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hajimehoshi-ebiten/audio/audio.go
T

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25 KiB
Go

// 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))
}
}