ebiten/audio/audio.go
2019-04-30 01:41:34 +09:00

699 lines
15 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.
// Package audio provides audio players.
//
// The stream format must be 16-bit little endian and 2 channels. The format is as follows:
// [data] = [sample 1] [sample 2] [sample 3] ...
// [sample *] = [channel 1] ...
// [channel *] = [byte 1] [byte 2] ...
//
// An audio context (audio.Context object) has a sample rate you can specify and all streams you want to play must have the same
// sample rate. However, decoders in e.g. audio/mp3 package adjust sample rate automatically,
// and you don't have to care about it as long as you use those decoders.
//
// An audio context can generate 'players' (audio.Player objects),
// and you can play sound by calling Play function of players.
// When multiple players play, mixing is automatically done.
// Note that too many players may cause distortion.
//
// For the simplest example to play sound, see wav package in the examples.
package audio
import (
"bytes"
"fmt"
"io"
"runtime"
"sync"
"time"
"github.com/hajimehoshi/ebiten/internal/web"
)
// A Context represents a current state of audio.
//
// At most one Context object can exist in one process.
// This means only one constant sample rate is valid in your one application.
//
// For a typical usage example, see examples/wav/main.go.
type Context struct {
c context
mux *mux
sampleRate int
err error
inited bool
suspended bool
ready bool
m sync.Mutex
}
var (
theContext *Context
theContextLock sync.Mutex
)
// NewContext creates a new audio context with the given sample rate.
//
// The sample rate is also used for decoding MP3 with audio/mp3 package
// or other formats as the target sample rate.
//
// sampleRate should be 44100 or 48000.
// Other values might not work.
// For example, 22050 causes error on Safari when decoding MP3.
//
// Error returned by NewContext is always nil as of 1.5.0-alpha.
//
// NewContext panics when an audio context is already created.
func NewContext(sampleRate int) (*Context, error) {
theContextLock.Lock()
defer theContextLock.Unlock()
if theContext != nil {
panic("audio: context is already created")
}
c := &Context{
sampleRate: sampleRate,
c: newContext(sampleRate),
}
theContext = c
c.mux = newMux()
h := getHook()
h.OnSuspendAudio(func() {
c.m.Lock()
c.suspended = true
c.m.Unlock()
})
h.OnResumeAudio(func() {
c.m.Lock()
c.suspended = false
c.m.Unlock()
})
h.AppendHookOnBeforeUpdate(func() error {
c.m.Lock()
c.inited = true
c.m.Unlock()
var err error
theContextLock.Lock()
if theContext != nil {
theContext.m.Lock()
err = theContext.err
theContext.m.Unlock()
}
theContextLock.Unlock()
return err
})
go c.loop()
return c, nil
}
// CurrentContext returns the current context or nil if there is no context.
func CurrentContext() *Context {
theContextLock.Lock()
c := theContext
theContextLock.Unlock()
return c
}
func (c *Context) playable() bool {
c.m.Lock()
i := c.inited
s := c.suspended
c.m.Unlock()
return i && !s
}
func (c *Context) setError(err error) {
// TODO: What if c.err already exists?
c.m.Lock()
c.err = err
c.m.Unlock()
}
func (c *Context) setReady() {
c.m.Lock()
c.ready = true
c.m.Unlock()
}
func (c *Context) loop() {
defer c.c.Close()
p := c.c.NewPlayer()
defer p.Close()
for {
if !c.playable() {
runtime.Gosched()
continue
}
if _, err := io.CopyN(p, c.mux, 2048); err != nil {
c.setError(err)
return
}
c.setReady()
}
}
// IsReady returns a boolean value indicating whether the audio is ready or not.
//
// On some browsers, user interaction like click or pressing keys is required to start audio.
func (c *Context) IsReady() bool {
c.m.Lock()
r := c.ready
c.m.Unlock()
return r
}
// Update is deprecated as of 1.6.0-alpha.
//
// As of 1.6.0-alpha, Update always returns nil and does nothing related to updating the state.
// You don't have to call Update any longer.
