Put spaces after //

This commit is contained in:
bloeys
2022-07-22 17:47:05 +04:00
parent 3d3cdf1e32
commit eade35695f
5 changed files with 95 additions and 95 deletions

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@ -25,7 +25,7 @@ func (ws *OggStreamer) Read(outBuf []byte) (floatsRead int, err error) {
func (ws *OggStreamer) Seek(offset int64, whence int) (int64, error) {
//This is because ogg expects position in samples not bytes
// This is because ogg expects position in samples not bytes
offset /= BytesPerSample
switch whence {
@ -49,7 +49,7 @@ func (ws *OggStreamer) Seek(offset int64, whence int) (int64, error) {
return ws.Dec.Position() * BytesPerSample, nil
}
//Size returns number of bytes
// Size returns number of bytes
func (ws *OggStreamer) Size() int64 {
return ws.Dec.Length() * BytesPerSample
}

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@ -5,7 +5,7 @@ import (
"io"
)
//Pre-defined errors
// Pre-defined errors
var (
ErrInvalidWhence = errors.New("invalid whence value. Must be: io.SeekStart, io.SeekCurrent, or io.SeekEnd")
ErrNegativeSeekPos = errors.New("negative seeker position")
@ -16,11 +16,11 @@ var _ io.ReadSeeker = &SoundBuffer{}
type SoundBuffer struct {
Data []byte
//Pos is the starting position of the next read
// Pos is the starting position of the next read
Pos int64
}
//Read only returns io.EOF when bytesRead==0 and no more input is available
// Read only returns io.EOF when bytesRead==0 and no more input is available
func (sb *SoundBuffer) Read(outBuf []byte) (bytesRead int, err error) {
bytesRead = copy(outBuf, sb.Data[sb.Pos:])
@ -32,10 +32,10 @@ func (sb *SoundBuffer) Read(outBuf []byte) (bytesRead int, err error) {
return bytesRead, nil
}
//Seek returns the new position.
//An error is only returned if the whence is invalid or if the resulting position is negative.
// Seek returns the new position.
// An error is only returned if the whence is invalid or if the resulting position is negative.
//
//If the resulting position is >=len(SoundBuffer.Data) then future Read() calls will return io.EOF
// If the resulting position is >=len(SoundBuffer.Data) then future Read() calls will return io.EOF
func (sb *SoundBuffer) Seek(offset int64, whence int) (int64, error) {
newPos := sb.Pos
@ -58,10 +58,10 @@ func (sb *SoundBuffer) Seek(offset int64, whence int) (int64, error) {
return sb.Pos, nil
}
//Copy returns a new SoundBuffer that uses the same `Data` but with an independent ReadSeeker.
//This allows you to have many readers all reading from different positions of the same buffer.
// Copy returns a new SoundBuffer that uses the same `Data` but with an independent ReadSeeker.
// This allows you to have many readers all reading from different positions of the same buffer.
//
//The new buffer will have its starting position set to io.SeekStart (`Pos=0`)
// The new buffer will have its starting position set to io.SeekStart (`Pos=0`)
func (sb *SoundBuffer) Copy() *SoundBuffer {
return &SoundBuffer{
Data: sb.Data,

