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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.
//
// This package must be used within an Ebitengine game; it does not work standalone, as the
// audio device is initialized only after the game starts running. To play audio outside an
// Ebitengine game, use Oto ([github.com/ebitengine/oto/v3]) directly.
//
// The stream format must be 16-bit little endian or 32-bit float little endian, and 2 channels. The format is as follows:
//
// [data] = [sample 1] [sample 2] [sample 3] ...
// [sample *] = [channel 1] [channel 2]
// [channel *] = [byte 1] [byte 2] ...
//
// A channel is 2 bytes in the 16-bit integer format, and 4 bytes in the 32-bit float format.
//
// 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.
//
// 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 the wav package in the examples.
package audio
import (
"bytes"
"errors"
"fmt"
"io"
"reflect"
"runtime"
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2/audio/internal/convert"
"github.com/hajimehoshi/ebiten/v2/internal/hook"
)
const (
channelCount = 2
bitDepthInBytesInt16 = 2
bitDepthInBytesFloat32 = 4
)
// 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
sampleRate int
err error
ready bool
playingPlayers map[*playerImpl]struct{}
m sync.Mutex
// cond is signalled under m when a player is added to playingPlayers. The goroutine
// updating the players waits on it while playingPlayers is empty.
cond *sync.Cond
}
var (
theContext *Context
theContextLock sync.Mutex
)
// NewContext creates a new audio context with the given sample rate.
//
// sampleRate specifies the number of samples that should be played during one second.
// Usual numbers are 44100 or 48000. One context has only one sample rate. You cannot play multiple audio
// sources with different sample rates at the same time.
//
// NewContext panics when sampleRate is not positive or an audio context is already created.
func NewContext(sampleRate int) *Context {
if sampleRate <= 0 {
panic(fmt.Sprintf("audio: sample rate must be positive but was %d", sampleRate))
}
theContextLock.Lock()
defer theContextLock.Unlock()
if theContext != nil {
panic("audio: context is already created")
}
c := &Context{
sampleRate: sampleRate,
playerFactory: newPlayerFactory(sampleRate),
playingPlayers: map[*playerImpl]struct{}{},
}
c.cond = sync.NewCond(&c.m)
theContext = c
h := getHook()
h.OnSuspendAudio(func() error {
if err := c.playerFactory.suspend(); err != nil {
return err
}
if err := c.onSuspend(); err != nil {
return err
}
return nil
})
h.OnResumeAudio(func() error {
if err := c.playerFactory.resume(); err != nil {
return err
}
if err := c.onResume(); err != nil {
return err
}
return nil
})
h.AppendHookOnBeforeUpdateWithVMGuestInfo(func(vmGuest bool) error {
var err error
theContextLock.Lock()
if theContext != nil {
err = theContext.error()
}
theContextLock.Unlock()
if err != nil {
return err
}
// Create the audio device here, on the first update after the UI backend is
// initialized, rather than when a player is first touched. Deferring the creation
// keeps the device from being created before the environment is known (#969, #970,
// #2715, #3438). This also initializes the device when there is no player and the
// program waits for IsReady() to be true.
ready, err := c.playerFactory.initContextIfNeeded(vmGuest)
if err != nil {
return err
}
if ready != nil {
go func() {
<-ready
c.setReady()
}()
}
return nil
})
// In the current Ebitengine implementation, update might not be called when the window is in the background (#3154).
// In this case, an audio player's position is not updated correctly with AppendHookOnBeforeUpdateWithVMGuestInfo.
// Use a distinct goroutine to update the player states.
go func() {
for {
// Block while there is no player to update, so that an idle context does not wake
// up periodically. The sweep itself can remove the last player, so the check is
// repeated after every sweep.
c.waitForPlayingPlayers()
// A failure is local to the player which reported it. Record it and keep updating
// the other players (#3647).
if err := c.updatePlayers(); err != nil {
c.setError(err)
}
time.Sleep(time.Second / 100)
}
}()
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) setError(err error) {
c.m.Lock()
defer c.m.Unlock()
c.err = errors.Join(c.err, err)
}
func (c *Context) error() error {
c.m.Lock()
defer c.m.Unlock()
if c.err != nil {
return fmt.Errorf("audio: context error: %w", c.err)
}
if err := c.playerFactory.error(); err != nil {
return fmt.Errorf("audio: context error: %w", err)
}
return nil
}
func (c *Context) setReady() {
c.m.Lock()
c.ready = true
c.m.Unlock()
}
// waitForPlayingPlayers blocks until at least one player is registered as playing.
func (c *Context) waitForPlayingPlayers() {
c.m.Lock()
defer c.m.Unlock()
for len(c.playingPlayers) == 0 {
c.cond.Wait()
}
}
func (c *Context) addPlayingPlayer(p *playerImpl) {
c.m.Lock()
defer c.m.Unlock()
c.playingPlayers[p] = struct{}{}
c.cond.Signal()
// An uncomparable ident is out of the duplication check (#3039).
ident := p.sourceIdent()
if !reflect.ValueOf(ident).Comparable() {
return
}
// Check the source duplication. The players other than p have been checked against each
// other when they were added, so it is enough to compare p with them.
for playing := range c.playingPlayers {
if playing == p {
continue
}
playingIdent := playing.sourceIdent()
if !reflect.ValueOf(playingIdent).Comparable() {
continue
}
if playingIdent == ident {
c.err = errors.Join(c.err, errors.New("audio: the same source must not be used by multiple Player objects"))
return
}
}
}
func (c *Context) removePlayingPlayer(p *playerImpl) {
c.m.Lock()
delete(c.playingPlayers, p)
c.m.Unlock()
}
func (c *Context) onSuspend() error {
// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
// Copy the playerImpls and iterate them without a lock.
var players []*playerImpl
c.m.Lock()
players = make([]*playerImpl, 0, len(c.playingPlayers))
for p := range c.playingPlayers {
players = append(players, p)
}
c.m.Unlock()
for _, p := range players {
if err := p.Err(); err != nil {
return err
}
p.onContextSuspended()
}
return nil
}
func (c *Context) onResume() error {
// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
// Copy the playerImpls and iterate them without a lock.
var players []*playerImpl
c.m.Lock()
players = make([]*playerImpl, 0, len(c.playingPlayers))
for p := range c.playingPlayers {
players = append(players, p)
}
c.m.Unlock()
for _, p := range players {
if err := p.Err(); err != nil {
return err
}
p.onContextResumed()
}
return nil
}
func (c *Context) updatePlayers() error {
// A Context must not call playerImpl's functions with a lock, or this causes a deadlock (#2737).