// The internal audio error is returned at ebiten.Run instead.
func (c *Context) Update() error {
return nil
}
// SampleRate returns the sample rate.
func (c *Context) SampleRate() int {
return c.sampleRate
}
// ReadSeekCloser is an io.ReadSeeker and io.Closer.
type ReadSeekCloser interface {
io.ReadSeeker
io.Closer
}
type bytesReadSeekCloser struct {
reader *bytes.Reader
}
func (b *bytesReadSeekCloser) Read(buf []byte) (int, error) {
return b.reader.Read(buf)
}
func (b *bytesReadSeekCloser) Seek(offset int64, whence int) (int64, error) {
return b.reader.Seek(offset, whence)
}
func (b *bytesReadSeekCloser) Close() error {
b.reader = nil
return nil
}
// BytesReadSeekCloser creates ReadSeekCloser from bytes.
func BytesReadSeekCloser(b []byte) ReadSeekCloser {
return &bytesReadSeekCloser{reader: bytes.NewReader(b)}
}
// Player is an audio player which has one stream.
//
// Even when all references to a Player object is gone,
// the object is not GCed until the player finishes playing.
// This means that if a Player plays an infinite stream,
// the object is never GCed unless Close is called.
type Player struct {
p *playerImpl
}
type playerImpl struct {
mux *mux
src io.ReadCloser
srcEOF bool
sampleRate int
playing bool
closedExplicitly bool
runningReadLoop bool
buf []byte
pos int64
volume float64
closeCh chan struct{}
closedCh chan struct{}
seekCh chan struct{}
seekedCh chan struct{}
proceedCh chan []int16
proceededCh chan proceededValues
syncCh chan func()
m sync.Mutex
}
type proceededValues struct {
buf []int16
err error
}
// NewPlayer creates a new player with the given stream.
//
// src's format must be linear PCM (16bits little endian, 2 channel stereo)
// without a header (e.g. RIFF header).
// The sample rate must be same as that of the audio context.
//
// The player is seekable when src is io.Seeker.
// Attempt to seek the player that is not io.Seeker causes panic.
//
// Note that the given src can't be shared with other Player objects.
//
// NewPlayer tries to call Seek of src to get the current position.
// NewPlayer returns error when the Seek returns error.
//
// NewPlayer takes the ownership of src. Player's Close calls src's Close.
func NewPlayer(context *Context, src io.ReadCloser) (*Player, error) {
p := &Player{
&playerImpl{
mux: context.mux,
src: src,
sampleRate: context.sampleRate,
buf: nil,
volume: 1,
closeCh: make(chan struct{}),
closedCh: make(chan struct{}),
seekCh: make(chan struct{}),
seekedCh: make(chan struct{}),
proceedCh: make(chan []int16),
proceededCh: make(chan proceededValues),
},
}
if seeker, ok := p.p.src.(io.Seeker); ok {
// Get the current position of the source.
pos, err := seeker.Seek(0, io.SeekCurrent)
if err != nil {
return nil, err
}
p.p.pos = pos
}
runtime.SetFinalizer(p, (*Player).finalize)
return p, nil
}
// NewPlayerFromBytes creates a new player with the given bytes.
//
// As opposed to NewPlayer, you don't have to care if src is already used by another player or not.
// src can be shared by multiple players.
//
// The format of src should be same as noted at NewPlayer.
//
// NewPlayerFromBytes's error is always nil as of 1.5.0-alpha.
func NewPlayerFromBytes(context *Context, src []byte) (*Player, error) {
b := BytesReadSeekCloser(src)
p, err := NewPlayer(context, b)
if err != nil {
// Errors should never happen.
panic(fmt.Sprintf("audio: %v at NewPlayerFromBytes", err))
}
return p, nil
}
func (p *Player) finalize() {
runtime.SetFinalizer(p, nil)
// TODO: It is really hard to say concurrent safety.
// Refactor this package to reduce goroutines.
if !p.IsPlaying() {
p.Close()
}
}
// Close closes the stream.
//
// When closing, the stream owned by the player will also be closed by calling its Close.
// This means that the source stream passed via NewPlayer will also be closed.
