mirror of
https://github.com/hajimehoshi/ebiten.git
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7b5054ca3a
Update might not be called or delayed when the window is in background and invisible on macOS. Let's use a distinct groutine to update the audio player states. Closes #3154
581 lines
16 KiB
Go
581 lines
16 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.
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//
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// The stream format must be 16-bit little endian or 32-bit float little endian, and 2 channels. The format is as follows:
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//
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// [data] = [sample 1] [sample 2] [sample 3] ...
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// [sample *] = [channel 1] ...
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// [channel *] = [byte 1] [byte 2] ...
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//
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// An audio context (audio.Context object) has a sample rate you can specify
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// and all streams you want to play must have the same sample rate.
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//
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// An audio context can generate 'players' (audio.Player objects),
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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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//
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// For the simplest example to play sound, see wav package in the examples.
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package audio
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import (
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"bytes"
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"errors"
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"fmt"
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"io"
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"reflect"
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"runtime"
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/v2/audio/internal/convert"
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"github.com/hajimehoshi/ebiten/v2/internal/hook"
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)
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const (
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channelCount = 2
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bitDepthInBytesInt16 = 2
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bitDepthInBytesFloat32 = 4
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)
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// A Context represents a current state of audio.
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//
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// At most one Context object can exist in one process.
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// This means only one constant sample rate is valid in your one application.
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//
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// For a typical usage example, see examples/wav/main.go.
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type Context struct {
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playerFactory *playerFactory
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sampleRate int
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err error
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ready bool
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playingPlayers map[*playerImpl]struct{}
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m sync.Mutex
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semaphore chan struct{}
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}
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var (
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theContext *Context
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theContextLock sync.Mutex
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)
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// NewContext creates a new audio context with the given sample rate.
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//
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// sampleRate specifies the number of samples that should be played during one second.
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// Usual numbers are 44100 or 48000. One context has only one sample rate. You cannot play multiple audio
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// sources with different sample rates at the same time.
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//
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// NewContext panics when an audio context is already created.
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func NewContext(sampleRate int) *Context {
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theContextLock.Lock()
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defer theContextLock.Unlock()
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if theContext != nil {
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panic("audio: context is already created")
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}
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c := &Context{
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sampleRate: sampleRate,
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playerFactory: newPlayerFactory(sampleRate),
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playingPlayers: map[*playerImpl]struct{}{},
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semaphore: make(chan struct{}, 1),
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}
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theContext = c
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h := getHook()
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h.OnSuspendAudio(func() error {
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c.semaphore <- struct{}{}
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if err := c.playerFactory.suspend(); err != nil {
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return err
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}
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if err := c.onSuspend(); err != nil {
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return err
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}
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return nil
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})
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h.OnResumeAudio(func() error {
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<-c.semaphore
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if err := c.playerFactory.resume(); err != nil {
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return err
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}
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if err := c.onResume(); err != nil {
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return err
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}
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return nil
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})
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h.AppendHookOnBeforeUpdate(func() error {
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var err error
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theContextLock.Lock()
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if theContext != nil {
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err = theContext.error()
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}
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theContextLock.Unlock()
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if err != nil {
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return err
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}
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// Initialize the context here in the case when there is no player and
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// the program waits for IsReady() to be true (#969, #970, #2715).
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ready, err := c.playerFactory.initContextIfNeeded()
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if err != nil {
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return err
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}
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if ready != nil {
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go func() {
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<-ready
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c.setReady()
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}()
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}
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return nil
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})
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// In the current Ebitengine implementation, update might not be called when the window is in background (#3154).
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// In this case, an audio player position is not updated correctly with AppendHookOnBeforeUpdate.
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// Use a distinct goroutine to update the player states.
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go func() {
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for {
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if err := c.updatePlayers(); err != nil {
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c.setError(err)
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return
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}
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time.Sleep(time.Second / 100)
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}
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}()
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return c
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}
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// CurrentContext returns the current context or nil if there is no context.
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func CurrentContext() *Context {
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theContextLock.Lock()
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c := theContext
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theContextLock.Unlock()
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return c
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}
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func (c *Context) setError(err error) {
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// TODO: What if c.err already exists?
