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- // Copyright 2022 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 (
- "log"
- "math"
- "sync"
- "time"
- "github.com/hajimehoshi/ebiten/v2"
- "github.com/hajimehoshi/ebiten/v2/audio"
- "github.com/hajimehoshi/ebiten/v2/ebitenutil"
- )
- const (
- screenWidth = 640
- screenHeight = 480
- sampleRate = 48000
- )
- type Game struct {
- audioContext *audio.Context
- player *audio.Player
- sineWave *SineWave
- }
- type SineWave struct {
- frequency int
- minFrequency int
- maxFrequency int
- // pos is the position in the wave length in the range of [0, 1).
- pos float64
- m sync.Mutex
- }
- func NewSineWave() *SineWave {
- return &SineWave{
- frequency: 440,
- minFrequency: 440,
- maxFrequency: 880,
- }
- }
- func (s *SineWave) Update(raisePitch bool) {
- s.m.Lock()
- defer s.m.Unlock()
- if raisePitch {
- if s.frequency < s.maxFrequency {
- s.frequency += 10
- }
- } else {
- if s.frequency > s.minFrequency {
- s.frequency -= 10
- }
- }
- }
- func (s *SineWave) Read(buf []byte) (int, error) {
- s.m.Lock()
- defer s.m.Unlock()
- const bytesPerSample = 8
- n := len(buf) / bytesPerSample * bytesPerSample
- buf = buf[:n]
- length := sampleRate / float64(s.frequency)
- p := float64(length * s.pos)
- for i := 0; i < n/bytesPerSample; i++ {
- v := math.Float32bits(float32(math.Sin(2 * math.Pi * p / length)))
- buf[8*i] = byte(v)
- buf[8*i+1] = byte(v >> 8)
- buf[8*i+2] = byte(v >> 16)
- buf[8*i+3] = byte(v >> 24)
- buf[8*i+4] = byte(v)
- buf[8*i+5] = byte(v >> 8)
- buf[8*i+6] = byte(v >> 16)
- buf[8*i+7] = byte(v >> 24)
- p++
- }
- _, s.pos = math.Modf(p / length)
- return n, nil
- }
- func NewGame() *Game {
- return &Game{
- audioContext: audio.NewContext(sampleRate),
- }
- }
- func (g *Game) Update() error {
- if g.audioContext == nil {
- g.audioContext = audio.NewContext(sampleRate)
- }
- if g.player == nil {
- g.sineWave = NewSineWave()
- p, err := g.audioContext.NewPlayerF32(g.sineWave)
- if err != nil {
- return err
- }
- g.player = p
- g.player.Play()
- // Adjust the buffer size to reflect the audio source changes in real time.
- // Note that Ebitengine doesn't guarantee the audio quality when the buffer size is modified.
- // 1/20[s] should work in most cases, but this might cause glitches in some environments.
- g.player.SetBufferSize(time.Second / 20)
- }
- g.sineWave.Update(ebiten.IsKeyPressed(ebiten.KeyA))
- return nil
- }
- func (g *Game) Draw(screen *ebiten.Image) {
- ebitenutil.DebugPrint(screen, "This is an example of a real time PCM.\nPress and hold the A key.")
- }
- func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
- return screenWidth, screenHeight
- }
- func main() {
- ebiten.SetWindowSize(screenWidth, screenHeight)
- ebiten.SetWindowTitle("Real Time PCM (Ebitengine Demo)")
- if err := ebiten.RunGame(NewGame()); err != nil {
- log.Fatal(err)
- }
- }
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