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- // Copyright 2020 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 main
- import (
- "bytes"
- "fmt"
- "image"
- _ "image/png"
- "io"
- "log"
- "math"
- "time"
- "github.com/hajimehoshi/ebiten/v2"
- "github.com/hajimehoshi/ebiten/v2/audio"
- "github.com/hajimehoshi/ebiten/v2/audio/vorbis"
- "github.com/hajimehoshi/ebiten/v2/ebitenutil"
- raudio "github.com/hajimehoshi/ebiten/v2/examples/resources/audio"
- "github.com/hajimehoshi/ebiten/v2/examples/resources/images"
- )
- const (
- screenWidth = 640
- screenHeight = 480
- sampleRate = 48000
- )
- var ebitenImage *ebiten.Image
- type Game struct {
- player *audio.Player
- panstream *StereoPanStream
- // panning goes from -1 to 1
- // -1: 100% left channel, 0% right channel
- // 0: 100% both channels
- // 1: 0% left channel, 100% right channel
- panning float64
- count int
- xpos float64
- audioContext *audio.Context
- }
- func (g *Game) initAudioIfNeeded() {
- if g.player != nil {
- return
- }
- if g.audioContext == nil {
- g.audioContext = audio.NewContext(sampleRate)
- }
- // Decode an Ogg file.
- // oggS is a decoded io.ReadCloser and io.Seeker.
- oggS, err := vorbis.DecodeF32(bytes.NewReader(raudio.Ragtime_ogg))
- if err != nil {
- log.Fatal(err)
- }
- // Wrap the raw audio with the StereoPanStream
- g.panstream = NewStereoPanStream(audio.NewInfiniteLoop(oggS, oggS.Length()))
- g.panstream.SetPan(g.panning)
- g.player, err = g.audioContext.NewPlayerF32(g.panstream)
- if err != nil {
- log.Fatal(err)
- }
- // Play the infinite-length stream. This never ends.
- g.player.Play()
- }
- // time is within the 0 ... 1 range
- func lerp(a, b, t float64) float64 {
- return a*(1-t) + b*t
- }
- func (g *Game) Update() error {
- g.count++
- r := float64(g.count) * ((1.0 / 60.0) * 2 * math.Pi) * 0.1 // full cycle every 10 seconds
- g.xpos = (float64(screenWidth) / 2) + math.Cos(r)*(float64(screenWidth)/2)
- g.panning = lerp(-1, 1, g.xpos/float64(screenWidth))
- // Initialize the audio after the panning is determined.
- g.initAudioIfNeeded()
- g.panstream.SetPan(g.panning)
- return nil
- }
- func (g *Game) Draw(screen *ebiten.Image) {
- pos := g.player.Position()
- msg := fmt.Sprintf(`TPS: %0.2f
- This is an example using
- stereo audio panning.
- Current: %0.2f[s]
- Panning: %.2f`, ebiten.ActualTPS(), float64(pos)/float64(time.Second), g.panning)
- ebitenutil.DebugPrint(screen, msg)
- // draw image to show where the sound is at related to the screen
- op := &ebiten.DrawImageOptions{}
- op.GeoM.Translate(g.xpos-float64(ebitenImage.Bounds().Dx()/2), screenHeight/2)
- screen.DrawImage(ebitenImage, op)
- }
- func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
- return screenWidth, screenHeight
- }
- func main() {
- // Decode an image from the image file's byte slice.
- img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
- if err != nil {
- log.Fatal(err)
- }
- ebitenImage = ebiten.NewImageFromImage(img)
- ebiten.SetWindowSize(screenWidth, screenHeight)
- ebiten.SetWindowTitle("Audio Panning Loop (Ebitengine Demo)")
- g := &Game{}
- if err := ebiten.RunGame(g); err != nil {
- log.Fatal(err)
- }
- }
- // StereoPanStream is an audio buffer that changes the stereo channel's signal
- // based on the Panning.
- type StereoPanStream struct {
- io.ReadSeeker
- pan float64 // -1: left; 0: center; 1: right
- buf []byte
- }
- func (s *StereoPanStream) Read(p []byte) (int, error) {
- // If the stream has a buffer that was read in the previous time, use this first.
- var bufN int
- if len(s.buf) > 0 {
- bufN = copy(p, s.buf)
- s.buf = s.buf[bufN:]
- }
- readN, err := s.ReadSeeker.Read(p[bufN:])
- if err != nil && err != io.EOF {
- return 0, err
- }
- // Align the buffer size in multiples of 4. The extra part is pushed to the buffer for the
- // next time.
- totalN := bufN + readN
- extra := totalN - totalN/8*8
- s.buf = append(s.buf, p[totalN-extra:totalN]...)
- alignedN := totalN - extra
- // This implementation uses a linear scale, ranging from -1 to 1, for stereo or mono sounds.
- // If pan = 0.0, the balance for the sound in each speaker is at 100% left and 100% right.
- // When pan is -1.0, only the left channel of the stereo sound is audible, when pan is 1.0,
- // only the right channel of the stereo sound is audible.
- // https://docs.unity3d.com/ScriptReference/AudioSource-panStereo.html
- ls := float32(math.Min(s.pan*-1+1, 1))
- rs := float32(math.Min(s.pan+1, 1))
- for i := 0; i < alignedN; i += 8 {
- lc := math.Float32frombits(uint32(p[i])|(uint32(p[i+1])<<8)|(uint32(p[i+2])<<16)|(uint32(p[i+3])<<24)) * ls
- rc := math.Float32frombits(uint32(p[i+4])|(uint32(p[i+5])<<8)|(uint32(p[i+6])<<16)|(uint32(p[i+7])<<24)) * rs
- lcBits := math.Float32bits(lc)
- rcBits := math.Float32bits(rc)
- p[i] = byte(lcBits)
- p[i+1] = byte(lcBits >> 8)
- p[i+2] = byte(lcBits >> 16)
- p[i+3] = byte(lcBits >> 24)
- p[i+4] = byte(rcBits)
- p[i+5] = byte(rcBits >> 8)
- p[i+6] = byte(rcBits >> 16)
- p[i+7] = byte(rcBits >> 24)
- }
- return alignedN, err
- }
- func (s *StereoPanStream) SetPan(pan float64) {
- s.pan = math.Min(math.Max(-1, pan), 1)
- }
- func (s *StereoPanStream) Pan() float64 {
- return s.pan
- }
- // NewStereoPanStream returns a new StereoPanStream with a buffered src.
- //
- // The 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.
- func NewStereoPanStream(src io.ReadSeeker) *StereoPanStream {
- return &StereoPanStream{
- ReadSeeker: src,
- }
- }
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