View File

@ -26,14 +26,14 @@ func (ws *WavStreamer) Read(outBuf []byte) (bytesRead int, err error) {
func (ws *WavStreamer) Seek(offset int64, whence int) (int64, error) {
//This will only seek the underlying file but not the actual decoder because it can't seek
// This will only seek the underlying file but not the actual decoder because it can't seek
n, err := ws.Dec.Seek(offset, whence)
if err != nil {
return n, err
}
//Since underlying decoder can't seek back, if the requested movement is back we have to rewind the decoder
//then seek forward to the requested position.
// Since underlying decoder can't seek back, if the requested movement is back we have to rewind the decoder
// then seek forward to the requested position.
if n < ws.Pos {
err = ws.Dec.Rewind()
@ -41,7 +41,7 @@ func (ws *WavStreamer) Seek(offset int64, whence int) (int64, error) {
return 0, err
}
//Anything before PCMStart is not valid sound, so the minimum seek back we allow is PCMStart
// Anything before PCMStart is not valid sound, so the minimum seek back we allow is PCMStart
if n < ws.PCMStart {
n = ws.PCMStart
} else {
@ -56,7 +56,7 @@ func (ws *WavStreamer) Seek(offset int64, whence int) (int64, error) {
return n, err
}
//Size returns number of bytes
// Size returns number of bytes
func (ws *WavStreamer) Size() int64 {
return ws.Dec.PCMLen()
}
@ -68,7 +68,7 @@ func NewWavStreamer(f *os.File, wavDec *wav.Decoder) (*WavStreamer, error) {
return nil, err
}
//The actual data starts somewhat within the file, not at 0
// The actual data starts somewhat within the file, not at 0
currPos, err := wavDec.Seek(0, 1)
if err != nil {
return nil, err

