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| //! Functions and types relating to audio playback. | |
| use std::fs; | |
| use std::io::Cursor; | |
| use std::path::Path; | |
| use std::sync::atomic::{AtomicBool, Ordering}; | |
| use std::sync::{Arc, Mutex, Weak}; | |
| use std::time::Duration; | |
| use rodio::source::{Buffered, Empty}; | |
| use rodio::{Decoder, Device, Sample, Source}; | |
| use crate::error::{Result, TetraError}; | |
| use crate::Context; | |
| pub(crate) struct AudioContext { | |
| device: Option<Device>, | |
| master_volume: Arc<Mutex<f32>>, | |
| } | |
| impl AudioContext { | |
| pub(crate) fn new() -> AudioContext { | |
| let device = rodio::default_output_device(); | |
| if let Some(active_device) = &device { | |
| rodio::play_raw(&active_device, Empty::new()); | |
| } | |
| AudioContext { | |
| device, | |
| master_volume: Arc::new(Mutex::new(1.0)), | |
| } | |
| } | |
| } | |
| /// Sound data that can be played back. | |
| /// | |
| /// Supports WAV, Ogg Vorbis, MP3 and FLAC (in other words, everything that | |
| /// [Rodio](https://github.com/tomaka/rodio) provides support for). | |
| /// | |
| /// All of the playback methods on this type return a [`SoundInstance`](./struct.SoundInstance.html) that | |
| /// can be used to control the sound after it has started. If you just want | |
| /// to 'fire and forget' a sound, you can discard it - the sound will | |
| /// continue playing regardless. | |
| /// | |
| /// This type acts as a lightweight handle to the associated audio data, | |
| /// and so can be cloned with little overhead. | |
| #[derive(Debug, Clone, PartialEq)] | |
| pub struct Sound { | |
| data: Arc<[u8]>, | |
| } | |
| impl Sound { | |
| /// Creates a new sound from the given file. | |
| /// | |
| /// # Errors | |
| /// | |
| /// If the file path is invalid, a `TetraError::Io` will be returned. Note that the data | |
| /// is not decoded until playback begins, so this function will not validate | |
| /// that the data being read is formatted correctly. | |
| pub fn new<P>(path: P) -> Result<Sound> | |
| where | |
| P: AsRef<Path>, | |
| { | |
| Ok(Sound { | |
| data: fs::read(path)?.into(), | |
| }) | |
| } | |
| /// Creates a new sound from a slice of binary data, encoded in one of Tetra's supported | |
| /// file formats. | |
| /// | |
| /// This is useful in combination with `include_bytes`, as it allows you to include | |
| /// your audio data directly in the binary. | |
| /// | |
| /// Note that the data is not decoded until playback begins, so this function will not | |
| /// validate that the data being read is formatted correctly. | |
| pub fn from_file_data(data: &[u8]) -> Sound { | |
| Sound { data: data.into() } | |
| } | |
| /// Plays the sound. | |
| /// | |
| /// # Errors | |
| /// | |
| /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned. | |
| /// | |
| /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned. | |
| pub fn play(&self, ctx: &Context) -> Result<SoundInstance> { | |
| self.start_source(ctx, true, false, 1.0, 1.0) | |
| } | |
| /// Plays the sound repeatedly. | |
| /// | |
| /// # Errors | |
| /// | |
| /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned. | |
| /// | |
| /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned. | |
| pub fn repeat(&self, ctx: &Context) -> Result<SoundInstance> { | |
| self.start_source(ctx, true, true, 1.0, 1.0) | |
| } | |
| /// Spawns a new instance of the sound that is not playing yet. | |
| /// | |
| /// # Errors | |
| /// | |
| /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned. | |
| /// | |
| /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned. | |
| pub fn spawn(&self, ctx: &Context) -> Result<SoundInstance> { | |
| self.start_source(ctx, false, false, 1.0, 1.0) | |
| } | |
| /// Plays the sound, with the provided settings. | |
| /// | |
| /// # Errors | |
| /// | |
| /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned. | |
| /// | |
| /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned. | |
| pub fn play_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> { | |
