutine with timers (async mode).
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// In sync mode, the game logical time syncs the audio logical time and
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// you will find audio stops when the game stops e.g. when the window is deactivated.
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// In async mode, the audio never stops even when the game stops.
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//
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// Update returns error when IO error occurs in the underlying IO object.
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func (c *Context) Update() error {
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// Initialize c.driver lazily to enable calling NewContext in an 'init' function.
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// Accessing driver functions requires the environment to be already initialized,
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// but if Ebiten is used for a shared library, the timing when init functions are called
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// is unexpectable.
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// e.g. a variable for JVM on Android might not be set.
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if c.driver == nil {
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// TODO: Rename this other than player
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p, err := oto.NewPlayer(c.sampleRate, channelNum, bytesPerSample)
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c.driver = p
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if err != nil {
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return err
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}
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}
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c.frames++
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / ebiten.FPS
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l := (c.frames * int64(bytesPerFrame)) - c.writtenBytes
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l &= mask
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c.writtenBytes += l
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buf := make([]uint8, l)
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n, err := io.ReadFull(c.players, buf)
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if err != nil {
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return err
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}
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if n != len(buf) {
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return c.driver.Close()
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}
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_, err = c.driver.Write(buf)
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if err == io.EOF {
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return c.driver.Close()
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}
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if err != nil {
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return err
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}
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return nil
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}
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// SampleRate returns the sample rate.
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func (c *Context) SampleRate() int {
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return c.sampleRate
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}
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// ReadSeekCloser is an io.ReadSeeker and io.Closer.
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type ReadSeekCloser interface {
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io.ReadSeeker
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io.Closer
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}
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type bytesReadSeekCloser struct {
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reader *bytes.Reader
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}
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func (b *bytesReadSeekCloser) Read(buf []uint8) (int, error) {
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return b.reader.Read(buf)
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}
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func (b *bytesReadSeekCloser) Seek(offset int64, whence int) (int64, error) {
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return b.reader.Seek(offset, whence)
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}
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func (b *bytesReadSeekCloser) Close() error {
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b.reader = nil
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return nil
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}
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// BytesReadSeekCloser creates ReadSeekCloser from bytes.
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//
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// A returned stream is concurrent safe.
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func BytesReadSeekCloser(b []uint8) ReadSeekCloser {
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return &bytesReadSeekCloser{reader: bytes.NewReader(b)}
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}
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// Player is an audio player which has one stream.
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type Player struct {
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players *players
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src ReadSeekCloser
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sampleRate int
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readingCh chan error
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buf []uint8
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pos int64
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volume float64
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srcM sync.Mutex
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m sync.RWMutex
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}
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// NewPlayer creates a new player with the given stream.
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//
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// src's format must be linear PCM (16bits little endian, 2 channel stereo)
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// without a header (e.g. RIFF header).
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// The sample rate must be same as that of the audio context.
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//
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// Note that the given src can't be shared with other Players.
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//
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// NewPlayer tries to rewind src by calling Seek to get the current position.
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// NewPlayer returns error when the Seek returns error.
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func NewPlayer(context *Context, src ReadSeekCloser) (*Player, error) {
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if context.players.hasSource(src) {
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return nil, errors.New("audio: src cannot be shared with another Player")
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}
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p := &Player{
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players: context.players,
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src: src,
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sampleRate: context.sampleRate,
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buf: []uint8{},
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volume: 1,
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}
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// Get the current position of the source.
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pos, err := p.src.Seek(0, io.SeekCurrent)
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if err != nil {
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return nil, err
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}
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p.pos = pos
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runtime.SetFinalizer(p, (*Player).Close)
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return p, nil
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}
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// NewPlayerFromBytes creates a new player with the given bytes.
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//
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// As opposed to NewPlayer, you don't have to care if src is already used by another player or not.
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// src can be shared by multiple players.
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//
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// The format of src should be same as noted at NewPlayer.
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//
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// NewPlayerFromBytes's error is always nil as of 1.5.0-alpha.
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func NewPlayerFromBytes(context *Context, src []uint8) (*Player, error) {
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b := BytesReadSeekCloser(src)
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p, err := NewPlayer(context, b)
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if err != nil {
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// Errors should never happen.
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panic(err)
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}
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return p, nil
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}
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// Close closes the stream. Ths source stream passed by NewPlayer will also be closed.