138
wavy.go
View File

@ -16,7 +16,7 @@ import (
"github.com/jfreymuth/oggvorbis"
)
//SoundInfo contains static info about a loaded sound file
// SoundInfo contains static info about a loaded sound file
type SoundInfo struct {
Type SoundType
Mode SoundMode
@ -29,18 +29,18 @@ type Sound struct {
PlayerSeeker io.Seeker
Info SoundInfo
//File is the file descriptor of the sound file being streamed.
//This is only set if sound is streamed, and is kept to ensure GC doesn't hit it
// File is the file descriptor of the sound file being streamed.
// This is only set if sound is streamed, and is kept to ensure GC doesn't hit it
File *os.File
//Data is an io.ReadSeeker over an open file or over a buffer containing the uncompressed sound file.
//Becomes nil after close
// Data is an io.ReadSeeker over an open file or over a buffer containing the uncompressed sound file.
// Becomes nil after close
Data io.ReadSeeker
IsLooping bool
}
//Those values are set after Init
// Those values are set after Init
var (
Ctx *oto.Context
@ -52,13 +52,13 @@ var (
BytesPerSecond int64
)
//Pre-defined errors
// Pre-defined errors
var (
errUnknownSoundType = errors.New("unknown sound type. Sound file extension must be one of: .mp3")
)
//Init prepares the default audio device and does any required setup.
//It must be called before loading any sounds
// Init prepares the default audio device and does any required setup.
// It must be called before loading any sounds
func Init(sr SampleRate, chanCount SoundChannelCount, bitDepth SoundBitDepth) error {
otoCtx, readyChan, err := oto.NewContext(int(sr), int(chanCount), int(bitDepth))
@ -78,30 +78,30 @@ func Init(sr SampleRate, chanCount SoundChannelCount, bitDepth SoundBitDepth) er
return nil
}
//Wait blocks until sound finishes playing. If the sound is not playing Wait returns immediately.
//In the worst case (Wait sleeping then sound immediately paused), Wait will block ~4% of the total play time.
//In most other cases Wait should be accurate to ~1ms.
// Wait blocks until sound finishes playing. If the sound is not playing Wait returns immediately.
// In the worst case (Wait sleeping then sound immediately paused), Wait will block ~4% of the total play time.
// In most other cases Wait should be accurate to ~1ms.
//
//If you want to wait for all loops to finish then use WaitLoop
// If you want to wait for all loops to finish then use WaitLoop
func (s *Sound) Wait() {
if !s.IsPlaying() {
return
}
//We wait the remaining time in 25 chunks so that if the sound was paused since wait was called we don't keep blocking
// We wait the remaining time in 25 chunks so that if the sound was paused since wait was called we don't keep blocking
sleepTime := s.RemainingTime() / 25
for s.Player.IsPlaying() {
time.Sleep(sleepTime)
}
//If there is anything left it should be tiny so we check frequently
// If there is anything left it should be tiny so we check frequently
for s.Player.IsPlaying() {
time.Sleep(time.Millisecond)
}
}
//WaitLoop waits until the sound is no longer looping
// WaitLoop waits until the sound is no longer looping
func (s *Sound) WaitLoop() {
for s.IsLooping {
@ -109,21 +109,21 @@ func (s *Sound) WaitLoop() {
}
}
//PlayAsync plays the sound in the background and returns.
// PlayAsync plays the sound in the background and returns.
func (s *Sound) PlayAsync() {
s.Player.Play()
}
//PlaySync calls PlayAsync() followed by Wait()
// PlaySync calls PlayAsync() followed by Wait()
func (s *Sound) PlaySync() {
s.PlayAsync()
s.Wait()
}
//LoopAsync plays the sound 'timesToPlay' times.
//If timesToPlay<0 then it is played indefinitely until paused
//If timesToPlay==0 then the sound is not played.
//If a sound is already playing then it will be paused then resumed in a looping manner
// LoopAsync plays the sound 'timesToPlay' times.
// If timesToPlay<0 then it is played indefinitely until paused
// If timesToPlay==0 then the sound is not played.
// If a sound is already playing then it will be paused then resumed in a looping manner
func (s *Sound) LoopAsync(timesToPlay int) {
if timesToPlay == 0 {
@ -151,7 +151,7 @@ func (s *Sound) LoopAsync(timesToPlay int) {
s.Wait()
//Check is here because we don't want to seek back if we got paused
// Check is here because we don't want to seek back if we got paused
if !s.IsLooping {
break
}
@ -167,7 +167,7 @@ func (s *Sound) LoopAsync(timesToPlay int) {
timesToPlay--
s.Wait()
//Check is here because we don't want to seek back if we got paused
// Check is here because we don't want to seek back if we got paused
if !s.IsLooping {
break
}
@ -181,14 +181,14 @@ func (s *Sound) LoopAsync(timesToPlay int) {
}()
}
//TotalTime returns the time taken to play the entire sound.
//Safe to use after close
// TotalTime returns the time taken to play the entire sound.
// Safe to use after close
func (s *Sound) TotalTime() time.Duration {
return PlayTimeFromByteCount(s.Info.Size)
}
//RemainingTime returns the time left in the clip, which is affected by pausing/resetting/seeking of the sound.
//Returns zero after close
// RemainingTime returns the time left in the clip, which is affected by pausing/resetting/seeking of the sound.
// Returns zero after close
