mirror of
https://github.com/bloeys/wavy.git
synced 2025-12-29 01:18:21 +00:00
Put spaces after //
This commit is contained in:
@ -25,7 +25,7 @@ func (ws *OggStreamer) Read(outBuf []byte) (floatsRead int, err error) {
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func (ws *OggStreamer) Seek(offset int64, whence int) (int64, error) {
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//This is because ogg expects position in samples not bytes
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// This is because ogg expects position in samples not bytes
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offset /= BytesPerSample
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switch whence {
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@ -49,7 +49,7 @@ func (ws *OggStreamer) Seek(offset int64, whence int) (int64, error) {
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return ws.Dec.Position() * BytesPerSample, nil
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}
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//Size returns number of bytes
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// Size returns number of bytes
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func (ws *OggStreamer) Size() int64 {
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return ws.Dec.Length() * BytesPerSample
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}
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@ -5,7 +5,7 @@ import (
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"io"
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)
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//Pre-defined errors
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// Pre-defined errors
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var (
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ErrInvalidWhence = errors.New("invalid whence value. Must be: io.SeekStart, io.SeekCurrent, or io.SeekEnd")
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ErrNegativeSeekPos = errors.New("negative seeker position")
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@ -16,11 +16,11 @@ var _ io.ReadSeeker = &SoundBuffer{}
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type SoundBuffer struct {
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Data []byte
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//Pos is the starting position of the next read
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// Pos is the starting position of the next read
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Pos int64
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}
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//Read only returns io.EOF when bytesRead==0 and no more input is available
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// Read only returns io.EOF when bytesRead==0 and no more input is available
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func (sb *SoundBuffer) Read(outBuf []byte) (bytesRead int, err error) {
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bytesRead = copy(outBuf, sb.Data[sb.Pos:])
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@ -32,10 +32,10 @@ func (sb *SoundBuffer) Read(outBuf []byte) (bytesRead int, err error) {
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return bytesRead, nil
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}
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//Seek returns the new position.
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//An error is only returned if the whence is invalid or if the resulting position is negative.
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// Seek returns the new position.
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// An error is only returned if the whence is invalid or if the resulting position is negative.
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//
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//If the resulting position is >=len(SoundBuffer.Data) then future Read() calls will return io.EOF
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// If the resulting position is >=len(SoundBuffer.Data) then future Read() calls will return io.EOF
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func (sb *SoundBuffer) Seek(offset int64, whence int) (int64, error) {
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newPos := sb.Pos
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@ -58,10 +58,10 @@ func (sb *SoundBuffer) Seek(offset int64, whence int) (int64, error) {
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return sb.Pos, nil
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}
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//Copy returns a new SoundBuffer that uses the same `Data` but with an independent ReadSeeker.
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//This allows you to have many readers all reading from different positions of the same buffer.
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// Copy returns a new SoundBuffer that uses the same `Data` but with an independent ReadSeeker.
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// This allows you to have many readers all reading from different positions of the same buffer.
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//
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//The new buffer will have its starting position set to io.SeekStart (`Pos=0`)
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// The new buffer will have its starting position set to io.SeekStart (`Pos=0`)
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func (sb *SoundBuffer) Copy() *SoundBuffer {
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return &SoundBuffer{
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Data: sb.Data,
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@ -26,14 +26,14 @@ func (ws *WavStreamer) Read(outBuf []byte) (bytesRead int, err error) {
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func (ws *WavStreamer) Seek(offset int64, whence int) (int64, error) {
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//This will only seek the underlying file but not the actual decoder because it can't seek
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// This will only seek the underlying file but not the actual decoder because it can't seek
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n, err := ws.Dec.Seek(offset, whence)
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if err != nil {
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return n, err
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}
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//Since underlying decoder can't seek back, if the requested movement is back we have to rewind the decoder
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//then seek forward to the requested position.
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// Since underlying decoder can't seek back, if the requested movement is back we have to rewind the decoder
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// then seek forward to the requested position.