// Copy the playerImpls and iterate them without a lock.
var players []*playerImpl
c.m.Lock()
players = make([]*playerImpl, 0, len(c.playingPlayers))
for p := range c.playingPlayers {
players = append(players, p)
}
c.m.Unlock()
// In the current implementation, players cannot remove themselves from the context when the underlying player stops by itself.
// The underlying player can become paused after finishing playback,
// but there is no way to notify this to players so far.
// Instead, let's check the states proactively every frame.
//
// A failing player must not stop the sweep: the other players still need their positions
// updated and their pending plays started (#3647). Collect the errors and go on.
var errs []error
for _, p := range players {
if err := p.Err(); err != nil {
errs = append(errs, err)
// A player whose device player failed does not play again. Drop it from the playing
// players so that its error is reported once, not on every sweep.
c.removePlayingPlayer(p)
continue
}
// Start playing if Play was requested before the audio device was created.
if err := p.startIfPending(); err != nil {
errs = append(errs, err)
continue
}
p.updatePosition()
// The player itself decides whether it is removed, so that a player restarted between
// the check and the removal is not dropped from the context.
p.removeFromContextIfNotPlaying()
}
return errors.Join(errs...)
}
// 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()
return c.ready
}
// SampleRate returns the sample rate.
func (c *Context) SampleRate() int {
return c.sampleRate
}
// Player is an audio player which has one stream.
//
// Even when all references to a Player object are 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 [Player.Pause] or [Player.PauseAndStopReading] is called.
type Player struct {
p *playerImpl
cleanup runtime.Cleanup
}
// NewPlayer creates a new player with the given stream.
//
// src's format must be linear PCM (signed 16-bit 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 does not touch src. The player asks src for its current position when it
// first uses src, at [Player.Play] or [Player.SetPosition].
//
// A Player doesn't close src even if src implements io.Closer.
// Closing the source is src owner's responsibility.
//
// For new code, NewPlayerF32 is preferable to NewPlayer, since Ebitengine will treat only 32bit float audio internally in the future.
//
// A Player for 16bit integer must be used with 16bit integer version of audio APIs, like vorbis.DecodeWithoutResampling or audio.NewInfiniteLoop, not vorbis.DecodeF32 or audio.NewInfiniteLoopF32.
func (c *Context) NewPlayer(src io.Reader) (*Player, error) {
_, seekable := src.(io.Seeker)
f32Src := convert.NewFloat32BytesReaderFromInt16BytesReader(src)
pi, err := c.playerFactory.newPlayer(c, f32Src, seekable, src, bitDepthInBytesFloat32)
if err != nil {
return nil, err
}
p := &Player{p: pi}
p.cleanup = runtime.AddCleanup(p, (*playerImpl).finalize, p.p)
return p, nil
}
// NewPlayerF32 creates a new player with the given stream.
//
// src's format must be linear PCM (32bit float, 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.
//
// NewPlayerF32 does not touch src. The player asks src for its current position when it
// first uses src, at [Player.Play] or [Player.SetPosition].
//
// A Player doesn't close src even if src implements io.Closer.
// Closing the source is src owner's responsibility.
//
// For new code, NewPlayerF32 is preferable to NewPlayer, since Ebitengine will treat only 32bit float audio internally in the future.
//
// A Player for 32bit float must be used with 32bit float version of audio APIs, like vorbis.DecodeF32 or audio.NewInfiniteLoopF32, not vorbis.DecodeWithoutResampling or audio.NewInfiniteLoop.
func (c *Context) NewPlayerF32(src io.Reader) (*Player, error) {
_, seekable := src.(io.Seeker)
pi, err := c.playerFactory.newPlayer(c, src, seekable, src, bitDepthInBytesFloat32)
if err != nil {
return nil, err
}
p := &Player{p: pi}
p.cleanup = runtime.AddCleanup(p, (*playerImpl).finalize, p.p)
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: NewPlayerFromBytes failed: %v", err))
}
return p
}
// NewPlayerF32FromBytes creates a new player with the given bytes.
//
// As opposed to NewPlayerF32, 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 NewPlayerF32.
func (c *Context) NewPlayerF32FromBytes(src []byte) *Player {
p, err := c.NewPlayerF32(bytes.NewReader(src))
if err != nil {
// Errors should never happen.
panic(fmt.Sprintf("audio: NewPlayerF32FromBytes failed: %v", 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)
}
// finalize closes the player when its Player wrapper is no longer reachable.
//
// A Player becomes unreachable as early as the moment one of its methods reads the playerImpl out
// of it, so finalize can run while that method is still in flight. Every Player method keeps its
// receiver alive with runtime.KeepAlive until the delegated call returns, so that finalize does
// not close the player under it.
func (p *playerImpl) finalize() {
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.
//
// Deprecated: as of v2.10. Use [Player.PauseAndStopReading] instead.
func (p *Player) Close() error {
defer runtime.KeepAlive(p)
return p.p.Close()
}
// Play plays the stream.
func (p *Player) Play() {
defer runtime.KeepAlive(p)
p.p.Play()
}
// IsPlaying returns a boolean indicating whether the player is playing.
func (p *Player) IsPlaying() bool {
defer runtime.KeepAlive(p)
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 does not panic before Play is called, as it needs no source access
// to rewind a player that has not read the source yet.
//
// Rewind returns error when seeking the source stream returns error.
func (p *Player) Rewind() error {
defer runtime.KeepAlive(p)
return p.p.Rewind()
}
// SetPosition sets the position with the given offset.
//
// The passed source to NewPlayer must be io.Seeker, or SetPosition panics.
// A zero offset does not panic before Play is called, as it needs no source
// access to reset a player that has not read the source yet.
//
// SetPosition returns error when seeking the source stream returns an error.
// SetPosition returns an error for a negative offset.
func (p *Player) SetPosition(offset time.Duration) error {
defer runtime.KeepAlive(p)
return p.p.SetPosition(offset)
}
// Seek seeks the position with the given offset.
//
// Deprecated: as of v2.6. Use SetPosition instead.
func (p *Player) Seek(offset time.Duration) error {
return p.SetPosition(offset)
}
// Pause pauses the playing.
func (p *Player) Pause() {
defer runtime.KeepAlive(p)
p.p.Pause()
}
// PauseAndStopReading pauses the playing and stops reading the source.
// After PauseAndStopReading returns, this player does not read the source until [Player.Play],
// [Player.SetPosition], or [Player.Rewind] is called, so the source can be closed safely.
// The buffered data is kept, and [Player.Play] resumes the playing without a gap.
// PauseAndStopReading blocks until an ongoing read from the source finishes, if any.
func (p *Player) PauseAndStopReading() {
defer runtime.KeepAlive(p)
p.p.PauseAndStopReading()
}
// Position returns the current position in time.