func (s *Sound) RemainingTime() time.Duration {
if s.IsClosed() {
@ -201,8 +201,8 @@ func (s *Sound) RemainingTime() time.Duration {
return PlayTimeFromByteCount(s.Info.Size - currBytePos)
}
//SetVolume must be between 0 and 1 (both inclusive). Other values will panic.
//The default volume is 1.
// SetVolume must be between 0 and 1 (both inclusive). Other values will panic.
// The default volume is 1.
func (s *Sound) SetVolume(newVol float64) {
if newVol < 0 || newVol > 1 {
@ -212,7 +212,7 @@ func (s *Sound) SetVolume(newVol float64) {
s.Player.SetVolume(newVol)
}
//Volume returns the current volume
// Volume returns the current volume
func (s *Sound) Volume() float64 {
return s.Player.Volume()
}
@ -226,24 +226,24 @@ func (s *Sound) IsPlaying() bool {
return s.Player.IsPlaying()
}
//SeekToPercent moves the current position of the sound to the given percentage of the total sound length.
//For example, if a sound is 10s long and percent=0.5 then when the sound is played it will start from 5s.
// SeekToPercent moves the current position of the sound to the given percentage of the total sound length.
// For example, if a sound is 10s long and percent=0.5 then when the sound is played it will start from 5s.
//
//This can be used while the sound is playing.
// This can be used while the sound is playing.
//
//percent is clamped [0,1], so passing <0 is the same as zero, and >1 is the same as 1
// percent is clamped [0,1], so passing <0 is the same as zero, and >1 is the same as 1
func (s *Sound) SeekToPercent(percent float64) {
percent = clamp01F64(percent)
s.PlayerSeeker.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.
// 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.
// This can be used while the sound is playing.
//
//t is clamped between [0, totalTime]
// t is clamped between [0, totalTime]
func (s *Sound) SeekToTime(t time.Duration) {
byteCount := ByteCountFromPlayTime(t)
@ -260,8 +260,8 @@ func (s *Sound) IsClosed() bool {
return s.Data == nil
}
//Close will clean underlying resources, and the 'Ctx' and 'Bytes' fields will be made nil.
//Repeated calls are no-ops
// Close will clean underlying resources, and the 'Ctx' and 'Bytes' fields will be made nil.
// Repeated calls are no-ops
func (s *Sound) Close() error {
if s.IsClosed() {
@ -291,10 +291,10 @@ func (s *Sound) Close() error {
return fdErr
}
//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).
//Since the sound data is not copied this function is very fast.
// 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).
// Since the sound data is not copied this function is very fast.
//
//Panics if the sound is not in-memory
// Panics if the sound is not in-memory
func CopyInMemSound(s *Sound) *Sound {
if s.Info.Mode != SoundMode_Memory {
@ -315,8 +315,8 @@ func CopyInMemSound(s *Sound) *Sound {
}
}
//ClipInMemSoundPercent is like CopyInMemSound but produces a sound that plays only between from and to.
//fromPercent and toPercent must be between 0 and 1
// ClipInMemSoundPercent is like CopyInMemSound but produces a sound that plays only between from and to.
// fromPercent and toPercent must be between 0 and 1
func ClipInMemSoundPercent(s *Sound, fromPercent, toPercent float64) *Sound {
if s.Info.Mode != SoundMode_Memory {
@ -352,8 +352,8 @@ func ResumeAllSounds() {
Ctx.Resume()
}
//NewSoundStreaming plays sound by streaming from a file, so no need to load the entire file into memory.
//Good for large sound files
// NewSoundStreaming plays sound by streaming from a file, so no need to load the entire file into memory.
// Good for large sound files
func NewSoundStreaming(fpath string) (s *Sound, err error) {
soundType := GetSoundFileType(fpath)
@ -361,7 +361,7 @@ func NewSoundStreaming(fpath string) (s *Sound, err error) {
return nil, errUnknownSoundType
}
//We read file but don't close so the player can stream the file any time later
// We read file but don't close so the player can stream the file any time later
file, err := os.Open(fpath)
if err != nil {
return nil, err
@ -429,7 +429,7 @@ func soundFromFile(f *os.File, s *Sound) error {
return nil
}
//NewSoundMem loads the entire sound file into memory
// NewSoundMem loads the entire sound file into memory
func NewSoundMem(fpath string) (s *Sound, err error) {
soundType := GetSoundFileType(fpath)
@ -462,8 +462,8 @@ func getLoadingErr(fpath string, err error) error {
return fmt.Errorf("failed to load '%s' with err '%s'", fpath, err.Error())
}
//decodeSoundFromReaderSeeker reads and decodes till EOF, and places the final
//PCM16 data in a buffer, thus producing an in-memory sound
// decodeSoundFromReaderSeeker reads and decodes till EOF, and places the final
// PCM16 data in a buffer, thus producing an in-memory sound
func decodeSoundFromReaderSeeker(r io.ReadSeeker, s *Sound) error {
if s.Info.Type == SoundType_MP3 {
@ -537,17 +537,17 @@ func GetSoundFileType(fpath string) SoundType {
}
}
//ReadAllFromReader takes an io.Reader and reads until error or io.EOF.
// ReadAllFromReader takes an io.Reader and reads until error or io.EOF.
//
//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 {

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@ -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)