//
// Close returns error when closing the source returns error.
func (p *Player) Close() error {
runtime.SetFinalizer(p, nil)
return p.p.Close()
}
func (p *playerImpl) Close() error {
p.m.Lock()
p.playing = false
p.mux.removePlayer(p)
if p.closedExplicitly {
p.m.Unlock()
return fmt.Errorf("audio: the player is already closed")
}
p.closedExplicitly = true
// src.Close is called only when Player's Close is called.
if err := p.src.Close(); err != nil {
p.m.Unlock()
return err
}
p.m.Unlock()
return p.closeImpl()
}
func (p *playerImpl) ensureReadLoop() error {
p.m.Lock()
defer p.m.Unlock()
if p.closedExplicitly {
return fmt.Errorf("audio: the player is already closed")
}
if p.runningReadLoop {
return nil
}
// Set runningReadLoop true here, not in the loop, or this causes deadlock with channels in Seek.
// While the for loop doesn't start, Seeks tries to send something to the channels.
// The for loop must start without any locking.
p.runningReadLoop = true
go p.readLoop()
return nil
}
func (p *playerImpl) closeImpl() error {
p.m.Lock()
r := p.runningReadLoop
p.m.Unlock()
if !r {
return nil
}
p.closeCh <- struct{}{}
<-p.closedCh
return nil
}
func (p *playerImpl) bufferToInt16(lengthInBytes int) ([]int16, error) {
if err := p.ensureReadLoop(); err != nil {
return nil, err
}
p.proceedCh <- make([]int16, lengthInBytes/2)
r := <-p.proceededCh
return r.buf, r.err
}
// Play plays the stream.
//
// Play always returns nil.
func (p *Player) Play() error {
p.p.Play()
return nil
}
func (p *playerImpl) Play() {
p.m.Lock()
p.playing = true
p.mux.addPlayer(p)
p.m.Unlock()
}
func (p *playerImpl) readLoop() {
defer func() {
p.m.Lock()
p.playing = false
p.runningReadLoop = false
p.m.Unlock()
}()
timer := time.NewTimer(0)
timerCh := timer.C
var readErr error
for {
select {
case <-p.closeCh:
p.closedCh <- struct{}{}
return
case <-p.seekCh:
p.seekedCh <- struct{}{}
if timer != nil {
timer.Stop()
}
timer = time.NewTimer(time.Millisecond)
timerCh = timer.C
case <-timerCh:
// If the buffer has 1 second, that's enough.
p.m.Lock()
if len(p.buf) >= p.sampleRate*bytesPerSample {
if timer != nil {
timer.Stop()
}
timer = time.NewTimer(100 * time.Millisecond)
timerCh = timer.C
p.m.Unlock()
break
}
// Try to read the buffer for 1/60[s].
s := 60
if web.IsAndroidChrome() {
s = 10
} else if web.IsBrowser() {
s = 20
}
l := p.sampleRate * bytesPerSample / s
l &= mask
buf := make([]byte, l)
n, err := p.src.Read(buf)
p.buf = append(p.buf, buf[:n]...)
if err == io.EOF {
p.srcEOF = true
}
if p.srcEOF && len(p.buf) == 0 {
if timer != nil {
timer.Stop()
}
timer = nil
timerCh = nil
p.m.Unlock()
break
}
p.m.Unlock()
if err != nil && err != io.EOF {
readErr = err
if timer != nil {
timer.Stop()
}
timer = nil
timerCh = nil
break
}
if timer != nil {
timer.Stop()
}
if web.IsBrowser() {
timer = time.NewTimer(10 * time.Millisecond)
} else {
timer = time.NewTimer(time.Millisecond)
}
timerCh = timer.C
case buf := <-p.proceedCh:
if readErr != nil {
p.proceededCh <- proceededValues{buf, readErr}
return
}
p.m.Lock()
if p.shouldSkipImpl() {
// Return zero values.
p.proceededCh <- proceededValues{buf, nil}
p.m.Unlock()
break
}
lengthInBytes := len(buf) * 2
l := lengthInBytes
if l > len(p.buf) {
l = len(p.buf)
}
for i := 0; i < l/2; i++ {
buf[i] = int16(p.buf[2*i]) | (int16(p.buf[2*i+1]) << 8)
buf[i] = int16(float64(buf[i]) * p.volume)
}
p.pos += int64(l)
p.buf = p.buf[l:]
p.m.Unlock()
p.proceededCh <- proceededValues{buf[:l/2], nil}
}
}
}
func (p *playerImpl) shouldSkip() bool {
p.m.Lock()
r := p.shouldSkipImpl()
p.m.Unlock()
return r
}
func (p *playerImpl) shouldSkipImpl() bool {
// When p.buf is nil, the player just starts playing or seeking.