//
// As long as the player continues to play, Position's returning value is increased monotonically,
// even though the source stream loops and its position goes back.
func (p *Player) Position() time.Duration {
defer runtime.KeepAlive(p)
return p.p.Position()
}
// Current returns the current position in time.
//
// Deprecated: as of v2.6. Use Position instead.
func (p *Player) Current() time.Duration {
return p.Position()
}
// Volume returns the current volume of this player, which is 0 or larger.
func (p *Player) Volume() float64 {
defer runtime.KeepAlive(p)
return p.p.Volume()
}
// SetVolume sets the volume of this player, which must be in the range of [0, math.MaxFloat32].
// A volume larger than 1 amplifies the sound and might cause clipping.
// A value out of the range, including NaN, is treated as 0.
func (p *Player) SetVolume(volume float64) {
defer runtime.KeepAlive(p)
p.p.SetVolume(volume)
}
// SetBufferSize adjusts the buffer size of the player.
// If a nonpositive value or a value too large to represent is specified, the default buffer size is used.
// A small buffer size is useful if you want to play a real-time PCM for example.
// Note that the audio quality might be affected if you modify the buffer size.
func (p *Player) SetBufferSize(bufferSize time.Duration) {
defer runtime.KeepAlive(p)
p.p.SetBufferSize(bufferSize)
}
type hooker interface {
OnSuspendAudio(f func() error)
OnResumeAudio(f func() error)
AppendHookOnBeforeUpdateWithVMGuestInfo(f func(vmGuest bool) error)
}
var hookerForTesting hooker
func getHook() hooker {
if hookerForTesting != nil {
return hookerForTesting
}
return &hookerImpl{}
}
type hookerImpl struct{}
func (h *hookerImpl) OnSuspendAudio(f func() error) {
hook.OnSuspendAudio(f)
}
func (h *hookerImpl) OnResumeAudio(f func() error) {
hook.OnResumeAudio(f)
}
func (h *hookerImpl) AppendHookOnBeforeUpdateWithVMGuestInfo(f func(vmGuest bool) error) {
hook.AppendHookOnBeforeUpdateWithVMGuestInfo(f)
}
// ResampleReader converts the sample rate of the given signed 16bit integer, little-endian, 2 channels (stereo) stream.
// length is the length of the source stream in bytes. 0 indicates the length is unknown.
// from is the original sample rate.
// to is the target sample rate.
// ResampleReader panics if from or to is not positive.
//
// If the source ends before length bytes, the remainder of the result is silence.
//
// If the original sample rate equals the new one, ResampleReader returns source as it is and does not apply length.
// When the rates differ, the returned value's Read returns only whole samples (4 bytes each), and its Seek rounds a position in
// the middle of a sample down to a sample boundary.
// For a non-empty buffer shorter than one sample, Read returns [io.ErrShortBuffer], or [io.EOF] once the stream has ended.
//
// The returned value implements io.Seeker when the source implements io.Seeker.
// The returned value might implement io.Seeker even when the source doesn't implement io.Seeker, but
// there is no guarantee that the Seek function works correctly.
func ResampleReader(source io.Reader, length int64, from, to int) io.Reader {
validateResamplingSampleRates(from, to)
if from == to {
return source
}
return convert.NewResampling(source, resamplingSourceLength(length), from, to, bitDepthInBytesInt16)
}
// ResampleReaderF32 converts the sample rate of the given 32bit float, little-endian, 2 channels (stereo) stream.
// length is the length of the source stream in bytes. 0 indicates the length is unknown.
// from is the original sample rate.
// to is the target sample rate.
// ResampleReaderF32 panics if from or to is not positive.
//
// If the source ends before length bytes, the remainder of the result is silence.
//
// If the original sample rate equals the new one, ResampleReaderF32 returns source as it is and does not apply length.
// When the rates differ, the returned value's Read returns only whole samples (8 bytes each), and its Seek rounds a position in
// the middle of a sample down to a sample boundary.
// For a non-empty buffer shorter than one sample, Read returns [io.ErrShortBuffer], or [io.EOF] once the stream has ended.
//
// The returned value implements io.Seeker when the source implements io.Seeker.
// The returned value might implement io.Seeker even when the source doesn't implement io.Seeker, but
// there is no guarantee that the Seek function works correctly.
func ResampleReaderF32(source io.Reader, length int64, from, to int) io.Reader {
validateResamplingSampleRates(from, to)
if from == to {
return source
}
return convert.NewResampling(source, resamplingSourceLength(length), from, to, bitDepthInBytesFloat32)
}
// Resample converts the sample rate of the given signed 16bit integer, little-endian, 2 channels (stereo) stream.
// length is the length of the source stream in bytes. 0 indicates the length is unknown.
// from is the original sample rate.
// to is the target sample rate.
// Resample panics if from or to is not positive.
//
// If the source ends before length bytes, the remainder of the result is silence.
//
// If the original sample rate equals the new one, Resample returns source as it is and does not apply length.
// When the rates differ, the returned value's Read returns only whole samples (4 bytes each), and its Seek rounds a position in
// the middle of a sample down to a sample boundary.
// For a non-empty buffer shorter than one sample, Read returns [io.ErrShortBuffer], or [io.EOF] once the stream has ended.
//
// Deprecated: as of v2.9. Use ResampleReader instead.
func Resample(source io.ReadSeeker, length int64, from, to int) io.ReadSeeker {
validateResamplingSampleRates(from, to)
if from == to {
return source
}
return convert.NewResampling(source, resamplingSourceLength(length), from, to, bitDepthInBytesInt16)
}
// ResampleF32 converts the sample rate of the given 32bit float, little-endian, 2 channels (stereo) stream.
// length is the length of the source stream in bytes. 0 indicates the length is unknown.
// from is the original sample rate.
// to is the target sample rate.
// ResampleF32 panics if from or to is not positive.
//
// If the source ends before length bytes, the remainder of the result is silence.
//
// If the original sample rate equals the new one, ResampleF32 returns source as it is and does not apply length.
// When the rates differ, the returned value's Read returns only whole samples (8 bytes each), and its Seek rounds a position in
// the middle of a sample down to a sample boundary.
// For a non-empty buffer shorter than one sample, Read returns [io.ErrShortBuffer], or [io.EOF] once the stream has ended.
//
// Deprecated: as of v2.9. Use ResampleReaderF32 instead.
func ResampleF32(source io.ReadSeeker, length int64, from, to int) io.ReadSeeker {
validateResamplingSampleRates(from, to)
if from == to {
return source
}
return convert.NewResampling(source, resamplingSourceLength(length), from, to, bitDepthInBytesFloat32)
}
// resamplingSourceLength converts a length given to ResampleReader, ResampleReaderF32, Resample, or ResampleF32,
// where 0 indicates an unknown length, to a length for convert.NewResampling,
// where a negative value indicates an unknown length and 0 an empty stream.
