Docs + SeekToTime comment

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bloeys
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README.md
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# wavy # wavy
Wavy is a high-level sound library for Go built on top of https://github.com/hajimehoshi/oto
Wavy is a high-level, easy to use, and cross-platform Go sound library built on top of <https://github.com/hajimehoshi/oto>.
Wavy supports both streaming sounds from disk and playing from memory.
- [wavy](#wavy)
- [Supported Platforms](#supported-platforms)
- [Supported audio formats](#supported-audio-formats)
- [Usage](#usage)
- [Installation](#installation)
- [Basics](#basics)
- [Controls](#controls)
## Supported Platforms
Supported platforms are:
- Windows
- macOS
- Linux
- FreeBSD
- OpenBSD
- Android
- iOS
- WebAssembly
If you are using iOS or Linux please check [this](https://github.com/hajimehoshi/oto#prerequisite).
## Supported audio formats
- MP3
- Wav/Wave
## Usage
### Installation
First install Wavy with `go get github.com/bloeys/wavy`, and if you are using iOS or Linux check [this](https://github.com/hajimehoshi/oto#prerequisite).
### Basics
You can start playing sounds with a few lines:
```go
import (
"github.com/bloeys/wavy"
)
func main() {
//At the start if your program you should init wavy and tell it the sampling rate of your sounds (usually 44100),
//the number of channels (usually 2) and the number of bytes per channel (usually 2).
//
//These settings will be used for all sounds regardless of their actual settings
err := wavy.Init(wavy.SampleRate_44100, wavy.SoundChannelCount_2, wavy.SoundBitDepth_2)
if err != nil {
panic("Failed to init wavy. Err: " + err.Error())
}
//Here we load a sound into memory
mySound, err := wavy.NewSoundMem("./my-sound.mp3")
if err != nil {
panic("Failed to create new sound. Err: " + err.Error())
}
//Now we set volume of this sound to 50% then play the sound
//and wait for it to finish (PlayAsync plays in the background)
mySound.SetVolume(0.5)
mySound.PlaySync()
//Since the sound finished playing, lets reset to start
//by seeking to 0% then play again. Seeking to 0.5 then playing will start from the middle the sound.
mySound.SeekToPercent(0)
mySound.PlayAsync()
//The sound is playing the background, so lets wait for it to finish
mySound.Wait()
}
```
If you are dealing with large sound files you might want to stream from a file (play as you go), this will only
use a small amount of memory, but is less flexible and might be slower to seek.
Here is an example streaming a sound:
```go
//Here we load a sound into memory
mySound, err := wavy.NewSoundStreaming("./my-sound.mp3")
if err != nil {
panic("Failed to create new sound. Err: " + err.Error())
}
//Rest is the same...
```
### Controls
Once you have loaded a sound you can:
- Pause/Resume
- Set volume per sound
- Play synchronously or asynchronously
- Loop a number of times or infinitely
- Check total play time and remaining time
- Seek to any position (by percent or time) of the sound even when its already playing
- Wait for a sound to finish playing once
- Wait for a looping sound to finish all its repeats
- (only in-memory) Load it once but have many versions play from different positions simultaneously (e.g. one gun starting to shoot, another ending its shot sound)
- (only in-memory) Take a short clip from a sound (e.g. keep only the first half of the sound)
Code examples of everything:
```go
//Load wav into memory
mySound, err := wavy.NewSoundMem("./my-sound.wav")
if err != nil {
panic("Failed to create new sound. Err: " + err.Error())
}
//Play for ~1s then Pause
mySound.PlayAsync()
time.sleep(1 * time.Second)
mySound.Pause()
//Resume and play till end
mySound.PlaySync()
//Set volume to 25%
mySound.SetVolume(0.25)
//Play the sound three times and wait for all 3 plays to finish. Negative numbers will play infinitely till paused
mySound.LoopAsync(3)
mySound.WaitLoop()
//Check playtime
println("Time to play full sound:", mySound.TotalTime().Seconds())
println("Time remaining till sound finishes:", mySound.RemainingTime().Seconds())
//Play sound from the middle
mySound.SeekToPercent(0.5)
mySound.PlaySync()
//Play sound from time=5s
mySound.SeekToTime(5 * time.Second)
mySound.PlaySync()
//Wait for sound to finish if started async
mySound.Wait()
//Start looping infinitely then stop
mySound.LoopAsync(-1)
time.Sleep(1 * time.Second)
mySound.Pause()
//
// Things only possible for in-memory sounds
//
//1. Playing sound many times simultaneously without loading it multiple times
//We reuse the underlying sound data but get two independent sounds with their own controls!
//This operation is fast so you can do it a lot
mySound2 := CopyInMemSound(mySound)
//Set one to play from the beginning and the other to play from the middle
mySound.SeekToPercent(0)
mySound2.SeekToPercent(0.5)
//Play both simultaneously
mySound.PlayAsync()
mySound2.PlayAsync()
//Wait for both to finish
mySound.Wait()
mySound2.Wait()
//2. Cut parts of a sound
//Here we get a new sound that only has the first half of the sound.
//This operation is very quick and does not duplicate the underlying data
clippedSound := ClipInMemSoundPercent(mySound, 0, 0.5)
clippedSound.PlaySync()
```
Aside from per sound controls, there are a few global controls:
```go
wavy.PauseAllSounds()
wavy.ResumeAllSounds()
```

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@ -240,6 +240,12 @@ func (s *Sound) SeekToPercent(percent float64) {
s.Data.Seek(int64(float64(s.Info.Size)*percent), io.SeekStart) s.Data.Seek(int64(float64(s.Info.Size)*percent), io.SeekStart)
} }
//SeekToTime moves the current position of the sound to the given duration.
//For example if you use t=5*time.Second then play you will start from 5th second.
//
//This can be used while the sound is playing.
//
//t is clamped between [0, totalTime]
func (s *Sound) SeekToTime(t time.Duration) { func (s *Sound) SeekToTime(t time.Duration) {
if !s.IsPlaying() { if !s.IsPlaying() {