mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
161 lines
3.5 KiB
Go
161 lines
3.5 KiB
Go
// Copyright 2022 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.
|
|
|
|
//go:build example
|
|
// +build example
|
|
|
|
package main
|
|
|
|
import (
|
|
"log"
|
|
"math"
|
|
"sync"
|
|
"time"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2"
|
|
"github.com/hajimehoshi/ebiten/v2/audio"
|
|
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
|
|
)
|
|
|
|
const (
|
|
screenWidth = 640
|
|
screenHeight = 480
|
|
sampleRate = 48000
|
|
)
|
|
|
|
type Game struct {
|
|
audioContext *audio.Context
|
|
player *audio.Player
|
|
sineWave *SineWave
|
|
}
|
|
|
|
type SineWave struct {
|
|
frequency int
|
|
minFrequency int
|
|
maxFrequency int
|
|
|
|
// position is the position in the wave length in the range of [0, 1).
|
|
position float64
|
|
|
|
remaining []byte
|
|
|
|
m sync.Mutex
|
|
}
|
|
|
|
func NewSineWave() *SineWave {
|
|
return &SineWave{
|
|
frequency: 440,
|
|
minFrequency: 440,
|
|
maxFrequency: 880,
|
|
}
|
|
}
|
|
|
|
func (s *SineWave) Update(raisePitch bool) {
|
|
s.m.Lock()
|
|
defer s.m.Unlock()
|
|
|
|
if raisePitch {
|
|
if s.frequency < s.maxFrequency {
|
|
s.frequency += 10
|
|
}
|
|
} else {
|
|
if s.frequency > s.minFrequency {
|
|
s.frequency -= 10
|
|
}
|
|
}
|
|
}
|
|
|
|
func (s *SineWave) Read(buf []byte) (int, error) {
|
|
s.m.Lock()
|
|
defer s.m.Unlock()
|
|
|
|
if len(s.remaining) > 0 {
|
|
n := copy(buf, s.remaining)
|
|
s.remaining = s.remaining[n:]
|
|
return n, nil
|
|
}
|
|
|
|
var origBuf []byte
|
|
if len(buf)%4 > 0 {
|
|
origBuf = buf
|
|
buf = make([]byte, len(origBuf)+4-len(origBuf)%4)
|
|
}
|
|
|
|
length := sampleRate / float64(s.frequency)
|
|
p := int64(length * s.position)
|
|
for i := 0; i < len(buf)/4; i++ {
|
|
const max = 32767
|
|
b := int16(math.Sin(2*math.Pi*float64(p)/float64(length)) * max)
|
|
buf[4*i] = byte(b)
|
|
buf[4*i+1] = byte(b >> 8)
|
|
buf[4*i+2] = byte(b)
|
|
buf[4*i+3] = byte(b >> 8)
|
|
p++
|
|
}
|
|
|
|
s.position = float64(p) / float64(length)
|
|
s.position = s.position - math.Floor(s.position)
|
|
|
|
if origBuf != nil {
|
|
n := copy(origBuf, buf)
|
|
s.remaining = buf[n:]
|
|
return n, nil
|
|
}
|
|
return len(buf), nil
|
|
}
|
|
|
|
func NewGame() *Game {
|
|
return &Game{
|
|
audioContext: audio.NewContext(sampleRate),
|
|
}
|
|
}
|
|
|
|
func (g *Game) Update() error {
|
|
if g.audioContext == nil {
|
|
g.audioContext = audio.NewContext(sampleRate)
|
|
}
|
|
if g.player == nil {
|
|
g.sineWave = NewSineWave()
|
|
p, err := g.audioContext.NewPlayer(g.sineWave)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.player = p
|
|
g.player.Play()
|
|
|
|
// Adjust the buffer size to reflect the audio source changes in real time.
|
|
// Note that Ebitengine doesn't guarantee the audio quality when the buffer size is modified.
|
|
// 1/20[s] should work in most cases, but this might cause glitches in some environments.
|
|
g.player.SetBufferSize(time.Second / 20)
|
|
}
|
|
g.sineWave.Update(ebiten.IsKeyPressed(ebiten.KeyA))
|
|
return nil
|
|
}
|
|
|
|
func (g *Game) Draw(screen *ebiten.Image) {
|
|
ebitenutil.DebugPrint(screen, "This is an example of a real time PCM.\nPress and hold the A key.")
|
|
}
|
|
|
|
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
|
|
return screenWidth, screenHeight
|
|
}
|
|
|
|
func main() {
|
|
ebiten.SetWindowSize(screenWidth, screenHeight)
|
|
ebiten.SetWindowTitle("Real Time PCM (Ebitengine Demo)")
|
|
if err := ebiten.RunGame(NewGame()); err != nil {
|
|
log.Fatal(err)
|
|
}
|
|
}
|