//
// TODO: Let these functions take a negative value instead of 0 for an unknown length (#3395).
func resamplingSourceLength(length int64) int64 {
if length == 0 {
return -1
}
return length
}
func validateResamplingSampleRates(from, to int) {
if from <= 0 {
panic(fmt.Sprintf("audio: original sample rate must be positive but was %d", from))
}
if to <= 0 {
panic(fmt.Sprintf("audio: target sample rate must be positive but was %d", to))
}
}
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// Copyright 2018 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 audio_test
import (
"bytes"
"errors"
"io"
"math"
"runtime"
"strconv"
"sync"
"sync/atomic"
"testing"
"time"
"github.com/hajimehoshi/ebiten/v2/audio"
)
var context *audio.Context
func setup() {
context = audio.NewContext(44100)
}
func teardown() {
audio.ResetContextForTesting()
context = nil
}
// Issue #746
func TestGC(t *testing.T) {
setup()
defer teardown()
p, _ := context.NewPlayer(bytes.NewReader(make([]byte, 4)))
got := audio.PlayersCountForTesting()
if want := 0; got != want {
t.Errorf("PlayersCountForTesting(): got: %d, want: %d", got, want)
}
p.Play()
got = audio.PlayersCountForTesting()
if want := 1; got != want {
t.Errorf("PlayersCountForTesting() after Play: got: %d, want: %d", got, want)
}
runtime.KeepAlive(p)
p = nil
runtime.GC()
for range 10 {
got = audio.PlayersCountForTesting()
if want := 0; got == want {
return
}
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
// 200[ms] should be enough for all the bytes to be consumed.
// TODO: This is a dirty hack. Would it be possible to use virtual time?
time.Sleep(200 * time.Millisecond)
}
t.Errorf("time out")
}
type infiniteReader struct{}
func (i *infiniteReader) Read(p []byte) (int, error) {
for i := range p {
p[i] = 0
}
return len(p), nil
}
// Issue #853
func TestSameSourcePlayers(t *testing.T) {
setup()
defer teardown()
src := &infiniteReader{}
p0, err := context.NewPlayer(src)
if err != nil {
t.Fatal(err)
}
p1, err := context.NewPlayer(src)
if err != nil {
t.Fatal(err)
}
// As the player does not play yet, error doesn't happen.
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
p0.Play()
p1.Play()
for range 10 {
if err := audio.UpdateForTesting(); err != nil {
// An error is expected.
return
}
time.Sleep(200 * time.Millisecond)
}
t.Errorf("time out")
}
func TestPauseBeforeInit(t *testing.T) {
setup()
defer teardown()
src := bytes.NewReader(make([]byte, 4))
p, err := context.NewPlayer(src)
if err != nil {
t.Fatal(err)
}
p.Play()
p.Pause()
p.Play()
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
}
type emptySource struct{}
func (emptySource) Read(buf []byte) (int, error) {
return len(buf), nil
}
func TestNonSeekableSource(t *testing.T) {
if runtime.GOOS == "js" {
t.Skip("infinite streams in tests cannot be treated well on browsers")
}
setup()
defer teardown()
p, err := context.NewPlayer(emptySource{})
if err != nil {
t.Fatal(err)
}
p.Play()
p.Pause()
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
}
// Issue #3438
func TestDeferredDeviceCreation(t *testing.T) {
setup()
defer teardown()
p, err := context.NewPlayer(bytes.NewReader(make([]byte, 4)))
if err != nil {
t.Fatal(err)
}
// Touching a player before the first update must not create the audio device.
p.SetVolume(0.5)
p.Play()
if audio.ContextCreatedForTesting() {
t.Errorf("the audio device must not be created before the first update")
}
// The state set before the device is created is recorded.
if got, want := p.Volume(), 0.5; got != want {
t.Errorf("Volume(): got: %v, want: %v", got, want)
}
if got, want := p.IsPlaying(), true; got != want {
t.Errorf("IsPlaying(): got: %t, want: %t", got, want)
}
if got, want := audio.PlayersCountForTesting(), 1; got != want {
t.Errorf("PlayersCountForTesting(): got: %d, want: %d", got, want)
}
// The first update creates the audio device.
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
if !audio.ContextCreatedForTesting() {
t.Errorf("the audio device must be created after the first update")
}
// The pending player eventually starts playing and finishes, which is only possible
// once the device is created and the player is materialized.
for range 10 {
if audio.PlayersCountForTesting() == 0 {
return
}
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
time.Sleep(200 * time.Millisecond)
}
t.Errorf("time out")
}
// Issue #3438
func TestSetPositionBeforeDeviceCreation(t *testing.T) {
setup()
defer teardown()
// 44100 [Hz] * 8 [bytes/sample] is one second of 32bit float stereo audio.
src := bytes.NewReader(make([]byte, 44100*8))
p, err := context.NewPlayerF32(src)
if err != nil {
t.Fatal(err)
}
if err := p.SetPosition(500 * time.Millisecond); err != nil {
t.Fatal(err)
}
// SetPosition must not create the audio device.
if audio.ContextCreatedForTesting() {
t.Errorf("the audio device must not be created before the first update")
}
// The position set before the device is created is recorded.
if got, want := p.Position(), 500*time.Millisecond; got != want {
t.Errorf("Position(): got: %v, want: %v", got, want)
}
}
func TestSetPositionLongDuration(t *testing.T) {
setup()
defer teardown()
p, err := context.NewPlayerF32(bytes.NewReader(nil))
if err != nil {
t.Fatal(err)
}
// 10 milliseconds is exactly 441 samples at 44100 Hz, so the position
// round-trips exactly while exercising both the whole-seconds and the
// remainder terms of the conversion.
const duration = 8*time.Hour + 10*time.Millisecond
if err := p.SetPosition(duration); err != nil {
t.Fatal(err)
}
if got, want := p.Position(), duration; got != want {
t.Errorf("Position(): got: %v, want: %v", got, want)
}
}
func TestSetPositionNegative(t *testing.T) {
tests := []struct {
name string
createDevice bool
}{
{
name: "BeforeDeviceCreation",
createDevice: false,
},
{
name: "AfterDeviceCreation",
createDevice: true,
},
}
offsets := []time.Duration{
-time.Nanosecond,
-10 * time.Microsecond,
-30 * time.Microsecond,
-time.Second,
}
for _, test := range tests {
for _, offset := range offsets {
t.Run(test.name+"/"+offset.String(), func(t *testing.T) {
setup()
defer teardown()
src := bytes.NewReader(make([]byte, 44100*8))
p, err := context.NewPlayerF32(src)
if err != nil {
t.Fatal(err)
}
defer func() {
if err := p.Close(); err != nil {
t.Errorf("Close: %v", err)
}
}()
if err := p.SetPosition(500 * time.Millisecond); err != nil {
t.Fatal(err)
}
if test.createDevice {
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
// Keep the player paused so that background updates cannot change its position.
