mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
17869143c0
Creating a new AudioQueue is more expensive than expected, and this caused a little blocking the game when playing a lot of SEs. Closes #1702 Updates #1680
380 lines
6.4 KiB
Go
380 lines
6.4 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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//go:build aix || darwin || dragonfly || freebsd || hurd || illumos || linux || netbsd || openbsd || solaris
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// +build aix darwin dragonfly freebsd hurd illumos linux netbsd openbsd solaris
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package readerdriver
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import (
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"io"
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"runtime"
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"sync"
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)
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type players struct {
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players map[*playerImpl]struct{}
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buf []float32
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cond *sync.Cond
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}
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func newPlayers() *players {
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p := &players{
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cond: sync.NewCond(&sync.Mutex{}),
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}
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go p.loop()
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return p
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}
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func (ps *players) shouldWait() bool {
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for p := range ps.players {
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if p.canReadSourceToBuffer() {
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return false
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}
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}
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return true
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}
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func (ps *players) wait() {
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ps.cond.L.Lock()
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defer ps.cond.L.Unlock()
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for ps.shouldWait() {
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ps.cond.Wait()
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}
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}
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func (ps *players) loop() {
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var players []*playerImpl
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for {
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ps.wait()
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ps.cond.L.Lock()
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players = players[:0]
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for p := range ps.players {
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players = append(players, p)
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}
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ps.cond.L.Unlock()
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for _, p := range players {
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p.readSourceToBuffer()
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}
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}
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}
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func (ps *players) addPlayer(player *playerImpl) {
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ps.cond.L.Lock()
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defer ps.cond.L.Unlock()
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if ps.players == nil {
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ps.players = map[*playerImpl]struct{}{}
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}
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ps.players[player] = struct{}{}
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ps.cond.Signal()
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}
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func (ps *players) removePlayer(player *playerImpl) {
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ps.cond.L.Lock()
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defer ps.cond.L.Unlock()
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delete(ps.players, player)
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ps.cond.Signal()
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}
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func (ps *players) read(buf []float32) {
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ps.cond.L.Lock()
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players := make([]*playerImpl, 0, len(ps.players))
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for p := range ps.players {
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players = append(players, p)
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}
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ps.cond.L.Unlock()
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for _, p := range players {
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p.readBufferAndAdd(buf)
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}
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ps.cond.Signal()
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}
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type player struct {
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p *playerImpl
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}
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type playerImpl struct {
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context *context
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players *players
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src io.Reader
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volume float64
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err error
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state playerState
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buf []byte
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eof bool
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m sync.Mutex
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}
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func (c *context) NewPlayer(src io.Reader) Player {
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return newPlayer(c, c.players, src)
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}
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func newPlayer(context *context, players *players, src io.Reader) *player {
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p := &player{
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p: &playerImpl{
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context: context,
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players: players,
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src: src,
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volume: 1,
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},
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}
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runtime.SetFinalizer(p, (*player).Close)
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return p
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}
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func (p *player) Err() error {
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return p.p.Err()
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}
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func (p *playerImpl) Err() error {
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p.m.Lock()
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defer p.m.Unlock()
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return p.err
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}
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func (p *player) Play() {
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p.p.Play()
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}
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func (p *playerImpl) Play() {
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ch := make(chan struct{})
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go func() {
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p.m.Lock()
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defer p.m.Unlock()
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close(ch)
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p.playImpl()
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}()
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<-ch
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}
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func (p *playerImpl) playImpl() {
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if p.err != nil {
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return
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}
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if p.state != playerPaused {
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return
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}
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if !p.eof {
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buf := make([]byte, p.context.maxBufferSize())
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for len(p.buf) < p.context.maxBufferSize() {
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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.setErrorImpl(err)
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return
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}
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p.buf = append(p.buf, buf[:n]...)