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if n < ws.Pos {
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err = ws.Dec.Rewind()
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@ -41,7 +41,7 @@ func (ws *WavStreamer) Seek(offset int64, whence int) (int64, error) {
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return 0, err
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}
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//Anything before PCMStart is not valid sound, so the minimum seek back we allow is PCMStart
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// Anything before PCMStart is not valid sound, so the minimum seek back we allow is PCMStart
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if n < ws.PCMStart {
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n = ws.PCMStart
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} else {
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@ -56,7 +56,7 @@ func (ws *WavStreamer) Seek(offset int64, whence int) (int64, error) {
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return n, err
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}
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//Size returns number of bytes
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// Size returns number of bytes
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func (ws *WavStreamer) Size() int64 {
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return ws.Dec.PCMLen()
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}
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@ -68,7 +68,7 @@ func NewWavStreamer(f *os.File, wavDec *wav.Decoder) (*WavStreamer, error) {
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return nil, err
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}
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//The actual data starts somewhat within the file, not at 0
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// The actual data starts somewhat within the file, not at 0
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currPos, err := wavDec.Seek(0, 1)
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if err != nil {
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return nil, err
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138
wavy.go
138
wavy.go
@ -16,7 +16,7 @@ import (
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"github.com/jfreymuth/oggvorbis"
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)
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//SoundInfo contains static info about a loaded sound file
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// SoundInfo contains static info about a loaded sound file
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type SoundInfo struct {
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Type SoundType
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Mode SoundMode
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@ -29,18 +29,18 @@ type Sound struct {
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PlayerSeeker io.Seeker
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Info SoundInfo
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//File is the file descriptor of the sound file being streamed.
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//This is only set if sound is streamed, and is kept to ensure GC doesn't hit it
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// File is the file descriptor of the sound file being streamed.
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// This is only set if sound is streamed, and is kept to ensure GC doesn't hit it
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File *os.File
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//Data is an io.ReadSeeker over an open file or over a buffer containing the uncompressed sound file.
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//Becomes nil after close
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// Data is an io.ReadSeeker over an open file or over a buffer containing the uncompressed sound file.
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// Becomes nil after close
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Data io.ReadSeeker
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IsLooping bool
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}
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//Those values are set after Init
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// Those values are set after Init
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var (
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Ctx *oto.Context
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@ -52,13 +52,13 @@ var (
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BytesPerSecond int64
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)
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//Pre-defined errors
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// Pre-defined errors
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var (
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errUnknownSoundType = errors.New("unknown sound type. Sound file extension must be one of: .mp3")
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)
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//Init prepares the default audio device and does any required setup.
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//It must be called before loading any sounds
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// Init prepares the default audio device and does any required setup.
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// It must be called before loading any sounds
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func Init(sr SampleRate, chanCount SoundChannelCount, bitDepth SoundBitDepth) error {
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otoCtx, readyChan, err := oto.NewContext(int(sr), int(chanCount), int(bitDepth))
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@ -78,30 +78,30 @@ func Init(sr SampleRate, chanCount SoundChannelCount, bitDepth SoundBitDepth) er
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return nil
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}
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//Wait blocks until sound finishes playing. If the sound is not playing Wait returns immediately.
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//In the worst case (Wait sleeping then sound immediately paused), Wait will block ~4% of the total play time.
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//In most other cases Wait should be accurate to ~1ms.
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// Wait blocks until sound finishes playing. If the sound is not playing Wait returns immediately.
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// In the worst case (Wait sleeping then sound immediately paused), Wait will block ~4% of the total play time.
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// In most other cases Wait should be accurate to ~1ms.
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//
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//If you want to wait for all loops to finish then use WaitLoop
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// If you want to wait for all loops to finish then use WaitLoop
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func (s *Sound) Wait() {
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if !s.IsPlaying() {
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return
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}
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//We wait the remaining time in 25 chunks so that if the sound was paused since wait was called we don't keep blocking
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// We wait the remaining time in 25 chunks so that if the sound was paused since wait was called we don't keep blocking
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sleepTime := s.RemainingTime() / 25
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for s.Player.IsPlaying() {
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time.Sleep(sleepTime)
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}
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//If there is anything left it should be tiny so we check frequently
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// If there is anything left it should be tiny so we check frequently
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for s.Player.IsPlaying() {
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time.Sleep(time.Millisecond)
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}
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}
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//WaitLoop waits until the sound is no longer looping
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// WaitLoop waits until the sound is no longer looping
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func (s *Sound) WaitLoop() {
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for s.IsLooping {
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@ -109,21 +109,21 @@ func (s *Sound) WaitLoop() {
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}
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}
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//PlayAsync plays the sound in the background and returns.
