mirror of
https://github.com/make-42/hayai.git
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172 lines
4.7 KiB
Go
172 lines
4.7 KiB
Go
// Copyright 2019 The Oto Authors
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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 oto
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import (
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"errors"
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"io"
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"sync"
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"time"
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"github.com/hajimehoshi/oto/internal/mux"
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)
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// Context is the main object in Oto. It interacts with the audio drivers.
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//
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// To play sound with Oto, first create a context. Then use the context to create
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// an arbitrary number of players. Then use the players to play sound.
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//
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// There can only be one context at any time. Closing a context and opening a new one is allowed.
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type Context struct {
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driverWriter *driverWriter
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mux *mux.Mux
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errCh chan error
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}
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var (
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theContext *Context
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contextM sync.Mutex
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)
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var errClosed = errors.New("closed")
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// NewContext creates a new context, that creates and holds ready-to-use Player objects.
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//
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// The sampleRate argument specifies the number of samples that should be played during one second.
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// Usual numbers are 44100 or 48000.
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//
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// The channelNum argument specifies the number of channels. One channel is mono playback. Two
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// channels are stereo playback. No other values are supported.
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//
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// The bitDepthInBytes argument specifies the number of bytes per sample per channel. The usual value
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// is 2. Only values 1 and 2 are supported.
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//
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// The bufferSizeInBytes argument specifies the size of the buffer of the Context. This means, how
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// many bytes can Context remember before actually playing them. Bigger buffer can reduce the number
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// of Player's Write calls, thus reducing CPU time. Smaller buffer enables more precise timing. The
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// longest delay between when samples were written and when they started playing is equal to the size
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// of the buffer.
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func NewContext(sampleRate, channelNum, bitDepthInBytes, bufferSizeInBytes int) (*Context, error) {
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contextM.Lock()
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defer contextM.Unlock()
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if theContext != nil {
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panic("oto: NewContext can be called only once")
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}
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d, err := newDriver(sampleRate, channelNum, bitDepthInBytes, bufferSizeInBytes)
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if err != nil {
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return nil, err
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}
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dw := &driverWriter{
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driver: d,
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bufferSize: bufferSizeInBytes,
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bytesPerSecond: sampleRate * channelNum * bitDepthInBytes,
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}
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c := &Context{
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driverWriter: dw,
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mux: mux.New(channelNum, bitDepthInBytes),
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errCh: make(chan error, 1),
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}
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theContext = c
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go func() {
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if _, err := io.Copy(c.driverWriter, c.mux); err != nil {
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c.errCh <- err
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}
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close(c.errCh)
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c.Close()
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}()
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return c, nil
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}
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// NewPlayer creates a new, ready-to-use Player belonging to the Context.
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func (c *Context) NewPlayer() *Player {
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return newPlayer(c)
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}
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// Close closes the Context and its Players and frees any resources associated with it. The Context is no longer
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// usable after calling Close.
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func (c *Context) Close() error {
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contextM.Lock()
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theContext = nil
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contextM.Unlock()
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if err := c.driverWriter.Close(); err != nil {
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return err
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}
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for _, r := range c.mux.Sources() {
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if err := r.(io.Closer).Close(); err != nil {
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return err
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}
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}
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if err := c.mux.Close(); 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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type tryWriteCloser interface {
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io.Closer
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TryWrite([]byte) (int, error)
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tryWriteCanReturnWithoutWaiting() bool
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}
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type driverWriter struct {
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driver tryWriteCloser
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bufferSize int
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bytesPerSecond int
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m sync.Mutex
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}
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func (d *driverWriter) Write(buf []byte) (int, error) {
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d.m.Lock()
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defer d.m.Unlock()
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written := 0
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for len(buf) > 0 {
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if d.driver == nil {
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return written, errClosed
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}
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n, err := d.driver.TryWrite(buf)
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written += n
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if err != nil {
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return written, err
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}
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buf = buf[n:]
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if d.driver.tryWriteCanReturnWithoutWaiting() {
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// When not all buf is written, the underlying buffer is full.
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// Mitigate the busy loop by sleeping (#10).
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if len(buf) > 0 {
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t := time.Second * time.Duration(d.bufferSize) / time.Duration(d.bytesPerSecond) / 8
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time.Sleep(t)
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}
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}
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}
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return written, nil
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}
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func (d *driverWriter) Close() error {
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d.m.Lock()
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defer d.m.Unlock()
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// Close should be wait until the buffer data is consumed (#36).
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// This is the simplest (but ugly) fix.
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// TODO: Implement player's Close to wait the buffer played.
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time.Sleep(time.Second * time.Duration(d.bufferSize) / time.Duration(d.bytesPerSecond))
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return d.driver.Close()
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}
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