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sound.go
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sound.go
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// Copyright 2021 Google LLC
//
// 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 sound
import (
"bytes"
"encoding/json"
"errors"
"fmt"
"io"
"io/ioutil"
"os"
"strings"
"time"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/audio/vorbis"
"github.com/divVerent/aaaaxy/internal/audiowrap"
"github.com/divVerent/aaaaxy/internal/dontgc"
"github.com/divVerent/aaaaxy/internal/flag"
"github.com/divVerent/aaaaxy/internal/log"
"github.com/divVerent/aaaaxy/internal/vfs"
)
var (
precacheSounds = flag.Bool("precache_sounds", true, "preload all sounds at startup (VERY recommended)")
soundVolume = flag.Float64("sound_volume", 0.5, "sound volume (0..1)")
)
const (
bytesPerSample = 4
)
// Sound represents a sound effect.
type Sound struct {
sound []byte
groupedPlayer *audiowrap.Player
groupedCount int
volumeAdjust float64
loopStart, loopEnd int64
}
// Sounds are preloaded as byte streams.
var (
cache = map[string]*Sound{}
cacheFrozen bool
)
type soundJson struct {
VolumeAdjust float64 `json:"volume_adjust"`
LoopStart int64 `json:"loop_start"`
LoopEnd int64 `json:"loop_end"`
}
// Load loads a sound effect.
// Multiple Load calls to the same sound effect return the same cached instance.
func Load(name string) (*Sound, error) {
cacheName := vfs.Canonical("sounds", name)
if sound, found := cache[cacheName]; found {
return sound, nil
}
if cacheFrozen {
return nil, fmt.Errorf("sound %v was not precached", name)
}
data, err := vfs.Load("sounds", name)
if err != nil {
return nil, fmt.Errorf("could not load: %v", err)
}
defer data.Close()
stream, err := vorbis.DecodeWithSampleRate(audiowrap.SampleRate(), data)
if err != nil {
return nil, fmt.Errorf("could not start decoding: %v", err)
}
decoded, err := ioutil.ReadAll(stream)
if err != nil {
return nil, fmt.Errorf("could not decode: %v", err)
}
config := soundJson{
VolumeAdjust: 1,
LoopStart: -1,
LoopEnd: -1,
}
j, err := vfs.Load("sounds", name+".json")
if err != nil && !errors.Is(err, os.ErrNotExist) {
return nil, fmt.Errorf("could not load sound json config file for %q: %v", name, err)
}
if j != nil {
defer j.Close()
err = json.NewDecoder(j).Decode(&config)
if err != nil {
return nil, fmt.Errorf("could not decode sound json config file for %q: %v", name, err)
}
}
sound := &Sound{
sound: decoded,
volumeAdjust: config.VolumeAdjust,
loopStart: config.LoopStart,
loopEnd: config.LoopEnd,
}
cache[cacheName] = sound
return sound, nil
}
// PlayAtVolume plays the given sound effect at the given volume.
func (s *Sound) PlayAtVolume(vol float64) *audiowrap.Player {
var player *audiowrap.Player
if s.loopStart >= 0 {
var err error
player, err = audiowrap.NewPlayer(func() (io.ReadCloser, error) {
loopEnd := s.loopEnd * bytesPerSample
if loopEnd < 0 {
loopEnd = int64(len(s.sound))
}
return io.NopCloser(audio.NewInfiniteLoopWithIntro(bytes.NewReader(s.sound), s.loopStart*bytesPerSample, loopEnd)), nil
})
if err != nil {
log.Fatalf("UNREACHABLE CODE: could not spawn new sound using an always-succeed function: %v", err)
}
} else {
player = audiowrap.NewPlayerFromBytes(s.sound)
}
player.SetVolume(s.volumeAdjust * *soundVolume * vol)
player.Play()
return player
}
// Play plays the given sound effect.
func (s *Sound) Play() *audiowrap.Player {
return s.PlayAtVolume(1.0)
}
// DurationNotForGameplay returns how long a sound takes. As this may depend on hardware, do not use this for gameplay.
func (s *Sound) DurationNotForGameplay() time.Duration {
if s.loopStart >= 0 {
return -1
}
samples := len(s.sound) / bytesPerSample
return time.Duration(samples) * time.Second / time.Duration(audiowrap.SampleRate())
}
type GroupedSound struct {
s *Sound
playing bool
dontGCState dontgc.State
}
// PlayGrouped starts the given sound effect in a grouped fashion.
func (s *Sound) Grouped() *GroupedSound {
g := &GroupedSound{
s: s,
}
g.dontGCState = dontgc.SetUp(g)
return g
}
// CheckGC checks if GC is currently allowed. Grouped sounds may be GC'd only while not playing.
func (g *GroupedSound) CheckGC() dontgc.State {
if !g.playing {
return nil
}
g.Close()
return g.dontGCState
}
// Play starts a grouped sound.
func (g *GroupedSound) Play() {
if g.playing {
return
}
g.playing = true
if g.s.groupedCount == 0 {
g.s.groupedPlayer = g.s.Play()
}
g.s.groupedCount++
}
// Close stops a grouped sound.
func (g *GroupedSound) Close() {
if !g.playing {
return
}
g.playing = false
g.s.groupedCount--
if g.s.groupedCount == 0 {
g.s.groupedPlayer.Close()
g.s.groupedPlayer = nil
}
}
// Reset restarts a grouped sound.
func (g *GroupedSound) Reset() {
if !g.playing {
return
}
g.s.groupedPlayer.Close()
g.s.groupedPlayer = g.s.Play()
}
// CurrentNotForGameplay returns the current playback position. As this may depend on hardware, do not use this for gameplay.
func (g *GroupedSound) CurrentNotForGameplay() time.Duration {
return g.s.groupedPlayer.Current()
}
// IsPlayingNotForGameplay returns whether the sound is currently playing. As this may depend on hardware, do not use this for gameplay.
func (g *GroupedSound) IsPlayingNotForGameplay() bool {
return g.s.groupedPlayer.IsPlaying()
}
func Precache() error {
if !*precacheSounds {
return nil
}
names, err := vfs.ReadDir("sounds")
if err != nil {
return fmt.Errorf("could not enumerate sounds: %v", err)
}
for _, name := range names {
if !strings.HasSuffix(name, ".ogg") {
continue
}
_, err := Load(name)
if err != nil {
return fmt.Errorf("could not precache %v: %v", name, err)
}
}
cacheFrozen = true
return nil
}