mirror of
https://github.com/hajimehoshi/ebiten.git
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395 lines
9.2 KiB
Go
395 lines
9.2 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.
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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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"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/ebiten/exp/audio/internal/driver"
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)
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type mixingStream struct {
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sampleRate int
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writtenBytes int
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frames int
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players map[*Player]struct{}
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// Note that Read (and other methods) need to be concurrent safe
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// because Read is called from another groutine (see NewContext).
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sync.RWMutex
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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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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 (s *mixingStream) SampleRate() int {
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s.RLock()
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defer s.RUnlock()
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return s.sampleRate
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}
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func (s *mixingStream) Read(b []byte) (int, error) {
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s.Lock()
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defer s.Unlock()
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bytesPerFrame := s.sampleRate * bytesPerSample * channelNum / ebiten.FPS
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x := s.frames*bytesPerFrame + len(b)
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if x <= s.writtenBytes {
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return 0, nil
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}
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if len(s.players) == 0 {
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l := min(len(b), x-s.writtenBytes)
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l &= mask
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copy(b, make([]byte, l))
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s.writtenBytes += 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 p := range s.players {
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err := p.readToBuffer(l)
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if err == io.EOF {
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closed = append(closed, p)
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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(p.bufferLength(), l)
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}
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l &= mask
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b16s := [][]int16{}
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for p := range s.players {
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b16s = append(b16s, p.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 p := range s.players {
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p.proceed(l)
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}
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for _, p := range closed {
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delete(s.players, p)
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}
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s.writtenBytes += l
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return l, nil
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}
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func (s *mixingStream) update() error {
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s.Lock()
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defer s.Unlock()
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s.frames++
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return nil
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}
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func (s *mixingStream) newPlayer(src ReadSeekCloser) (*Player, error) {
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s.Lock()
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defer s.Unlock()
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p := &Player{
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stream: s,
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src: src,
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buf: []byte{},
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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, 1)
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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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func (s *mixingStream) closePlayer(player *Player) error {
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s.Lock()
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defer s.Unlock()
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runtime.SetFinalizer(player, nil)
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return player.src.Close()
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}
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func (s *mixingStream) addPlayer(player *Player) {
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s.Lock()
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defer s.Unlock()
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s.players[player] = struct{}{}
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}
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func (s *mixingStream) removePlayer(player *Player) {
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s.Lock()
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defer s.Unlock()
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delete(s.players, player)
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}
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func (s *mixingStream) hasPlayer(player *Player) bool {
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s.RLock()
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defer s.RUnlock()
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_, ok := s.players[player]
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return ok
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}
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func (s *mixingStream) seekPlayer(player *Player, offset time.Duration) error {
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s.Lock()
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defer s.Unlock()
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o := int64(offset) * bytesPerSample * channelNum * int64(s.sampleRate) / int64(time.Second)
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o &= mask
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return player.seek(o)
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}
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func (s *mixingStream) playerCurrent(player *Player) time.Duration {
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s.RLock()
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defer s.RUnlock()
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sample := player.pos / bytesPerSample / channelNum
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return time.Duration(sample) * time.Second / time.Duration(s.sampleRate)
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}
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// TODO: Enable to specify the format like Mono8?
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// A Context is a current state of audio.
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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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stream *mixingStream
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errorCh chan error
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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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func NewContext(sampleRate int) (*Context, error) {
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// TODO: Panic if one context exists.
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c := &Context{
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errorCh: make(chan error),
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}
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c.stream = &mixingStream{
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sampleRate: sampleRate,
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players: map[*Player]struct{}{},
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}
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// TODO: Rename this other than player
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p, err := driver.NewPlayer(c.stream, sampleRate, channelNum, bytesPerSample)
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if err != nil {
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return nil, err
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}
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go func() {
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// TODO: Is it OK to close asap?
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defer p.Close()
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for {
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err := p.Proceed()
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if err == io.EOF {
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break
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}
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if err != nil {
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c.errorCh <- err
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return
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}
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time.Sleep(1 * time.Millisecond)
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}
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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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func (c *Context) Update() error {
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select {
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case err := <-c.errorCh:
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return err
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default:
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}
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return c.stream.update()
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}
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// SampleRate returns the sample rate.
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// All audio source must have the same sample rate.
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func (c *Context) SampleRate() int {
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return c.stream.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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// Player is an audio player which has one stream.
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type Player struct {
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stream *mixingStream
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src ReadSeekCloser
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buf []byte
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pos int64
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volume float64
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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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func (c *Context) NewPlayer(src ReadSeekCloser) (*Player, error) {
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return c.stream.newPlayer(src)
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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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func (p *Player) Close() error {
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return p.stream.closePlayer(p)
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}
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func (p *Player) readToBuffer(length int) error {
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bb := make([]byte, length)
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n, err := p.src.Read(bb)
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if 0 < n {
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p.buf = append(p.buf, bb[:n]...)
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}
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return err
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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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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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return r
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}
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func (p *Player) proceed(length int) {
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p.buf = p.buf[length:]
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p.pos += int64(length)
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}
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func (p *Player) bufferLength() int {
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return len(p.buf)
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}
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// Play plays the stream.
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func (p *Player) Play() error {
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p.stream.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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func (p *Player) IsPlaying() bool {
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return p.stream.hasPlayer(p)
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}
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// Rewind rewinds the current position to the start.
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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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func (p *Player) Seek(offset time.Duration) error {
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return p.stream.seekPlayer(p, offset)
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}
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func (p *Player) seek(offset int64) error {
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p.buf = []byte{}
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pos, err := p.src.Seek(offset, 0)
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if err != nil {
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return err
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}
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p.pos = pos
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return nil
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}
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// Pause pauses the playing.
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func (p *Player) Pause() error {
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p.stream.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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func (p *Player) Current() time.Duration {
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return p.stream.playerCurrent(p)
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}
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// Volume returns the current volume of this player [0-1].
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func (p *Player) Volume() float64 {
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return p.volume
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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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func (p *Player) SetVolume(volume float64) {
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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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// TODO: Panning
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