if err := audio.EnsurePlayerForTesting(p); err != nil {
t.Fatal(err)
}
}
const want = 500 * time.Millisecond
if err := p.SetPosition(offset); err == nil {
t.Errorf("SetPosition(%v): got: nil, want: an error", offset)
}
if got := p.Position(); got != want {
t.Errorf("Position() after SetPosition(%v): got: %v, want: %v", offset, got, want)
}
})
}
}
}
// Issue #3438
func TestRewindNonSeekableBeforeDeviceCreation(t *testing.T) {
setup()
defer teardown()
p, err := context.NewPlayer(emptySource{})
if err != nil {
t.Fatal(err)
}
p.Play()
// Rewinding to the start before the device is created must not panic even for a
// non-seekable source, as the stream has not been read yet.
if err := p.Rewind(); err != nil {
t.Fatal(err)
}
p.Pause()
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
}
func TestSameSourceForMultiplePlayers(t *testing.T) {
setup()
defer teardown()
src := bytes.NewReader(make([]byte, 4))
p1, err := context.NewPlayer(src)
if err != nil {
t.Fatal(err)
}
p1.Play()
p2, err := context.NewPlayer(src)
if err != nil {
t.Fatal(err)
}
p2.Play()
p1.Pause()
p2.Pause()
if err := audio.UpdateForTesting(); err == nil {
t.Error("UpdateForTesting() must return an error, but did not")
}
}
type uncomparableSource []int
func (uncomparableSource) Read(buf []byte) (int, error) {
return 0, io.EOF
}
// Issue #3039
func TestUncomparableSource(t *testing.T) {
setup()
defer teardown()
p, err := context.NewPlayer(uncomparableSource{})
if err != nil {
t.Fatal(err)
}
p.Play()
p.Pause()
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
}
func TestComparableSourceAfterUncomparable(t *testing.T) {
setup()
defer teardown()
p1, err := context.NewPlayer(uncomparableSource{})
if err != nil {
t.Fatal(err)
}
p1.Play()
p2, err := context.NewPlayer(bytes.NewReader(make([]byte, 4)))
if err != nil {
t.Fatal(err)
}
p2.Play()
p1.Pause()
p2.Pause()
}
// countingSource is an infinite source counting the Read calls.
type countingSource struct {
reads atomic.Int64
}
func (s *countingSource) Read(buf []byte) (int, error) {
s.reads.Add(1)
return len(buf), nil
}
// waitForRead waits until src's read count differs from reads and returns the new count.
func waitForRead(t *testing.T, src *countingSource, reads int64) int64 {
t.Helper()
deadline := time.Now().Add(time.Second)
for {
if got := src.reads.Load(); got != reads {
return got
}
if time.Now().After(deadline) {
t.Fatal("the source was not read")
}
time.Sleep(time.Millisecond)
}
}
// Issue #3510
func TestPauseAndStopReading(t *testing.T) {
if runtime.GOOS == "js" {
t.Skip("infinite streams in tests cannot be treated well on browsers")
}
setup()
defer teardown()
src := &countingSource{}
p, err := context.NewPlayerF32(src)
if err != nil {
t.Fatal(err)
}
p.Play()
// The first update creates the audio device and starts the pending player.
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
waitForRead(t, src, 0)
p.PauseAndStopReading()
if p.IsPlaying() {
t.Error("IsPlaying() after PauseAndStopReading: got: true, want: false")
}
if got, want := audio.PlayersCountForTesting(), 0; got != want {
t.Errorf("PlayersCountForTesting() after PauseAndStopReading: got: %d, want: %d", got, want)
}
// After PauseAndStopReading, the source must not be read.
reads := src.reads.Load()
time.Sleep(100 * time.Millisecond)
if got := src.reads.Load(); got != reads {
t.Errorf("the source was read after PauseAndStopReading: got: %d reads, want: %d", got, reads)
}
// The player is reusable after PauseAndStopReading.
p.Play()
waitForRead(t, src, reads)
}
// Issue #3510
func TestPauseAndStopReadingWhilePaused(t *testing.T) {
if runtime.GOOS == "js" {
t.Skip("infinite streams in tests cannot be treated well on browsers")
}
setup()
defer teardown()
src := &countingSource{}
p, err := context.NewPlayerF32(src)
if err != nil {
t.Fatal(err)
}
p.Play()
// The first update creates the audio device and starts the pending player.
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
reads := waitForRead(t, src, 0)
// A paused player keeps reading the source to fill its buffer.
p.Pause()
waitForRead(t, src, reads)
// PauseAndStopReading must stop the reads even though the player is already paused.
p.PauseAndStopReading()
reads = src.reads.Load()
time.Sleep(100 * time.Millisecond)
if got := src.reads.Load(); got != reads {
t.Errorf("the source was read after PauseAndStopReading: got: %d reads, want: %d", got, reads)
}
}
// Issue #3510
func TestPauseAndStopReadingBeforeInit(t *testing.T) {
setup()
defer teardown()
p, err := context.NewPlayer(bytes.NewReader(make([]byte, 4)))
if err != nil {
t.Fatal(err)
}
// PauseAndStopReading before the device is created cancels the pending play.
p.Play()
p.PauseAndStopReading()
if p.IsPlaying() {
t.Error("IsPlaying() after PauseAndStopReading: got: true, want: false")
}
if got, want := audio.PlayersCountForTesting(), 0; got != want {
t.Errorf("PlayersCountForTesting() after PauseAndStopReading: got: %d, want: %d", got, want)
}
if err := audio.UpdateForTesting(); err != nil {
t.Error(err)
}
}
// Issue #3359
func TestSetVolumeInvalidValue(t *testing.T) {
setup()
defer teardown()
p, err := context.NewPlayer(&infiniteReader{})
if err != nil {
t.Fatal(err)
}
volumes := []struct {
in float64
want float64
}{
{in: 0.5, want: 0.5},
{in: 2, want: 2},
{in: math.MaxFloat32, want: math.MaxFloat32},
{in: -1, want: 0},
{in: math.MaxFloat32 * 2, want: 0},
{in: math.Inf(1), want: 0},
{in: math.Inf(-1), want: 0},
{in: math.NaN(), want: 0},
}
// The volume is kept by the player itself before the audio device is created.