// Note that this is different from len(p.buf) == 0 && p.buf != nil.
if p.buf == nil {
return true
}
if p.eofImpl() {
return true
}
return false
}
func (p *playerImpl) bufferSizeInBytes() int {
p.m.Lock()
s := len(p.buf)
p.m.Unlock()
return s
}
func (p *playerImpl) eof() bool {
p.m.Lock()
r := p.eofImpl()
p.m.Unlock()
return r
}
func (p *playerImpl) eofImpl() bool {
return p.srcEOF && len(p.buf) == 0
}
// IsPlaying returns boolean indicating whether the player is playing.
func (p *Player) IsPlaying() bool {
return p.p.IsPlaying()
}
func (p *playerImpl) IsPlaying() bool {
p.m.Lock()
r := p.playing
p.m.Unlock()
return r
}
// Rewind rewinds the current position to the start.
//
// The passed source to NewPlayer must be io.Seeker, or Rewind panics.
//
// Rewind returns error when seeking the source stream returns error.
func (p *Player) Rewind() error {
return p.p.Rewind()
}
func (p *playerImpl) Rewind() error {
if _, ok := p.src.(io.Seeker); !ok {
panic("audio: player to be rewound must be io.Seeker")
}
return p.Seek(0)
}
// Seek seeks the position with the given offset.
//
// The passed source to NewPlayer must be io.Seeker, or Seek panics.
//
// Seek returns error when seeking the source stream returns error.
func (p *Player) Seek(offset time.Duration) error {
return p.p.Seek(offset)
}
func (p *playerImpl) Seek(offset time.Duration) error {
if _, ok := p.src.(io.Seeker); !ok {
panic("audio: player to be sought must be io.Seeker")
}
if err := p.ensureReadLoop(); err != nil {
return err
}
p.m.Lock()
defer p.m.Unlock()
o := int64(offset) * bytesPerSample * int64(p.sampleRate) / int64(time.Second)
o &= mask
seeker, ok := p.src.(io.Seeker)
if !ok {
panic("audio: the source must be io.Seeker when seeking")
}
pos, err := seeker.Seek(o, io.SeekStart)
if err != nil {
return err
}
p.buf = nil
p.pos = pos
p.srcEOF = false
p.seekCh <- struct{}{}
<-p.seekedCh
return nil
}
// Pause pauses the playing.
//
// Pause always returns nil.
func (p *Player) Pause() error {
p.p.Pause()
return nil
}
func (p *playerImpl) Pause() {
p.m.Lock()
p.playing = false
p.mux.removePlayer(p)
p.m.Unlock()
}
// Current returns the current position.
func (p *Player) Current() time.Duration {
return p.p.Current()
}
func (p *playerImpl) Current() time.Duration {
p.m.Lock()
sample := p.pos / bytesPerSample
p.m.Unlock()
return time.Duration(sample) * time.Second / time.Duration(p.sampleRate)
}
// Volume returns the current volume of this player [0-1].
func (p *Player) Volume() float64 {
return p.p.Volume()
}
func (p *playerImpl) Volume() float64 {
p.m.Lock()
v := p.volume
p.m.Unlock()
return v
}
// SetVolume sets the volume of this player.
// volume must be in between 0 and 1. SetVolume panics otherwise.
func (p *Player) SetVolume(volume float64) {
p.p.SetVolume(volume)
}
func (p *playerImpl) SetVolume(volume float64) {
// The condition must be true when volume is NaN.
if !(0 <= volume && volume <= 1) {
panic("audio: volume must be in between 0 and 1")
}
p.m.Lock()
p.volume = volume
p.m.Unlock()
}