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// PlayAsync plays the sound in the background and returns.
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func (s *Sound) PlayAsync() {
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s.Player.Play()
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}
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//PlaySync calls PlayAsync() followed by Wait()
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// PlaySync calls PlayAsync() followed by Wait()
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func (s *Sound) PlaySync() {
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s.PlayAsync()
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s.Wait()
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}
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//LoopAsync plays the sound 'timesToPlay' times.
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//If timesToPlay<0 then it is played indefinitely until paused
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//If timesToPlay==0 then the sound is not played.
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//If a sound is already playing then it will be paused then resumed in a looping manner
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// LoopAsync plays the sound 'timesToPlay' times.
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// If timesToPlay<0 then it is played indefinitely until paused
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// If timesToPlay==0 then the sound is not played.
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// If a sound is already playing then it will be paused then resumed in a looping manner
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func (s *Sound) LoopAsync(timesToPlay int) {
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if timesToPlay == 0 {
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@ -151,7 +151,7 @@ func (s *Sound) LoopAsync(timesToPlay int) {
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s.Wait()
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//Check is here because we don't want to seek back if we got paused
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// Check is here because we don't want to seek back if we got paused
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if !s.IsLooping {
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break
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}
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@ -167,7 +167,7 @@ func (s *Sound) LoopAsync(timesToPlay int) {
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timesToPlay--
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s.Wait()
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//Check is here because we don't want to seek back if we got paused
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// Check is here because we don't want to seek back if we got paused
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if !s.IsLooping {
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break
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}
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@ -181,14 +181,14 @@ func (s *Sound) LoopAsync(timesToPlay int) {
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}()
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}
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//TotalTime returns the time taken to play the entire sound.
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//Safe to use after close
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// TotalTime returns the time taken to play the entire sound.
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// Safe to use after close
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func (s *Sound) TotalTime() time.Duration {
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return PlayTimeFromByteCount(s.Info.Size)
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}
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//RemainingTime returns the time left in the clip, which is affected by pausing/resetting/seeking of the sound.
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//Returns zero after close
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// RemainingTime returns the time left in the clip, which is affected by pausing/resetting/seeking of the sound.
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// Returns zero after close
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func (s *Sound) RemainingTime() time.Duration {
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if s.IsClosed() {
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@ -201,8 +201,8 @@ func (s *Sound) RemainingTime() time.Duration {
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return PlayTimeFromByteCount(s.Info.Size - currBytePos)
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}
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//SetVolume must be between 0 and 1 (both inclusive). Other values will panic.
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//The default volume is 1.
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// SetVolume must be between 0 and 1 (both inclusive). Other values will panic.
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// The default volume is 1.
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func (s *Sound) SetVolume(newVol float64) {
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if newVol < 0 || newVol > 1 {
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@ -212,7 +212,7 @@ func (s *Sound) SetVolume(newVol float64) {
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s.Player.SetVolume(newVol)
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}
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//Volume returns the current volume
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// Volume returns the current volume
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func (s *Sound) Volume() float64 {
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return s.Player.Volume()
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}
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@ -226,24 +226,24 @@ func (s *Sound) IsPlaying() bool {
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return s.Player.IsPlaying()
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}
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//SeekToPercent moves the current position of the sound to the given percentage of the total sound length.
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//For example, if a sound is 10s long and percent=0.5 then when the sound is played it will start from 5s.
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// SeekToPercent moves the current position of the sound to the given percentage of the total sound length.
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// For example, if a sound is 10s long and percent=0.5 then when the sound is played it will start from 5s.
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//
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//This can be used while the sound is playing.
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// This can be used while the sound is playing.