for _, v := range volumes {
p.SetVolume(v.in)
if got, want := p.Volume(), v.want; got != want {
t.Errorf("Volume() after SetVolume(%v) before the device creation: got: %v, want: %v", v.in, got, want)
}
}
p.Play()
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
if !audio.ContextCreatedForTesting() {
t.Fatal("the audio device must be created after the first update")
}
// The volume is kept by the underlying player after the audio device is created.
for _, v := range volumes {
p.SetVolume(v.in)
if got, want := p.Volume(), v.want; got != want {
t.Errorf("Volume() after SetVolume(%v) after the device creation: got: %v, want: %v", v.in, got, want)
}
}
}
// Issue #3655
func TestSetBufferSize(t *testing.T) {
setup()
defer teardown()
p, err := context.NewPlayer(&infiniteReader{})
if err != nil {
t.Fatal(err)
}
var largeBufferSize int
if strconv.IntSize == 64 {
largeBufferSize64 := int64(19_051_200_000)
largeBufferSize = int(largeBufferSize64)
}
tests := []struct {
in time.Duration
want int
}{
{in: -time.Second, want: 0},
{in: 0, want: 0},
{in: 50 * time.Millisecond, want: 17640},
{in: 15 * time.Hour, want: largeBufferSize},
}
for _, test := range tests {
p.SetBufferSize(test.in)
if got := audio.BufferSizeForTesting(p); got != test.want {
t.Errorf("buffer size for %v: got: %d, want: %d", test.in, got, test.want)
}
}
}
func TestPositionNotGrowingAfterFinished(t *testing.T) {
setup()
defer teardown()
// 44100 [Hz] * 8 [bytes/sample] is one second of 32bit float stereo audio.
src := bytes.NewReader(make([]byte, 44100*8*4))
p, err := context.NewPlayerF32(src)
if err != nil {
t.Fatal(err)
}
p.Play()
// Wait until the player finishes its source. The deadline is generous because time.Sleep has
// a several-millisecond floor on browsers, which slows draining the source down.
var finished bool
deadline := time.Now().Add(10 * time.Second)
for time.Now().Before(deadline) {
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
if !p.IsPlaying() {
finished = true
break
}
time.Sleep(5 * time.Millisecond)
}
if !finished {
t.Fatal("time out: the player did not finish")
}
end := p.Position()
if got, want := end, 4*time.Second; got < want {
t.Errorf("Position() after the player finished: got: %v, want: at least %v", got, want)
}
// Play on a finished player does nothing, so the position must not grow anymore.
for range 20 {
p.Play()
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
time.Sleep(5 * time.Millisecond)
}
if got := p.Position(); got != end {
t.Errorf("position grew after the player finished: %v -> %v", end, got)
}
}
func TestNewPlayerWithSourceOfClosedPlayer(t *testing.T) {
setup()
defer teardown()
src := bytes.NewReader(make([]byte, 256))
p0, err := context.NewPlayer(src)
if err != nil {
t.Fatal(err)
}
p0.Play()
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
if err := p0.Close(); err != nil {
t.Fatal(err)
}
// A closed player no longer owns its source, so a new player can take the source over
// immediately.
p1, err := context.NewPlayer(src)
if err != nil {
t.Fatal(err)
}
p1.Play()
if err := audio.UpdateForTesting(); err != nil {
t.Errorf("UpdateForTesting after a new player took the source of a closed player over: %v", err)
}
}
func TestRestartWhilePlayersAreSwept(t *testing.T) {
if runtime.GOOS == "js" {
t.Skip("goroutines cannot run in parallel on browsers")
}
setup()
defer teardown()
// The first update creates the audio device, so that the players below play for real.
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
// Many players widen the window between the sweep's playing check and its removal, as the
// removal used to happen only after the whole list was checked.
const playerCount = 64
players := make([]*audio.Player, 0, playerCount)
for range playerCount {
// A short source finishes quickly, so that the restart pattern below runs many times.
p, err := context.NewPlayerF32(bytes.NewReader(make([]byte, 4096)))
if err != nil {
t.Fatal(err)
}
p.Play()
players = append(players, p)
}
var untracked atomic.Bool
var wg sync.WaitGroup
deadline := time.Now().Add(2 * time.Second)
for _, p := range players {
wg.Go(func() {
for time.Now().Before(deadline) && !untracked.Load() {
// The typical pattern to replay a finished sound effect every tick.
if !p.IsPlaying() {
if err := p.Rewind(); err != nil {
return
}
p.Play()
}
if audio.PlayingButUntrackedForTesting(p) {
untracked.Store(true)
return
}
}
})
}
wg.Wait()
if untracked.Load() {
t.Error("a playing player was removed from the context")
}
// The check above is meaningful only if the players finished and restarted normally, without
// any error being reported.
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
}
// errSourceFailed is the error a failingSource returns once it has run out of data.
var errSourceFailed = errors.New("audio_test: source failed")
// failingSource is a source which returns data for a while and then fails with an error other
// than io.EOF, like a corrupted asset or a broken network stream.
type failingSource struct {
remaining int
}
func (s *failingSource) Read(buf []byte) (int, error) {
if s.remaining <= 0 {
return 0, errSourceFailed
}
n := min(len(buf), s.remaining)
s.remaining -= n
return n, nil
}
// Issue #3647
func TestPlayerErrorDoesNotStopOtherPlayers(t *testing.T) {
if runtime.GOOS == "js" {
t.Skip("infinite streams in tests cannot be treated well on browsers")
}
setup()
defer teardown()
// The first update creates the audio device, so that the players below play for real.
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
failing, err := context.NewPlayerF32(&failingSource{remaining: 4096 * 4})
if err != nil {
t.Fatal(err)
}
// 44100 [Hz] * 8 [bytes/sample] is one second of 32bit float stereo audio.
healthy, err := context.NewPlayerF32(audio.NewInfiniteLoopF32(bytes.NewReader(make([]byte, 44100*8)), 44100*8))
if err != nil {
t.Fatal(err)
}
failing.Play()
healthy.Play()
// Wait until the failing player's source fails and the failure is reported as the context
// error.
var failed bool
deadline := time.Now().Add(5 * time.Second)
for time.Now().Before(deadline) {
if err := audio.UpdateForTesting(); err != nil {
if !errors.Is(err, errSourceFailed) {
t.Fatal(err)
}
failed = true
break
}
time.Sleep(5 * time.Millisecond)
}
if !failed {
t.Fatal("time out: the failing player's error was not reported")
}
// The failed player is no longer tracked as playing, so that its error is reported once and
// the healthy player is the only playing player left.
deadline = time.Now().Add(time.Second)
for audio.PlayersCountForTesting() != 1 && time.Now().Before(deadline) {
time.Sleep(5 * time.Millisecond)
}
if got, want := audio.PlayersCountForTesting(), 1; got != want {
t.Errorf("PlayersCountForTesting() after a player failed: got: %d, want: %d", got, want)
}
// The healthy player must keep playing and its position must keep advancing: one player's
// failure must not stop the context from updating the other players.
if !healthy.IsPlaying() {
t.Error("IsPlaying() of the healthy player after another player failed: got: false, want: true")
}
pos0 := healthy.Position()
time.Sleep(100 * time.Millisecond)
if pos1 := healthy.Position(); pos1 <= pos0 {
t.Errorf("Position() of the healthy player did not advance after another player failed: %v -> %v", pos0, pos1)
}
// The context error is sticky.
if err := audio.UpdateForTesting(); !errors.Is(err, errSourceFailed) {
t.Errorf("UpdateForTesting() after a player failed: got: %v, want: %v", err, errSourceFailed)
}
}
func TestPlayOnIdleContext(t *testing.T) {
setup()
defer teardown()
// The first update creates the audio device, so that the players below play for real.
