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- // Copyright 2015 Hajime Hoshi
- //
- // 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 audio provides audio players.
- //
- // The stream format must be 16-bit little endian and 2 channels. The format is as follows:
- // [data] = [sample 1] [sample 2] [sample 3] ...
- // [sample *] = [channel 1] ...
- // [channel *] = [byte 1] [byte 2] ...
- //
- // An audio context (audio.Context object) has a sample rate you can specify and all streams you want to play must have the same
- // sample rate. However, decoders in e.g. audio/mp3 package adjust sample rate automatically,
- // and you don't have to care about it as long as you use those decoders.
- //
- // An audio context can generate 'players' (audio.Player objects),
- // and you can play sound by calling Play function of players.
- // When multiple players play, mixing is automatically done.
- // Note that too many players may cause distortion.
- //
- // For the simplest example to play sound, see wav package in the examples.
- package audio
- import (
- "bytes"
- "errors"
- "fmt"
- "io"
- "runtime"
- "sync"
- "time"
- "github.com/hajimehoshi/ebiten/v2/internal/hooks"
- )
- const (
- channelNum = 2
- bitDepthInBytes = 2
- bytesPerSample = bitDepthInBytes * channelNum
- )
- // A Context represents a current state of audio.
- //
- // At most one Context object can exist in one process.
- // This means only one constant sample rate is valid in your one application.
- //
- // For a typical usage example, see examples/wav/main.go.
- type Context struct {
- playerFactory *playerFactory
- // inited represents whether the audio device is initialized and available or not.
- // On Android, audio loop cannot be started unless JVM is accessible. After updating one frame, JVM should exist.
- inited chan struct{}
- initedOnce sync.Once
- sampleRate int
- err error
- ready bool
- readyOnce sync.Once
- players map[*player]struct{}
- m sync.Mutex
- semaphore chan struct{}
- }
- var (
- theContext *Context
- theContextLock sync.Mutex
- )
- // NewContext creates a new audio context with the given sample rate.
- //
- // The sample rate is also used for decoding MP3 with audio/mp3 package
- // or other formats as the target sample rate.
- //
- // sampleRate should be 44100 or 48000.
- // Other values might not work.
- // For example, 22050 causes error on Safari when decoding MP3.
- //
- // NewContext panics when an audio context is already created.
- func NewContext(sampleRate int) *Context {
- theContextLock.Lock()
- defer theContextLock.Unlock()
- if theContext != nil {
- panic("audio: context is already created")
- }
- c := &Context{
- sampleRate: sampleRate,
- playerFactory: newPlayerFactory(sampleRate),
- players: map[*player]struct{}{},
- inited: make(chan struct{}),
- semaphore: make(chan struct{}, 1),
- }
- theContext = c
- h := getHook()
- h.OnSuspendAudio(func() error {
- c.semaphore <- struct{}{}
- c.playerFactory.suspend()
- return nil
- })
- h.OnResumeAudio(func() error {
- <-c.semaphore
- c.playerFactory.resume()
- return nil
- })
- h.AppendHookOnBeforeUpdate(func() error {
- c.initedOnce.Do(func() {
- close(c.inited)
- })
- var err error
- theContextLock.Lock()
- if theContext != nil {
- theContext.m.Lock()
- err = theContext.err
- theContext.m.Unlock()
- }
- theContextLock.Unlock()
- if err != nil {
- return err
- }
- if err := c.gcPlayers(); err != nil {
- return err
- }
- return nil
- })
- return c
- }
- // CurrentContext returns the current context or nil if there is no context.
- func CurrentContext() *Context {
- theContextLock.Lock()
- c := theContext
- theContextLock.Unlock()
- return c
- }
- func (c *Context) hasError() bool {
- c.m.Lock()
- r := c.err != nil
- c.m.Unlock()
- return r
- }
- func (c *Context) setError(err error) {
- // TODO: What if c.err already exists?
- c.m.Lock()
- c.err = err
- c.m.Unlock()
- }
- func (c *Context) setReady() {
- c.m.Lock()
- c.ready = true
- c.m.Unlock()
- }
- func (c *Context) addPlayer(p *player) {
- c.m.Lock()
- defer c.m.Unlock()
- c.players[p] = struct{}{}
- // Check the source duplication
- srcs := map[io.Reader]struct{}{}
- for p := range c.players {
- if _, ok := srcs[p.source()]; ok {
- c.err = errors.New("audio: a same source is used by multiple Player")
- return
- }
- srcs[p.source()] = struct{}{}
- }
- }
- func (c *Context) removePlayer(p *player) {
- c.m.Lock()
- delete(c.players, p)
- c.m.Unlock()
- }
- func (c *Context) gcPlayers() error {
- c.m.Lock()
- defer c.m.Unlock()
- // Now reader players cannot call removePlayers from themselves in the current implementation.
- // Underlying playering can be the pause state after fishing its playing,
- // but there is no way to notify this to players so far.
- // Instead, let's check the states proactively every frame.
- for p := range c.players {
- if err := p.Err(); err != nil {
- return err
- }
- if !p.IsPlaying() {
- delete(c.players, p)
- }
- }
- return nil
- }
- // IsReady returns a boolean value indicating whether the audio is ready or not.
- //
- // On some browsers, user interaction like click or pressing keys is required to start audio.
- func (c *Context) IsReady() bool {
- c.m.Lock()
- defer c.m.Unlock()
- r := c.ready
- if r {
- return r
- }
- if len(c.players) != 0 {
- return r
- }
- c.readyOnce.Do(func() {
- // Create another goroutine since (*Player).Play can lock the context's mutex.
