ebiten/audio/internal/go2cpp/player_js.go
2021-01-12 11:38:30 +09:00

190 lines
3.3 KiB
Go

// Copyright 2021 The Ebiten Authors
//
// 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 go2cpp
import (
"io"
"runtime"
"sync"
"syscall/js"
)
type Context struct {
v js.Value
}
func NewContext(sampleRate int) *Context {
v := js.Global().Get("go2cpp").Call("createAudio", sampleRate, 2, 2, 8192)
return &Context{
v: v,
}
}
func (c *Context) NewPlayer(r io.Reader) *Player {
cond := sync.NewCond(&sync.Mutex{})
onwritten := js.FuncOf(func(this js.Value, args []js.Value) interface{} {
cond.Signal()
return nil
})
v := c.v.Call("createPlayer", onwritten)
p := &Player{
src: r,
v: v,
cond: cond,
onWritten: onwritten,
}
runtime.SetFinalizer(p, (*Player).Close)
go p.loop()
return p
}
func (c *Context) Close() error {
return nil
}
type playerState int
const (
playerStatePaused playerState = iota
playerStatePlaying
playerStateClosed
playerStateError
)
type Player struct {
src io.Reader
v js.Value
state playerState
cond *sync.Cond
err error
onWritten js.Func
}
func (p *Player) Pause() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
p.v.Call("pause")
p.state = playerStatePaused
p.cond.Signal()
}
func (p *Player) Play() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
p.v.Call("play")
p.state = playerStatePlaying
p.cond.Signal()
}
func (p *Player) Reset() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
p.v.Call("reset")
p.cond.Signal()
}
func (p *Player) Volume() float64 {
return p.v.Get("volume").Float()
}
func (p *Player) SetVolume(volume float64) {
p.v.Set("volume", volume)
}
func (p *Player) Close() error {
runtime.SetFinalizer(p, nil)
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateError {
return p.err
}
p.v.Call("close")
p.state = playerStateClosed
p.cond.Signal()
p.onWritten.Release()
return nil
}
func (p *Player) setError(err error) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateError {
return
}
p.v.Call("close")
p.err = err
p.state = playerStateClosed
p.cond.Signal()
}
func (p *Player) waitUntilUnpaused() bool {
p.cond.L.Lock()
defer p.cond.L.Unlock()
for p.state == playerStatePaused || (p.state == playerStatePlaying && !p.v.Call("isWritable").Bool()) {
p.cond.Wait()
}
return p.state == playerStatePlaying
}
func (p *Player) loop() {
const size = 4096
buf := make([]byte, size)
dst := js.Global().Get("Uint8Array").New(size)
for {
if !p.waitUntilUnpaused() {
return
}
n, err := p.src.Read(buf)
if err != nil && err != io.EOF {
p.setError(err)
return
}
if n > 0 {
js.CopyBytesToJS(dst, buf[:n])
p.v.Call("write", dst, n)
}
if err == io.EOF {
// TODO: This should be Pause instead of Close for Rewind
p.Close()
return
}
}
}