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if err == io.EOF {
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if len(p.buf) == 0 {
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p.eof = true
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}
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break
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}
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}
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}
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if !p.eof || len(p.buf) > 0 {
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p.state = playerPlay
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}
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p.m.Unlock()
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p.players.addPlayer(p)
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p.m.Lock()
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}
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func (p *player) Pause() {
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p.p.Pause()
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}
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func (p *playerImpl) Pause() {
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p.m.Lock()
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defer p.m.Unlock()
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if p.state != playerPlay {
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return
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}
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p.state = playerPaused
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}
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func (p *player) Reset() {
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p.p.Reset()
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}
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func (p *playerImpl) Reset() {
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p.m.Lock()
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defer p.m.Unlock()
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p.resetImpl()
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}
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func (p *playerImpl) resetImpl() {
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if p.state == playerClosed {
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return
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}
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p.state = playerPaused
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p.buf = p.buf[:0]
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p.eof = false
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}
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func (p *player) IsPlaying() bool {
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return p.p.IsPlaying()
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}
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func (p *playerImpl) IsPlaying() bool {
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p.m.Lock()
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defer p.m.Unlock()
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return p.state == playerPlay
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}
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func (p *player) Volume() float64 {
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return p.p.Volume()
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}
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func (p *playerImpl) Volume() float64 {
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p.m.Lock()
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defer p.m.Unlock()
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return p.volume
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}
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func (p *player) SetVolume(volume float64) {
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p.p.SetVolume(volume)
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}
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func (p *playerImpl) SetVolume(volume float64) {
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p.m.Lock()
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defer p.m.Unlock()
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p.volume = volume
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}
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func (p *player) UnplayedBufferSize() int {
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return p.p.UnplayedBufferSize()
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}
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func (p *playerImpl) UnplayedBufferSize() int {
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p.m.Lock()
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defer p.m.Unlock()
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return len(p.buf)
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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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return p.p.Close()
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}
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func (p *playerImpl) Close() error {
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p.m.Lock()
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defer p.m.Unlock()
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return p.closeImpl()
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}
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func (p *playerImpl) closeImpl() error {
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p.m.Unlock()
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p.players.removePlayer(p)
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p.m.Lock()
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if p.state == playerClosed {
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return nil
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}
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p.state = playerClosed
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p.buf = nil
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return p.err
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}
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func (p *playerImpl) readBufferAndAdd(buf []float32) int {
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p.m.Lock()
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if p.state != playerPlay {
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p.m.Unlock()
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return 0
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}
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bitDepthInBytes := p.context.bitDepthInBytes
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n := len(p.buf) / bitDepthInBytes
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if n > len(buf) {
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n = len(buf)
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}
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volume := float32(p.volume)
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src := p.buf[:n*bitDepthInBytes]
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p.buf = p.buf[n*bitDepthInBytes:]
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p.m.Unlock()
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for i := 0; i < n; i++ {
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var v float32
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switch bitDepthInBytes {
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case 1:
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v8 := src[i]
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v = float32(v8-(1<<7)) / (1 << 7)
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case 2:
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v16 := int16(src[2*i]) | (int16(src[2*i+1]) << 8)
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v = float32(v16) / (1 << 15)
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}
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buf[i] += v * volume
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}
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return n
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}
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func (p *playerImpl) canReadSourceToBuffer() bool {
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p.m.Lock()
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defer p.m.Unlock()
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if p.eof {
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return false
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}
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return len(p.buf) < p.context.maxBufferSize()
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}
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func (p *playerImpl) readSourceToBuffer() {
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p.m.Lock()
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defer p.m.Unlock()
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if p.err != nil {
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return
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}
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if p.state == playerClosed {
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return
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}
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maxBufferSize := p.context.maxBufferSize()
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if len(p.buf) >= maxBufferSize {
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return
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}
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buf := make([]byte, maxBufferSize)
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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.setErrorImpl(err)
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return
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}
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p.buf = append(p.buf, buf[:n]...)
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if err == io.EOF && len(p.buf) == 0 {
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p.state = playerPaused
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p.eof = true
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}
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}
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func (p *playerImpl) setErrorImpl(err error) {
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p.err = err
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p.closeImpl()
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}
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