- // TODO: Is this needed for reader players?
- go func() {
- // The audio context is never ready unless there is a player. This is
- // problematic when a user tries to play audio after the context is ready.
- // Play a dummy player to avoid the blocking (#969).
- // Use a long enough buffer so that writing doesn't finish immediately (#970).
- p := NewPlayerFromBytes(c, make([]byte, bufferSize()*2))
- p.Play()
- }()
- })
- return r
- }
- // SampleRate returns the sample rate.
- func (c *Context) SampleRate() int {
- return c.sampleRate
- }
- func (c *Context) acquireSemaphore() {
- c.semaphore <- struct{}{}
- }
- func (c *Context) releaseSemaphore() {
- <-c.semaphore
- }
- func (c *Context) waitUntilInited() {
- <-c.inited
- }
- // Player is an audio player which has one stream.
- //
- // Even when all references to a Player object is gone,
- // the object is not GCed until the player finishes playing.
- // This means that if a Player plays an infinite stream,
- // the object is never GCed unless Close is called.
- type Player struct {
- p *player
- }
- // NewPlayer creates a new player with the given stream.
- //
- // 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.
- //
- // The player is seekable when src is io.Seeker.
- // Attempt to seek the player that is not io.Seeker causes panic.
- //
- // Note that the given src can't be shared with other Player objects.
- //
- // NewPlayer tries to call Seek of src to get the current position.
- // NewPlayer returns error when the Seek returns error.
- //
- // A Player doesn't close src even if src implements io.Closer.
- // Closing the source is src owner's responsibility.
- func (c *Context) NewPlayer(src io.Reader) (*Player, error) {
- pi, err := c.playerFactory.newPlayer(c, src)
- if err != nil {
- return nil, err
- }
- p := &Player{pi}
- runtime.SetFinalizer(p, (*Player).finalize)
- return p, nil
- }
- // NewPlayer creates a new player with the given stream.
- //
- // Deprecated: as of v2.2. Use (*Context).NewPlayer instead.
- func NewPlayer(context *Context, src io.Reader) (*Player, error) {
- return context.NewPlayer(src)
- }
- // NewPlayerFromBytes creates a new player with the given bytes.
- //
- // As opposed to NewPlayer, you don't have to care if src is already used by another player or not.
- // src can be shared by multiple players.
- //
- // The format of src should be same as noted at NewPlayer.
- func (c *Context) NewPlayerFromBytes(src []byte) *Player {
- p, err := c.NewPlayer(bytes.NewReader(src))
- if err != nil {
- // Errors should never happen.
- panic(fmt.Sprintf("audio: %v at NewPlayerFromBytes", err))
- }
- return p
- }
- // NewPlayerFromBytes creates a new player with the given bytes.
- //
- // Deprecated: as of v2.2. Use (*Context).NewPlayerFromBytes instead.
- func NewPlayerFromBytes(context *Context, src []byte) *Player {
- return context.NewPlayerFromBytes(src)
- }
- func (p *Player) finalize() {
- runtime.SetFinalizer(p, nil)
- if !p.IsPlaying() {
- p.Close()
- }
- }
- // Close closes the stream.
- //
- // When Close is called, the stream owned by the player is NOT closed,
- // even if the stream implements io.Closer.
- //
- // Close returns error when the player is already closed.
- func (p *Player) Close() error {
- return p.p.Close()
- }
- // Play plays the stream.
- func (p *Player) Play() {
- p.p.Play()
- }
- // IsPlaying returns boolean indicating whether the player is playing.
- func (p *Player) IsPlaying() bool {
- return p.p.IsPlaying()
- }
- // Rewind rewinds the current position to the start.
- //
- // The passed source to NewPlayer must be io.Seeker, or Rewind panics.
- //
- // Rewind returns error when seeking the source stream returns error.
- func (p *Player) Rewind() error {
- return p.p.Rewind()
- }
- // Seek seeks the position with the given offset.
- //
- // The passed source to NewPlayer must be io.Seeker, or Seek panics.
- //
- // Seek returns error when seeking the source stream returns error.
- func (p *Player) Seek(offset time.Duration) error {
- return p.p.Seek(offset)
- }
- // Pause pauses the playing.
- func (p *Player) Pause() {
- p.p.Pause()
- }
- // Current returns the current position in time.
- //
- // As long as the player continues to play, Current's returning value is increased monotonically,
- // even though the source stream loops and its position goes back.
- func (p *Player) Current() time.Duration {
- return p.p.Current()
- }
- // Volume returns the current volume of this player [0-1].
- func (p *Player) Volume() float64 {
- return p.p.Volume()
- }
- // SetVolume sets the volume of this player.
- // volume must be in between 0 and 1. SetVolume panics otherwise.
- func (p *Player) SetVolume(volume float64) {
- p.p.SetVolume(volume)
- }
- type hook interface {
- OnSuspendAudio(f func() error)
- OnResumeAudio(f func() error)
- AppendHookOnBeforeUpdate(f func() error)
- }
- var hookForTesting hook
- func getHook() hook {
- if hookForTesting != nil {
- return hookForTesting
- }
- return &hookImpl{}
- }
- type hookImpl struct{}
- func (h *hookImpl) OnSuspendAudio(f func() error) {
- hooks.OnSuspendAudio(f)
- }
- func (h *hookImpl) OnResumeAudio(f func() error) {
- hooks.OnResumeAudio(f)
- }
- func (h *hookImpl) AppendHookOnBeforeUpdate(f func() error) {
- hooks.AppendHookOnBeforeUpdate(f)
- }
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