| self.start_source(ctx, true, false, volume, speed) | |
| } | |
| /// Plays the sound repeatedly, with the provided settings. | |
| /// | |
| /// # Errors | |
| /// | |
| /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned. | |
| /// | |
| /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned. | |
| pub fn repeat_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> { | |
| self.start_source(ctx, true, true, volume, speed) | |
| } | |
| /// Spawns a new instance of the sound that is not playing yet, with the provided settings. | |
| /// | |
| /// # Errors | |
| /// | |
| /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned. | |
| /// | |
| /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned. | |
| pub fn spawn_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> { | |
| self.start_source(ctx, false, false, volume, speed) | |
| } | |
| fn start_source( | |
| &self, | |
| ctx: &Context, | |
| playing: bool, | |
| repeating: bool, | |
| volume: f32, | |
| speed: f32, | |
| ) -> Result<SoundInstance> { | |
| let controls = Arc::new(RemoteControls { | |
| playing: AtomicBool::new(playing), | |
| repeating: AtomicBool::new(repeating), | |
| rewind: AtomicBool::new(false), | |
| volume: Mutex::new(volume), | |
| speed: Mutex::new(speed), | |
| }); | |
| let master_volume = { *ctx.audio.master_volume.lock().unwrap() }; | |
| let data = Decoder::new(Cursor::new(Arc::clone(&self.data)))?.buffered(); | |
| let source = TetraSource { | |
| repeat_source: data.clone(), | |
| data, | |
| remote_master_volume: Arc::clone(&ctx.audio.master_volume), | |
| remote_controls: Arc::downgrade(&Arc::clone(&controls)), | |
| time_till_update: 220, | |
| detached: false, | |
| playing, | |
| repeating, | |
| rewind: false, | |
| master_volume, | |
| volume, | |
| speed, | |
| }; | |
| rodio::play_raw( | |
| ctx.audio.device.as_ref().ok_or(TetraError::NoAudioDevice)?, | |
| source.convert_samples(), | |
| ); | |
| Ok(SoundInstance { controls }) | |
| } | |
| } | |
| #[derive(Debug)] | |
| struct RemoteControls { | |
| playing: AtomicBool, | |
| repeating: AtomicBool, | |
| rewind: AtomicBool, | |
| volume: Mutex<f32>, | |
| speed: Mutex<f32>, | |
| } | |
| /// A handle to a single instance of a [`Sound`](./struct.Sound.html). | |
| /// | |
| /// The audio thread will poll this for updates every 220 samples (roughly | |
| /// every 5ms at a 44100hz sample rate). | |
| /// | |
| /// Note that dropping a `SoundInstance` does not stop playback. | |
| #[derive(Debug, Clone)] | |
| pub struct SoundInstance { | |
| controls: Arc<RemoteControls>, | |
| } | |
| impl SoundInstance { | |
| /// Plays the sound if it is stopped, or resumes the sound if it is paused. | |
| pub fn play(&self) { | |
| self.controls.playing.store(true, Ordering::SeqCst); | |
| } | |
| /// Stops the sound, and rewinds it to the beginning. | |
| pub fn stop(&self) { | |
| self.controls.playing.store(false, Ordering::SeqCst); | |
| self.controls.rewind.store(true, Ordering::SeqCst); | |
| } | |
| /// Pauses the sound. | |
| pub fn pause(&self) { | |
| self.controls.playing.store(false, Ordering::SeqCst); | |
| } | |
| /// Sets the volume of the sound. | |
| /// | |
| /// The parameter is used as a multiplier - for example, `1.0` would result in the | |
| /// sound being played back at its original volume. | |
| pub fn set_volume(&self, volume: f32) { | |
| *self.controls.volume.lock().unwrap() = volume; | |
| } | |
| /// Sets the speed (and by extension, the pitch) of the sound. | |
| /// | |
| /// The parameter is used as a multiplier - for example, `1.0` would result in the | |
| /// sound being played back at its original speed. | |
| pub fn set_speed(&self, speed: f32) { | |
| *self.controls.speed.lock().unwrap() = speed; | |
| } | |
| /// Sets whether the sound should repeat or not. | |
| pub fn set_repeating(&self, repeating: bool) { | |
| self.controls.repeating.store(repeating, Ordering::SeqCst); | |
| } | |
| /// Toggles whether the sound should repeat or not. | |
| pub fn toggle_repeating(&self) { | |
| if self.controls.repeating.load(Ordering::SeqCst) { | |