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//
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//percent is clamped [0,1], so passing <0 is the same as zero, and >1 is the same as 1
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// percent is clamped [0,1], so passing <0 is the same as zero, and >1 is the same as 1
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func (s *Sound) SeekToPercent(percent float64) {
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percent = clamp01F64(percent)
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s.PlayerSeeker.Seek(int64(float64(s.Info.Size)*percent), io.SeekStart)
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}
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//SeekToTime moves the current position of the sound to the given duration.
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//For example if you use t=5*time.Second then play you will start from 5th second.
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// SeekToTime moves the current position of the sound to the given duration.
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// For example if you use t=5*time.Second then play you will start from 5th second.
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//
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//This can be used while the sound is playing.
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// This can be used while the sound is playing.
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//
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//t is clamped between [0, totalTime]
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// t is clamped between [0, totalTime]
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func (s *Sound) SeekToTime(t time.Duration) {
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byteCount := ByteCountFromPlayTime(t)
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@ -260,8 +260,8 @@ func (s *Sound) IsClosed() bool {
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return s.Data == nil
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}
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//Close will clean underlying resources, and the 'Ctx' and 'Bytes' fields will be made nil.
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//Repeated calls are no-ops
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// Close will clean underlying resources, and the 'Ctx' and 'Bytes' fields will be made nil.
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// Repeated calls are no-ops
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func (s *Sound) Close() error {
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if s.IsClosed() {
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@ -291,10 +291,10 @@ func (s *Sound) Close() error {
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return fdErr
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}
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//CopyInMemSound returns a new sound object that has identitcal info and uses the same underlying data, but with independent play controls (e.g. one playing at the start while one is in the middle).
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//Since the sound data is not copied this function is very fast.
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// CopyInMemSound returns a new sound object that has identitcal info and uses the same underlying data, but with independent play controls (e.g. one playing at the start while one is in the middle).
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// Since the sound data is not copied this function is very fast.
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//
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//Panics if the sound is not in-memory
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// Panics if the sound is not in-memory
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func CopyInMemSound(s *Sound) *Sound {
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if s.Info.Mode != SoundMode_Memory {
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@ -315,8 +315,8 @@ func CopyInMemSound(s *Sound) *Sound {
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}
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}
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//ClipInMemSoundPercent is like CopyInMemSound but produces a sound that plays only between from and to.
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//fromPercent and toPercent must be between 0 and 1
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// ClipInMemSoundPercent is like CopyInMemSound but produces a sound that plays only between from and to.
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// fromPercent and toPercent must be between 0 and 1
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func ClipInMemSoundPercent(s *Sound, fromPercent, toPercent float64) *Sound {
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if s.Info.Mode != SoundMode_Memory {
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@ -352,8 +352,8 @@ func ResumeAllSounds() {
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Ctx.Resume()
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}
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//NewSoundStreaming plays sound by streaming from a file, so no need to load the entire file into memory.
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//Good for large sound files
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// NewSoundStreaming plays sound by streaming from a file, so no need to load the entire file into memory.
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// Good for large sound files
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func NewSoundStreaming(fpath string) (s *Sound, err error) {
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|
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soundType := GetSoundFileType(fpath)
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@ -361,7 +361,7 @@ func NewSoundStreaming(fpath string) (s *Sound, err error) {
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return nil, errUnknownSoundType
|
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}
|
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|
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//We read file but don't close so the player can stream the file any time later
|
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// We read file but don't close so the player can stream the file any time later
|
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file, err := os.Open(fpath)
|
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if err != nil {
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return nil, err
|
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@ -429,7 +429,7 @@ func soundFromFile(f *os.File, s *Sound) error {
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return nil
|
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}
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|
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//NewSoundMem loads the entire sound file into memory
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// NewSoundMem loads the entire sound file into memory
|
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func NewSoundMem(fpath string) (s *Sound, err error) {
|
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|
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soundType := GetSoundFileType(fpath)
|
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@ -462,8 +462,8 @@ func getLoadingErr(fpath string, err error) error {
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return fmt.Errorf("failed to load '%s' with err '%s'", fpath, err.Error())
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}
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//decodeSoundFromReaderSeeker reads and decodes till EOF, and places the final
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//PCM16 data in a buffer, thus producing an in-memory sound
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// decodeSoundFromReaderSeeker reads and decodes till EOF, and places the final
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// PCM16 data in a buffer, thus producing an in-memory sound
|
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func decodeSoundFromReaderSeeker(r io.ReadSeeker, s *Sound) error {
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|
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if s.Info.Type == SoundType_MP3 {
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@ -537,17 +537,17 @@ func GetSoundFileType(fpath string) SoundType {
|
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}
|
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}
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|
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//ReadAllFromReader takes an io.Reader and reads until error or io.EOF.