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c.m.Lock()
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c.err = err
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c.m.Unlock()
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}
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func (c *Context) error() error {
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c.m.Lock()
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defer c.m.Unlock()
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if c.err != nil {
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return c.err
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}
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return c.playerFactory.error()
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}
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func (c *Context) setReady() {
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c.m.Lock()
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c.ready = true
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c.m.Unlock()
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}
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func (c *Context) addPlayingPlayer(p *playerImpl) {
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c.m.Lock()
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defer c.m.Unlock()
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c.playingPlayers[p] = struct{}{}
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if !reflect.ValueOf(p.sourceIdent()).Comparable() {
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return
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}
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// Check the source duplication
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srcs := map[any]struct{}{}
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for p := range c.playingPlayers {
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if _, ok := srcs[p.sourceIdent()]; ok {
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c.err = errors.New("audio: the same source must not be used by multiple Player objects")
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return
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}
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srcs[p.sourceIdent()] = struct{}{}
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}
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}
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func (c *Context) removePlayingPlayer(p *playerImpl) {
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c.m.Lock()
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delete(c.playingPlayers, p)
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c.m.Unlock()
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}
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func (c *Context) onSuspend() error {
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// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
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// Copy the playerImpls and iterate them without a lock.
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var players []*playerImpl
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c.m.Lock()
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players = make([]*playerImpl, 0, len(c.playingPlayers))
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for p := range c.playingPlayers {
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players = append(players, p)
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}
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c.m.Unlock()
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for _, p := range players {
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if err := p.Err(); err != nil {
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return err
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}
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p.onContextSuspended()
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}
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return nil
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}
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func (c *Context) onResume() error {
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// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
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// Copy the playerImpls and iterate them without a lock.
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var players []*playerImpl
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c.m.Lock()
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players = make([]*playerImpl, 0, len(c.playingPlayers))
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for p := range c.playingPlayers {
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players = append(players, p)
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}
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c.m.Unlock()
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for _, p := range players {
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if err := p.Err(); err != nil {
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return err
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}
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p.onContextResumed()
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}
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return nil
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}
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func (c *Context) updatePlayers() error {
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// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
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// Copy the playerImpls and iterate them without a lock.
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var players []*playerImpl
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c.m.Lock()
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players = make([]*playerImpl, 0, len(c.playingPlayers))
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for p := range c.playingPlayers {
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players = append(players, p)
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}
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c.m.Unlock()
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var playersToRemove []*playerImpl
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// Now reader players cannot call removePlayers from themselves in the current implementation.
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// Underlying playering can be the pause state after fishing its playing,
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// but there is no way to notify this to players so far.
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// Instead, let's check the states proactively every frame.
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for _, p := range players {
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if err := p.Err(); err != nil {
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return err
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}
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p.updatePosition()
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if !p.IsPlaying() {
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playersToRemove = append(playersToRemove, p)
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}
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}
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c.m.Lock()
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for _, p := range playersToRemove {
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delete(c.playingPlayers, p)
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}
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c.m.Unlock()
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return nil
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}
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// IsReady returns a boolean value indicating whether the audio is ready or not.
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//
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// On some browsers, user interaction like click or pressing keys is required to start audio.
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func (c *Context) IsReady() bool {
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c.m.Lock()
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defer c.m.Unlock()
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return c.ready
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}
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// SampleRate returns the sample rate.
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func (c *Context) SampleRate() int {
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return c.sampleRate
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}
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// Player is an audio player which has one stream.
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//
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// Even when all references to a Player object is gone,
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// the object is not GCed until the player finishes playing.
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// This means that if a Player plays an infinite stream,
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// the object is never GCed unless Close is called.
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type Player struct {
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p *playerImpl
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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 (signed 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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//
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// The player is seekable when src is io.Seeker.
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// Attempt to seek the player that is not io.Seeker causes panic.
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//
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// Note that the given src can't be shared with other Player objects.
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//
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// NewPlayer tries to call Seek of src to get the current position.
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// NewPlayer returns error when the Seek returns error.
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//
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// A Player doesn't close src even if src implements io.Closer.
