ebiten/audio/internal/go2cpp/player_js.go

270 lines
4.9 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
sampleRate int
channelNum int
bitDepthInBytes int
}
func NewContext(sampleRate int, channelNum, bitDepthInBytes int) *Context {
v := js.Global().Get("go2cpp").Call("createAudio", sampleRate, channelNum, bitDepthInBytes)
return &Context{
v: v,
sampleRate: sampleRate,
channelNum: channelNum,
bitDepthInBytes: bitDepthInBytes,
}
}
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
})
p := &Player{
context: c,
src: r,
volume: 1,
cond: cond,
onWritten: onwritten,
}
runtime.SetFinalizer(p, (*Player).Close)
return p
}
func (c *Context) Close() error {
return nil
}
type playerState int
const (
playerStatePaused playerState = iota
playerStatePlaying
playerStateClosed
)
type Player struct {
context *Context
src io.Reader
v js.Value
state playerState
volume float64
cond *sync.Cond
err error
buf []byte
onWritten js.Func
}
func (p *Player) Pause() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
if !p.v.Truthy() {
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
}
var runloop bool
if !p.v.Truthy() {
p.v = p.context.v.Call("createPlayer", p.onWritten)
p.v.Set("volume", p.volume)
runloop = true
}
p.v.Call("play")
// Prepare the first data as soon as possible, or the audio can get stuck.
// TODO: Get the appropriate buffer size from the C++ side.
if p.buf == nil {
p.buf = make([]byte, p.context.sampleRate*p.context.channelNum*p.context.bitDepthInBytes/4)
}
n, err := p.src.Read(p.buf)
if err != nil && err != io.EOF {
p.setError(err)
return
}
if n > 0 {
dst := js.Global().Get("Uint8Array").New(n)
p.writeImpl(dst, p.buf[:n])
}
if runloop {
go p.loop()
}
p.state = playerStatePlaying
p.cond.Signal()
}
func (p *Player) IsPlaying() bool {
p.cond.L.Lock()
defer p.cond.L.Unlock()
return p.state == playerStatePlaying
}
func (p *Player) Reset() {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return
}
if !p.v.Truthy() {
return
}
p.v.Call("close", true)
p.v = js.Undefined()
p.cond.Signal()
}
func (p *Player) Volume() float64 {
if !p.v.Truthy() {
return p.volume
}
return p.v.Get("volume").Float()
}
func (p *Player) SetVolume(volume float64) {
if !p.v.Truthy() {
return
}
p.v.Set("volume", volume)
p.volume = volume
}
func (p *Player) Close() error {
runtime.SetFinalizer(p, nil)
return p.close(true)
}
func (p *Player) close(remove bool) error {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state == playerStateClosed {
return p.err
}
if p.v.Truthy() {
p.v.Call("close", false)
p.v = js.Undefined()
}
if remove {
p.state = playerStateClosed
p.onWritten.Release()
} else {
p.state = playerStatePaused
}
p.cond.Signal()
return p.err
}
func (p *Player) setError(err error) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.state != playerStateClosed && p.v.Truthy() {
p.v.Call("close", true)
p.v = js.Undefined()
}
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.v.Truthy() && (p.state == playerStatePaused || (p.state == playerStatePlaying && !p.v.Call("isWritable").Bool())) {
p.cond.Wait()
}
return p.v.Truthy() && p.state == playerStatePlaying
}
func (p *Player) write(dst js.Value, src []byte) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
p.writeImpl(dst, src)
}
func (p *Player) writeImpl(dst js.Value, src []byte) {
if p.state == playerStateClosed {
return
}
if !p.v.Truthy() {
return
}
js.CopyBytesToJS(dst, src)
p.v.Call("write", dst, len(src))
}
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 {
p.write(dst, buf[:n])
}
if err == io.EOF {
p.close(false)
return
}
}
}