5 Commits

Author SHA1 Message Date
aa751bbedd Update docs to mention ogg 2022-06-26 06:21:35 +04:00
989547c14e Ogg file support 2022-06-26 06:19:58 +04:00
2d0f00175a Break some comments in README 2022-06-26 03:38:02 +04:00
2251ba1a39 Docs + SeekToTime comment 2022-06-26 03:34:04 +04:00
0963aec024 Tidy 2022-06-26 02:34:29 +04:00
7 changed files with 259 additions and 6 deletions

197
README.md
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@ -1,2 +1,197 @@
# 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 (`.mp3`)
- Wav (`.wav`/`.wave`)
- OGG (`.ogg`)
## 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()
```

4
go.mod
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@ -3,13 +3,15 @@ module github.com/bloeys/wavy
go 1.18
require (
github.com/go-audio/wav v1.1.0
github.com/hajimehoshi/go-mp3 v0.3.3
github.com/hajimehoshi/oto/v2 v2.1.0
github.com/jfreymuth/oggvorbis v1.0.3
)
require (
github.com/go-audio/audio v1.0.0 // indirect
github.com/go-audio/riff v1.0.0 // indirect
github.com/go-audio/wav v1.1.0 // indirect
github.com/jfreymuth/vorbis v1.0.2 // indirect
golang.org/x/sys v0.0.0-20220408201424-a24fb2fb8a0f // indirect
)

4
go.sum
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@ -9,6 +9,10 @@ github.com/hajimehoshi/go-mp3 v0.3.3/go.mod h1:qMJj/CSDxx6CGHiZeCgbiq2DSUkbK0Ubt
github.com/hajimehoshi/oto v0.6.1/go.mod h1:0QXGEkbuJRohbJaxr7ZQSxnju7hEhseiPx2hrh6raOI=
github.com/hajimehoshi/oto/v2 v2.1.0 h1:/h+UkbKzhD7xBHOQlWgKUplBPZ+J4DK3P2Y7g2UF1X4=
github.com/hajimehoshi/oto/v2 v2.1.0/go.mod h1:9i0oYbpJ8BhVGkXDKdXKfFthX1JUNfXjeTp944W8TGM=
github.com/jfreymuth/oggvorbis v1.0.3 h1:MLNGGyhOMiVcvea9Dp5+gbs2SAwqwQbtrWnonYa0M0Y=
github.com/jfreymuth/oggvorbis v1.0.3/go.mod h1:1U4pqWmghcoVsCJJ4fRBKv9peUJMBHixthRlBeD6uII=
github.com/jfreymuth/vorbis v1.0.2 h1:m1xH6+ZI4thH927pgKD8JOH4eaGRm18rEE9/0WKjvNE=
github.com/jfreymuth/vorbis v1.0.2/go.mod h1:DoftRo4AznKnShRl1GxiTFCseHr4zR9BN3TWXyuzrqQ=
golang.org/x/exp v0.0.0-20190306152737-a1d7652674e8/go.mod h1:CJ0aWSM057203Lf6IL+f9T1iT9GByDxfZKAQTCR3kQA=
golang.org/x/image v0.0.0-20190227222117-0694c2d4d067/go.mod h1:kZ7UVZpmo3dzQBMxlp+ypCbDeSB+sBbTgSJuh5dn5js=
golang.org/x/mobile v0.0.0-20190415191353-3e0bab5405d6/go.mod h1:E/iHnbuqvinMTCcRqshq8CkpyQDoeVncDDYHnLhea+o=

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@ -6,6 +6,7 @@ const (
SoundType_Unknown SoundType = iota
SoundType_MP3
SoundType_WAV
SoundType_OGG
)
type SampleRate int

BIN
test_audio_files/camera.ogg Executable file

Binary file not shown.

50
wavy.go
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@ -5,6 +5,7 @@ import (
"errors"
"fmt"
"io"
"math"
"os"
"path"
"time"
@ -12,6 +13,7 @@ import (
"github.com/go-audio/wav"
"github.com/hajimehoshi/go-mp3"
"github.com/hajimehoshi/oto/v2"
"github.com/jfreymuth/oggvorbis"
)
//SoundInfo contains static info about a loaded sound file
@ -240,6 +242,12 @@ func (s *Sound) SeekToPercent(percent float64) {
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) {
if !s.IsPlaying() {
@ -432,8 +440,6 @@ func soundFromReaderSeeker(r io.ReadSeeker, s *Sound) error {
s.Data = sb
s.Player = Ctx.NewPlayer(sb)
s.Info.Size = int64(len(sb.Data))
return nil
} else if s.Info.Type == SoundType_WAV {
wavDec := wav.NewDecoder(r)
@ -451,10 +457,24 @@ func soundFromReaderSeeker(r io.ReadSeeker, s *Sound) error {
s.Data = sb
s.Player = Ctx.NewPlayer(sb)
s.Info.Size = int64(len(sb.Data))
return nil
} else if s.Info.Type == SoundType_OGG {
soundData, _, err := oggvorbis.ReadAll(r)
if err != nil {
return err
}
sb := &SoundBuffer{Data: F32ToUnsignedPCM16(soundData)}
s.Data = sb
s.Player = Ctx.NewPlayer(sb)
s.Info.Size = int64(len(sb.Data))
}
panic("invalid sound type")
if s.Data == nil {
panic("invalid sound type. This is probably a bug!")
}
return nil
}
func GetSoundFileType(fpath string) SoundType {
@ -465,6 +485,8 @@ func GetSoundFileType(fpath string) SoundType {
return SoundType_MP3
case ".wav", ".wave":
return SoundType_WAV
case ".ogg":
return SoundType_OGG
default:
return SoundType_Unknown
}
@ -528,3 +550,23 @@ 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.
func F32ToUnsignedPCM16(fs []float32) []byte {
outBuf := make([]byte, len(fs)*2)
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
x16 := uint16(fs[i] * math.MaxInt16)
baseIndex := i * 2
outBuf[baseIndex] = byte(x16 >> 0)
outBuf[baseIndex+1] = byte(x16 >> 8)
}
return outBuf
}

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@ -112,6 +112,15 @@ func TestSound(t *testing.T) {
return
}
s.PlaySync()
//Ogg
const oggFPath = "./test_audio_files/camera.ogg"
s, err = wavy.NewSoundMem(oggFPath)
if err != nil {
t.Errorf("Failed to load memory sound with path '%s'. Err: %s\n", oggFPath, err)
return
}
s.PlaySync()
}
func TestByteCountFromPlayTime(t *testing.T) {