| self.controls.repeating.store(false, Ordering::SeqCst); | |
| } else { | |
| self.controls.repeating.store(true, Ordering::SeqCst); | |
| } | |
| } | |
| } | |
| type TetraSourceData = Buffered<Decoder<Cursor<Arc<[u8]>>>>; | |
| struct TetraSource { | |
| data: TetraSourceData, | |
| repeat_source: TetraSourceData, | |
| remote_master_volume: Arc<Mutex<f32>>, | |
| remote_controls: Weak<RemoteControls>, | |
| time_till_update: u32, | |
| detached: bool, | |
| playing: bool, | |
| repeating: bool, | |
| rewind: bool, | |
| master_volume: f32, | |
| volume: f32, | |
| speed: f32, | |
| } | |
| impl Iterator for TetraSource { | |
| type Item = i16; | |
| #[inline] | |
| fn next(&mut self) -> Option<i16> { | |
| // There's a lot of shenanigans in this method where we try to keep the local state and | |
| // the remote state in sync. I'm not sure if it'd be a better idea to just load data from the | |
| // controls every sample or whether that'd be too slow... | |
| self.time_till_update -= 1; | |
| if self.time_till_update == 0 { | |
| self.master_volume = *self.remote_master_volume.lock().unwrap(); | |
| if let Some(controls) = self.remote_controls.upgrade() { | |
| self.playing = controls.playing.load(Ordering::SeqCst); | |
| // If we're not playing, we don't really care about updating the rest of the state. | |
| if self.playing { | |
| self.repeating = controls.repeating.load(Ordering::SeqCst); | |
| self.rewind = controls.rewind.load(Ordering::SeqCst); | |
| self.volume = *controls.volume.lock().unwrap(); | |
| self.speed = *controls.speed.lock().unwrap(); | |
| } | |
| } else { | |
| self.detached = true; | |
| } | |
| self.time_till_update = 220; | |
| } | |
| if !self.playing { | |
| return if self.detached { None } else { Some(0) }; | |
| } | |
| if self.rewind { | |
| self.data = self.repeat_source.clone(); | |
| self.rewind = false; | |
| if let Some(controls) = self.remote_controls.upgrade() { | |
| controls.rewind.store(false, Ordering::SeqCst); | |
| } | |
| } | |
| self.data | |
| .next() | |
| .or_else(|| { | |
| if self.repeating { | |
| self.data = self.repeat_source.clone(); | |
| self.data.next() | |
| } else { | |
| None | |
| } | |
| }) | |
| .map(|v| v.amplify(self.volume).amplify(self.master_volume)) | |
| .or_else(|| { | |
| if self.detached { | |
| None | |
| } else { | |
| // Report that the sound has finished. | |
| if !self.rewind { | |
| self.playing = false; | |
| self.rewind = true; | |
| if let Some(controls) = self.remote_controls.upgrade() { | |
| controls.playing.store(false, Ordering::SeqCst); | |
| controls.rewind.store(true, Ordering::SeqCst); | |
| } | |
| } | |
| Some(0) | |
| } | |
| }) | |
| } | |
| #[inline] | |
| fn size_hint(&self) -> (usize, Option<usize>) { | |
| (0, None) | |
| } | |
| } | |
| impl Source for TetraSource { | |
| #[inline] | |
| fn current_frame_len(&self) -> Option<usize> { | |
| match self.data.current_frame_len() { | |
| Some(0) => self.repeat_source.current_frame_len(), | |
| a => a, | |
| } | |
| } | |
| #[inline] | |
| fn channels(&self) -> u16 { | |
| match self.data.current_frame_len() { | |
| Some(0) => self.repeat_source.channels(), | |
| _ => self.data.channels(), | |
| } | |
| } | |
| #[inline] | |
| fn sample_rate(&self) -> u32 { | |
| match self.data.current_frame_len() { | |
| Some(0) => (self.repeat_source.sample_rate() as f32 * self.speed) as u32, | |
| _ => (self.data.sample_rate() as f32 * self.speed) as u32, | |
| } | |
| } | |
| #[inline] | |
| fn total_duration(&self) -> Option<Duration> { | |
| None | |
| } | |
| } | |
| /// Sets the master volume for the game. | |
| /// | |
| /// The parameter is used as a multiplier - for example, `1.0` would result in | |
| /// sounds being played back at their original volume. | |
| pub fn set_master_volume(ctx: &mut Context, volume: f32) { | |
| *ctx.audio.master_volume.lock().unwrap() = volume; | |
| } | |
| /// Gets the master volume for the game. | |
| pub fn get_master_volume(ctx: &mut Context) -> f32 { | |
| *ctx.audio.master_volume.lock().unwrap() | |
| } |