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
// waitUntil polls cond until it holds or the deadline passes, and reports whether it held.
// The deadline is generous because time.Sleep has a several-millisecond floor on browsers.
waitUntil := func(cond func() bool) bool {
deadline := time.Now().Add(10 * time.Second)
for time.Now().Before(deadline) {
if cond() {
return true
}
time.Sleep(5 * time.Millisecond)
}
return false
}
// A player's position is advanced only by the context, so a growing position shows that the
// context updates the player. The second round starts a player after the context has dropped
// the finished player of the first round, that is, after it went idle by itself.
for i := range 2 {
// Let the context settle into idling with no player to update.
time.Sleep(50 * time.Millisecond)
// 44100 [Hz] * 4 [bytes/sample] is one second of 16bit stereo audio.
p, err := context.NewPlayer(bytes.NewReader(make([]byte, 44100*4)))
if err != nil {
t.Fatal(err)
}
p.Play()
if !waitUntil(func() bool { return p.Position() > 0 }) {
t.Errorf("round %d: Position() did not advance after Play on an idle context", i)
return
}
// The next round needs the context to be idle again, which is only possible once the
// context has dropped the finished player.
if !waitUntil(func() bool { return audio.PlayersCountForTesting() == 0 }) {
t.Fatalf("round %d: time out: the player did not finish", i)
}
}
}
func callWithTimeout(t *testing.T, name string, f func() error) error {
t.Helper()
done := make(chan error, 1)
go func() {
done <- f()
}()
select {
case err := <-done:
return err
case <-time.After(5 * time.Second):
t.Fatalf("%s did not return", name)
}
return nil
}
func runWithTimeout(t *testing.T, name string, f func() error) {
t.Helper()
if err := callWithTimeout(t, name, f); err != nil {
t.Errorf("%s: %v", name, err)
}
}
var errDeviceFailed = errors.New("audio_test: device failed")
func TestSuspendRetriesAfterError(t *testing.T) {
setup()
defer teardown()
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
audio.SetSuspendErrorForTesting(errDeviceFailed)
defer audio.SetSuspendErrorForTesting(nil)
if err := callWithTimeout(t, "suspend", audio.SuspendForTesting); !errors.Is(err, errDeviceFailed) {
t.Errorf("suspend: got: %v, want: %v", err, errDeviceFailed)
}
audio.SetSuspendErrorForTesting(nil)
runWithTimeout(t, "suspend", audio.SuspendForTesting)
runWithTimeout(t, "resume", audio.ResumeForTesting)
runWithTimeout(t, "suspend", audio.SuspendForTesting)
runWithTimeout(t, "resume", audio.ResumeForTesting)
}
func TestResumeRetriesAfterError(t *testing.T) {
setup()
defer teardown()
if err := audio.UpdateForTesting(); err != nil {
t.Fatal(err)
}
runWithTimeout(t, "suspend", audio.SuspendForTesting)
audio.SetResumeErrorForTesting(errDeviceFailed)
defer audio.SetResumeErrorForTesting(nil)
if err := callWithTimeout(t, "resume", audio.ResumeForTesting); !errors.Is(err, errDeviceFailed) {
t.Errorf("resume: got: %v, want: %v", err, errDeviceFailed)
}
audio.SetResumeErrorForTesting(nil)
runWithTimeout(t, "resume", audio.ResumeForTesting)
runWithTimeout(t, "suspend", audio.SuspendForTesting)
runWithTimeout(t, "resume", audio.ResumeForTesting)
}
func TestTimeStreamSeekCurrentOverInfiniteLoop(t *testing.T) {
const length = 64
s, err := audio.NewTimeStreamForTesting(audio.NewInfiniteLoop(bytes.NewReader(make([]byte, length)), length), 48000)
if err != nil {
t.Fatal(err)
}
if _, err := io.ReadFull(s, make([]byte, length+16)); err != nil {
t.Fatal(err)
}
pos, err := s.Seek(0, io.SeekCurrent)
if err != nil {
t.Fatal(err)
}
if want := int64(length + 16); pos != want {
t.Errorf("Seek(0, io.SeekCurrent): got %d, want %d", pos, want)
}
}
+341
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@@ -0,0 +1,341 @@
// Copyright 2018 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 audio
import (
"io"
"sync"
"time"
)
type (
dummyContext struct {
// suspendErr and resumeErr are the errors Suspend and Resume return, to simulate a device
// which fails to suspend or resume.
suspendErr error
resumeErr error
mu sync.Mutex
}
dummyPlayer struct {
r io.Reader
playing bool
volume float64
// eof is whether the source has been exhausted by playing through. Like the real players,
// a player which has finished its source refuses to play until Seek resets this state.
eof bool
// drained is whether the simulated device has output the data it had buffered when the
// source was exhausted. See BufferedSize.
drained bool
// readGen is incremented by PauseAndStopReading to stop the goroutine reading r.
readGen int
// err is the first non-EOF error the source returned. Like the real players, a player
// whose source failed stops for good and reports the error from Err.
err error
mu sync.Mutex
}
)
func (c *dummyContext) NewPlayer(r io.Reader) player {
return &dummyPlayer{
r: r,
volume: 1,
}
}
func (c *dummyContext) MaxBufferSize() int {
return 48000 * channelCount * bitDepthInBytesInt16 / 4
}
func (c *dummyContext) Suspend() error {
c.mu.Lock()
defer c.mu.Unlock()
return c.suspendErr
}
func (c *dummyContext) Resume() error {
c.mu.Lock()
defer c.mu.Unlock()
return c.resumeErr
}
func (c *dummyContext) Err() error {
return nil
}
func (p *dummyPlayer) Pause() {
p.mu.Lock()
p.playing = false
p.mu.Unlock()
}
func (p *dummyPlayer) Play() {
p.mu.Lock()
defer p.mu.Unlock()
if p.eof || p.err != nil {
return
}
p.playing = true
gen := p.readGen
go func() {
var buf [4096]byte
for {
stopped, err := p.readOnce(gen, buf[:])
if stopped {
return
}
if err != nil {
break
}
time.Sleep(time.Millisecond)
}
p.mu.Lock()
defer p.mu.Unlock()
// The source is exhausted only when it was played through. A paused player would still
// have unplayed data in its buffer in a real player.