|
||||
// ReadAllFromReader takes an io.Reader and reads until error or io.EOF.
|
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//
|
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//If io.EOF is reached then read bytes are returned with a nil error.
|
||||
//If the reader returns an error that's not io.EOF then everything read till that point is returned along with the error
|
||||
// If io.EOF is reached then read bytes are returned with a nil error.
|
||||
// If the reader returns an error that's not io.EOF then everything read till that point is returned along with the error
|
||||
//
|
||||
//readingBufSize is the buffer used to read from reader.Read(). Bigger values might read more efficiently.
|
||||
//If readingBufSize<4096 then readingBufSize is set to 4096
|
||||
// readingBufSize is the buffer used to read from reader.Read(). Bigger values might read more efficiently.
|
||||
// If readingBufSize<4096 then readingBufSize is set to 4096
|
||||
//
|
||||
//ouputBufSize is used to set the capacity of the final buffer to be returned. This can greatly improve performance
|
||||
//if you know the size of the output. It is allowed to have an outputBufSize that's smaller or larger than what the reader
|
||||
//ends up returning
|
||||
// ouputBufSize is used to set the capacity of the final buffer to be returned. This can greatly improve performance
|
||||
// if you know the size of the output. It is allowed to have an outputBufSize that's smaller or larger than what the reader
|
||||
// ends up returning
|
||||
func ReadAllFromReader(reader io.Reader, readingBufSize, ouputBufSize uint64) ([]byte, error) {
|
||||
|
||||
if readingBufSize < 4096 {
|
||||
@ -570,19 +570,19 @@ func ReadAllFromReader(reader io.Reader, readingBufSize, ouputBufSize uint64) ([
|
||||
}
|
||||
}
|
||||
|
||||
//PlayTimeFromByteCount returns the time taken to play this many bytes
|
||||
// PlayTimeFromByteCount returns the time taken to play this many bytes
|
||||
func PlayTimeFromByteCount(byteCount int64) time.Duration {
|
||||
//timeToPlayInMs = timeToPlayInSec * 1000 = byteCount / bytesPerSecond * 1000
|
||||
// timeToPlayInMs = timeToPlayInSec * 1000 = byteCount / bytesPerSecond * 1000
|
||||
lenInMs := float64(byteCount) / float64(BytesPerSecond) * 1000
|
||||
return time.Duration(lenInMs) * time.Millisecond
|
||||
}
|
||||
|
||||
//PlayTimeFromByteCount returns how many bytes are needed to produce a sound that takes t time to play
|
||||
// PlayTimeFromByteCount returns how many bytes are needed to produce a sound that takes t time to play
|
||||
func ByteCountFromPlayTime(t time.Duration) int64 {
|
||||
return t.Milliseconds() * BytesPerSecond / 1000
|
||||
}
|
||||
|
||||
//clampF64 [min,max]
|
||||
// clampF64 [min,max]
|
||||
func clamp01F64(x float64) float64 {
|
||||
|
||||
if x < 0 {
|
||||
@ -596,8 +596,8 @@ func clamp01F64(x float64) float64 {
|
||||
return x
|
||||
}
|
||||
|
||||
//F32ToUnsignedPCM16 takes PCM data stored as float32 between [-1, 1]
|
||||
//and returns a byte array of uint16, where each two subsequent bytes represent one uint16.
|
||||
// F32ToUnsignedPCM16 takes PCM data stored as float32 between [-1, 1]
|
||||
// and returns a byte array of uint16, where each two subsequent bytes represent one uint16.