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// Closing the source is src owner's responsibility.
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//
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// For new code, NewPlayerF32 is preferrable to NewPlayer, since Ebitengine will treat only 32bit float audio internally in the future.
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//
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// A Player for 16bit integer must be used with 16bit integer version of audio APIs, like vorbis.DecodeWithoutResampling or audio.NewInfiniteLoop, not or vorbis.DecodeF32 or audio.NewInfiniteLoopF32.
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func (c *Context) NewPlayer(src io.Reader) (*Player, error) {
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_, seekable := src.(io.Seeker)
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f32Src := convert.NewFloat32BytesReaderFromInt16BytesReader(src)
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pi, err := c.playerFactory.newPlayer(c, f32Src, seekable, src, bitDepthInBytesFloat32)
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if err != nil {
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return nil, err
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}
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p := &Player{pi}
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runtime.SetFinalizer(p, (*Player).finalize)
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return p, nil
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}
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// NewPlayerF32 creates a new player with the given stream.
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//
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// src's format must be linear PCM (32bit float, 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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//
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// The player is seekable when src is io.Seeker.
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// Attempt to seek the player that is not io.Seeker causes panic.
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//
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// Note that the given src can't be shared with other Player objects.
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//
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// NewPlayerF32 tries to call Seek of src to get the current position.
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// NewPlayerF32 returns error when the Seek returns error.
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//
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// A Player doesn't close src even if src implements io.Closer.
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// Closing the source is src owner's responsibility.
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//
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// For new code, NewPlayerF32 is preferrable to NewPlayer, since Ebitengine will treat only 32bit float audio internally in the future.
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//
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// A Player for 32bit float must be used with 32bit float version of audio APIs, like vorbis.DecodeF32 or audio.NewInfiniteLoopF32, not vorbis.DecodeWithoutResampling or audio.NewInfiniteLoop.
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func (c *Context) NewPlayerF32(src io.Reader) (*Player, error) {
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_, seekable := src.(io.Seeker)
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pi, err := c.playerFactory.newPlayer(c, src, seekable, src, bitDepthInBytesFloat32)
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if err != nil {
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return nil, err
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}
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p := &Player{pi}
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runtime.SetFinalizer(p, (*Player).finalize)
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return p, nil
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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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// Deprecated: as of v2.2. Use (*Context).NewPlayer instead.
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func NewPlayer(context *Context, src io.Reader) (*Player, error) {
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return context.NewPlayer(src)
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}
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// NewPlayerFromBytes creates a new player with the given bytes.
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//
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// As opposed to NewPlayer, you don't have to care if src is already used by another player or not.
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// src can be shared by multiple players.
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//
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// The format of src should be same as noted at NewPlayer.
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func (c *Context) NewPlayerFromBytes(src []byte) *Player {
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p, err := c.NewPlayer(bytes.NewReader(src))
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if err != nil {
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// Errors should never happen.
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panic(fmt.Sprintf("audio: %v at NewPlayerFromBytes", err))
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}
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return p
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}
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// NewPlayerF32FromBytes creates a new player with the given bytes.
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//
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// As opposed to NewPlayerF32, you don't have to care if src is already used by another player or not.
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// src can be shared by multiple players.
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//
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// The format of src should be same as noted at NewPlayerF32.
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func (c *Context) NewPlayerF32FromBytes(src []byte) *Player {
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p, err := c.NewPlayerF32(bytes.NewReader(src))
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if err != nil {
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// Errors should never happen.
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panic(fmt.Sprintf("audio: %v at NewPlayerFromBytesF32", err))
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}
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return p
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}
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// NewPlayerFromBytes creates a new player with the given bytes.
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//
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// Deprecated: as of v2.2. Use (*Context).NewPlayerFromBytes instead.
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func NewPlayerFromBytes(context *Context, src []byte) *Player {
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return context.NewPlayerFromBytes(src)
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}
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func (p *Player) finalize() {
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runtime.SetFinalizer(p, nil)
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if !p.IsPlaying() {
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_ = p.Close()
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}
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}
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// Close closes the stream.
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//
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// When Close is called, the stream owned by the player is NOT closed,
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// even if the stream implements io.Closer.