if p.playing {
p.eof = true
}
}()
}
// readOnce performs one read from the source with the mutex held, so that PauseAndStopReading waits
// for an in-flight read. stopped reports that reading must not continue: PauseAndStopReading was
// called, or the source failed. err is io.EOF when the source is exhausted.
func (p *dummyPlayer) readOnce(gen int, buf []byte) (stopped bool, err error) {
p.mu.Lock()
defer p.mu.Unlock()
if p.readGen != gen {
return true, nil
}
_, err = p.r.Read(buf)
if err != nil && err != io.EOF {
p.err = err
p.playing = false
return true, nil
}
return false, err
}
func (p *dummyPlayer) PauseAndStopReading() {
p.mu.Lock()
p.playing = false
p.readGen++
p.mu.Unlock()
}
func (p *dummyPlayer) IsPlaying() bool {
p.mu.Lock()
defer p.mu.Unlock()
return p.playing
}
func (p *dummyPlayer) Volume() float64 {
// The volume is not shared with the goroutine Play spawns, but the mutex is held so that the
// test double is uniformly safe like the real player it stands in for.
p.mu.Lock()
defer p.mu.Unlock()
return p.volume
}
func (p *dummyPlayer) SetVolume(volume float64) {
// See Volume for why the mutex is held.
p.mu.Lock()
defer p.mu.Unlock()
p.volume = volume
}
// BufferedSize always reports an empty buffer, as the simulated device consumes the data as soon as
// it is read.
//
// The context calls this exactly once per tick, before it reads the position and checks IsPlaying.
// The player keeps playing for one more tick after its source is exhausted, so that the position
// reaches its final value while the player is still playing, as a real player which still has
// buffered data to output.
func (p *dummyPlayer) BufferedSize() int {
p.mu.Lock()
defer p.mu.Unlock()
if p.eof {
if p.drained {
p.playing = false
}
p.drained = true
}
return 0
}
func (p *dummyPlayer) Err() error {
p.mu.Lock()
defer p.mu.Unlock()
return p.err
}
func (p *dummyPlayer) SetBufferSize(bufferSize int) {
}
func (p *dummyPlayer) Seek(offset int64, whence int) (int64, error) {
// Seeking discards the buffered data and resets the finished state as real players do, so
// that the source can be played again.
p.mu.Lock()
defer p.mu.Unlock()
p.eof = false
p.drained = false
return 0, nil
}
var dummyContextForTesting = &dummyContext{}
func init() {
driverForTesting = dummyContextForTesting
}
// SetSuspendErrorForTesting makes the simulated device fail to suspend with err, or succeed when err
// is nil.
func SetSuspendErrorForTesting(err error) {
c := dummyContextForTesting
c.mu.Lock()
defer c.mu.Unlock()
c.suspendErr = err
}
// SetResumeErrorForTesting makes the simulated device fail to resume with err, or succeed when err is
// nil.
func SetResumeErrorForTesting(err error) {
c := dummyContextForTesting
c.mu.Lock()
defer c.mu.Unlock()
c.resumeErr = err
}
type dummyHook struct {
onSuspend func() error
onResume func() error
updates []func(vmGuest bool) error
}
func (h *dummyHook) OnSuspendAudio(f func() error) {
h.onSuspend = f
}
func (h *dummyHook) OnResumeAudio(f func() error) {
h.onResume = f
}
func (h *dummyHook) AppendHookOnBeforeUpdateWithVMGuestInfo(f func(vmGuest bool) error) {
h.updates = append(h.updates, f)
}
func init() {
hookerForTesting = &dummyHook{}
}
// SuspendForTesting runs the suspend hook the current context registered.
func SuspendForTesting() error {
return hookerForTesting.(*dummyHook).onSuspend()
}
// ResumeForTesting runs the resume hook the current context registered.
func ResumeForTesting() error {
return hookerForTesting.(*dummyHook).onResume()
}
func UpdateForTesting() error {
for _, f := range hookerForTesting.(*dummyHook).updates {
if err := f(false); err != nil {
return err
}
}
return nil
}
func PlayersCountForTesting() int {
c := CurrentContext()
c.m.Lock()
n := len(c.playingPlayers)
c.m.Unlock()
return n
}
func EnsurePlayerForTesting(p *Player) error {
// ensurePlayer accesses player state with its caller holding the mutex, as Play and startIfPending do.
p.p.m.Lock()
defer p.p.m.Unlock()
return p.p.ensurePlayer()
}
func BufferSizeForTesting(p *Player) int {
// initBufferSize is protected by the player mutex and can change when the underlying player is created.
p.p.m.Lock()
defer p.p.m.Unlock()
return p.p.initBufferSize
}
// PlayingButUntrackedForTesting reports whether the player is playing but is not tracked by its
// context as a playing player. This must never be true: an untracked playing player is not
// updated by the context and is not guarded from being garbage-collected.
//
// The player's lock is held across both checks, so that a player which is being started or
// stopped concurrently is not reported.
func PlayingButUntrackedForTesting(p *Player) bool {
pi := p.p
// isPlaying requires its caller to hold the player mutex. Keep it held across both checks.
pi.m.Lock()
defer pi.m.Unlock()
if pi.closed || !pi.isPlaying() {
return false
}
c := pi.context
// The context mutex protects playingPlayers from concurrent additions and removals.
c.m.Lock()
defer c.m.Unlock()
_, ok := c.playingPlayers[pi]
return !ok
}
// ContextCreatedForTesting reports whether the underlying audio device has been created.
func ContextCreatedForTesting() bool {
c := CurrentContext()
if c == nil {
return false
}
return c.playerFactory.currentContext() != nil
}
func ResetContextForTesting() {
theContextLock.Lock()
defer theContextLock.Unlock()
theContext = nil
}
func (i *InfiniteLoop) SetNoBlendForTesting(value bool) {
i.noBlendForTesting = value
}
// NewTimeStreamForTesting returns the stream a Player reads from, over a seekable src in signed 16bit
// integer stereo.
func NewTimeStreamForTesting(src io.ReadSeeker, sampleRate int) (io.ReadSeeker, error) {
return newTimeStream(src, true, sampleRate, bitDepthInBytesInt16)
}