|
||||
func F32ToUnsignedPCM16(fs []float32, outBuf []byte) []byte {
|
||||
|
||||
if outBuf == nil {
|
||||
@ -606,9 +606,9 @@ func F32ToUnsignedPCM16(fs []float32, outBuf []byte) []byte {
|
||||
|
||||
for i := 0; i < len(fs); i++ {
|
||||
|
||||
//Remap [-1,1]->[-32768, 32767], then re-interprets the int16 as a uint16.
|
||||
//With this, the negative values are mapped into the higher half of the uint16 range,
|
||||
//while positive values remain unchanged
|
||||
// Remap [-1,1]->[-32768, 32767], then re-interprets the int16 as a uint16.
|
||||
// With this, the negative values are mapped into the higher half of the uint16 range,
|
||||
// while positive values remain unchanged
|
||||
x := fs[i]
|
||||
var u16 uint16
|
||||
if x < 0 {
|
||||
|
||||
18
wavy_test.go
18
wavy_test.go
@ -29,7 +29,7 @@ func MP3Subtest(t *testing.T) {
|
||||
const tadaFilepath = "./test_audio_files/tada.mp3"
|
||||
const fatihaLenMS = 55484
|
||||
|
||||
//Mp3 streaming
|
||||
// Mp3 streaming
|
||||
s, err := wavy.NewSoundStreaming(fatihaFilepath)
|
||||
if err != nil {
|
||||
t.Errorf("Failed to load streaming sound with path '%s'. Err: %s\n", fatihaFilepath, err)
|
||||
@ -57,7 +57,7 @@ func MP3Subtest(t *testing.T) {
|
||||
return
|
||||
}
|
||||
|
||||
//Mp3 in-memory
|
||||
// Mp3 in-memory
|
||||
s, err = wavy.NewSoundMem(fatihaFilepath)
|
||||
if err != nil {
|
||||
t.Errorf("Failed to load memory sound with path '%s'. Err: %s\n", fatihaFilepath, err)
|
||||
@ -85,7 +85,7 @@ func MP3Subtest(t *testing.T) {
|
||||
return
|
||||
}
|
||||
|
||||
//'tada.mp3' memory
|
||||
// 'tada.mp3' memory
|
||||
s, err = wavy.NewSoundMem(tadaFilepath)
|
||||
if err != nil {
|
||||
t.Errorf("Failed to load memory sound with path '%s'. Err: %s\n", tadaFilepath, err)
|
||||
@ -93,17 +93,17 @@ func MP3Subtest(t *testing.T) {
|
||||
}
|
||||
s.PlaySync()
|
||||
|
||||
//Test repeat playing
|
||||
// Test repeat playing
|
||||
s2 := wavy.CopyInMemSound(s)
|
||||
s2.SetVolume(0.25)
|
||||
|
||||
//Already finished, should not play
|
||||
// Already finished, should not play
|
||||
s.PlaySync()
|
||||
|
||||
//Should play from beginning
|
||||
// Should play from beginning
|
||||
s2.PlaySync()
|
||||
|
||||
//Test seek and play
|
||||
// Test seek and play
|
||||
s2.SeekToPercent(0.2)
|
||||
s2.PlaySync()
|
||||
|
||||
@ -126,7 +126,7 @@ func WavSubtest(t *testing.T) {
|
||||
}
|
||||
s.PlaySync()
|
||||
|
||||
//Wav streaming
|
||||
// Wav streaming
|
||||
s, err = wavy.NewSoundStreaming(wavFPath)
|
||||
if err != nil {
|
||||
t.Errorf("Failed to load streaming sound with path '%s'. Err: %s\n", wavFPath, err)
|
||||
@ -147,7 +147,7 @@ func OggSubtest(t *testing.T) {
|
||||
}
|
||||
s.PlaySync()
|
||||
|
||||
//Ogg streaming
|
||||
// Ogg streaming
|
||||
s, err = wavy.NewSoundStreaming(oggFPath)
|
||||
if err != nil {
|
||||
t.Errorf("Failed to load streaming sound with path '%s'. Err: %s\n", oggFPath, err)
|
||||
|
||||
Reference in New Issue
Block a user