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//
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// When closing, the stream owned by the player will also be closed by calling its Close.
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//
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// Close is concurrent safe.
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//
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// Close returns error when closing the source returns error.
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func (p *Player) Close() error {
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p.players.removePlayer(p)
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runtime.SetFinalizer(p, nil)
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p.srcM.Lock()
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err := p.src.Close()
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p.srcM.Unlock()
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return err
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}
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func (p *Player) readToBuffer(length int) (int, error) {
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if p.readingCh == nil {
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p.readingCh = make(chan error)
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go func() {
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defer close(p.readingCh)
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bb := make([]uint8, length)
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p.srcM.Lock()
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n, err := p.src.Read(bb)
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p.srcM.Unlock()
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if err != nil {
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p.readingCh <- err
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return
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}
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if 0 < n {
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p.m.Lock()
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p.buf = append(p.buf, bb[:n]...)
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p.m.Unlock()
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}
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}()
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}
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select {
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case err := <-p.readingCh:
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p.readingCh = nil
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return len(p.buf), err
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case <-time.After(15 * time.Millisecond):
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return length, nil
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}
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}
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func (p *Player) bufferToInt16(lengthInBytes int) []int16 {
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r := make([]int16, lengthInBytes/2)
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// This function must be called on the same goruotine of readToBuffer.
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if p.readingCh != nil {
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return r
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}
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p.m.RLock()
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for i := 0; i < lengthInBytes/2; i++ {
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r[i] = int16(p.buf[2*i]) | (int16(p.buf[2*i+1]) << 8)
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r[i] = int16(float64(r[i]) * p.volume)
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}
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p.m.RUnlock()
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return r
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}
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func (p *Player) proceed(length int) {
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// This function must be called on the same goruotine of readToBuffer.
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if p.readingCh != nil {
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return
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}
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p.m.Lock()
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p.buf = p.buf[length:]
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p.pos += int64(length)
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p.m.Unlock()
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}
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// Play plays the stream.
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//
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// Play always returns nil.
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//
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// Play is concurrent safe.
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func (p *Player) Play() error {
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p.players.addPlayer(p)
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return nil
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}
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// IsPlaying returns boolean indicating whether the player is playing.
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//
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// IsPlaying is concurrent safe.
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func (p *Player) IsPlaying() bool {
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return p.players.hasPlayer(p)
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}
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// Rewind rewinds the current position to the start.
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//
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// Rewind is concurrent safe.
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//
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// Rewind returns error when seeking the source returns error.
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func (p *Player) Rewind() error {
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return p.Seek(0)
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}
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// Seek seeks the position with the given offset.
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//
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// Seek is concurrent safe.
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//
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// Seek returns error when seeking the source returns error.
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func (p *Player) Seek(offset time.Duration) error {
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o := int64(offset) * bytesPerSample * channelNum * int64(p.sampleRate) / int64(time.Second)
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o &= mask
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p.srcM.Lock()
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pos, err := p.src.Seek(o, io.SeekStart)
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p.srcM.Unlock()
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if err != nil {
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return err
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}
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p.m.Lock()
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p.buf = []uint8{}
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p.pos = pos
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p.m.Unlock()
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return nil
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}
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// Pause pauses the playing.
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//
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// Pause is concurrent safe.
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//
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// Pause always returns nil.
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func (p *Player) Pause() error {
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p.players.removePlayer(p)
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return nil
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}
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// Current returns the current position.
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//
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// Current is concurrent safe.
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func (p *Player) Current() time.Duration {
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p.m.RLock()
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sample := p.pos / bytesPerSample / channelNum
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t := time.Duration(sample) * time.Second / time.Duration(p.sampleRate)
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p.m.RUnlock()
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return t
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}
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// Volume returns the current volume of this player [0-1].
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//
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// Volume is concurrent safe.
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func (p *Player) Volume() float64 {
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p.m.RLock()
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v := p.volume
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p.m.RUnlock()
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return v
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}
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// SetVolume sets the volume of this player.
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// volume must be in between 0 and 1. This function panics otherwise.
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//
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// SetVolume is concurrent safe.
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func (p *Player) SetVolume(volume float64) {
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p.m.Lock()
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defer p.m.Unlock()
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// The condition must be true when volume is NaN.
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if !(0 <= volume && volume <= 1) {
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panic("audio: volume must be in between 0 and 1")
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}
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p.volume = volume
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}
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