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//
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// Close returns error when the player is already closed.
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func (p *Player) Close() error {
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return p.p.Close()
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}
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// Play plays the stream.
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func (p *Player) Play() {
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p.p.Play()
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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.p.IsPlaying()
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}
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// Rewind rewinds the current position to the start.
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//
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// The passed source to NewPlayer must be io.Seeker, or Rewind panics.
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//
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// Rewind returns error when seeking the source stream returns error.
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func (p *Player) Rewind() error {
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return p.p.Rewind()
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}
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// SetPosition sets the position with the given offset.
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//
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// The passed source to NewPlayer must be io.Seeker, or SetPosition panics.
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//
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// SetPosition returns error when seeking the source stream returns an error.
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func (p *Player) SetPosition(offset time.Duration) error {
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return p.p.SetPosition(offset)
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}
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// Seek seeks the position with the given offset.
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//
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// Deprecated: as of v2.6. Use SetPosition instead.
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func (p *Player) Seek(offset time.Duration) error {
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return p.SetPosition(offset)
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}
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// Pause pauses the playing.
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func (p *Player) Pause() {
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p.p.Pause()
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}
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// Position returns the current position in time.
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//
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// As long as the player continues to play, Position's returning value is increased monotonically,
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// even though the source stream loops and its position goes back.
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func (p *Player) Position() time.Duration {
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return p.p.Position()
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}
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// Current returns the current position in time.
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//
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// Deprecated: as of v2.6. Use Position instead.
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func (p *Player) Current() time.Duration {
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return p.Position()
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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.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. SetVolume panics otherwise.
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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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// SetBufferSize adjusts the buffer size of the player.
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// If 0 is specified, the default buffer size is used.
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// A small buffer size is useful if you want to play a real-time PCM for example.
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// Note that the audio quality might be affected if you modify the buffer size.
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func (p *Player) SetBufferSize(bufferSize time.Duration) {
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p.p.SetBufferSize(bufferSize)
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}
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|
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type hooker interface {
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OnSuspendAudio(f func() error)
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OnResumeAudio(f func() error)
|
|
AppendHookOnBeforeUpdate(f func() error)
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}
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|
|
var hookerForTesting hooker
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|
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func getHook() hooker {
|
|
if hookerForTesting != nil {
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return hookerForTesting
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}
|
|
return &hookerImpl{}
|
|
}
|
|
|
|
type hookerImpl struct{}
|
|
|
|
func (h *hookerImpl) OnSuspendAudio(f func() error) {
|
|
hook.OnSuspendAudio(f)
|
|
}
|
|
|
|
func (h *hookerImpl) OnResumeAudio(f func() error) {
|
|
hook.OnResumeAudio(f)
|
|
}
|
|
|
|
func (h *hookerImpl) AppendHookOnBeforeUpdate(f func() error) {
|
|
hook.AppendHookOnBeforeUpdate(f)
|
|
}
|
|
|
|
// Resample converts the sample rate of the given singed 16bit integer, little-endian, 2 channels (stereo) stream.
|
|
// size is the length of the source stream in bytes.
|
|
// from is the original sample rate.
|
|
// to is the target sample rate.
|
|
//
|
|
// If the original sample rate equals to the new one, Resample returns source as it is.
|
|
func Resample(source io.ReadSeeker, size int64, from, to int) io.ReadSeeker {
|
|
if from == to {
|
|
return source
|
|
}
|
|
return convert.NewResampling(source, size, from, to, bitDepthInBytesInt16)
|
|
}
|
|
|
|
// ResampleF32 converts the sample rate of the given 32bit float, little-endian, 2 channels (stereo) stream.
|
|
// size is the length of the source stream in bytes.
|
|
// from is the original sample rate.
|
|
// to is the target sample rate.
|
|
//
|
|
// If the original sample rate equals to the new one, Resample returns source as it is.
|
|
func ResampleF32(source io.ReadSeeker, size int64, from, to int) io.ReadSeeker {
|
|
if from == to {
|
|
return source
|
|
}
|
|
return convert.NewResampling(source, size, from, to, bitDepthInBytesFloat32)
|
|
}
|