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197
README.md
197
README.md
@ -1,2 +1,197 @@
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# wavy
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Wavy is a high-level sound library for Go built on top of https://github.com/hajimehoshi/oto
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Wavy is a high-level, easy to use, and cross-platform Go sound library built on top of <https://github.com/hajimehoshi/oto>.
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Wavy supports both streaming sounds from disk and playing from memory.
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- [wavy](#wavy)
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- [Supported Platforms](#supported-platforms)
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- [Supported audio formats](#supported-audio-formats)
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- [Usage](#usage)
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- [Installation](#installation)
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- [Basics](#basics)
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- [Controls](#controls)
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## Supported Platforms
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Supported platforms are:
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- Windows
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- macOS
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- Linux
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- FreeBSD
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- OpenBSD
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- Android
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- iOS
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- WebAssembly
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If you are using iOS or Linux please check [this](https://github.com/hajimehoshi/oto#prerequisite).
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## Supported audio formats
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- MP3 (`.mp3`)
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- Wav (`.wav`/`.wave`)
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- OGG (`.ogg`)
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## Usage
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### Installation
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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).
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### Basics
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You can start playing sounds with a few lines:
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```go
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import (
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"github.com/bloeys/wavy"
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)
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func main() {
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//At the start if your program you should init wavy and tell it the
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//sampling rate of your sounds (usually 44100), the number of
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//channels (usually 2) and the number of bytes per channel (usually 2).
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//
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//These settings will be used for all sounds regardless of their actual settings
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err := wavy.Init(wavy.SampleRate_44100, wavy.SoundChannelCount_2, wavy.SoundBitDepth_2)
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if err != nil {
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panic("Failed to init wavy. Err: " + err.Error())
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}
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//Here we load a sound into memory
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mySound, err := wavy.NewSoundMem("./my-sound.mp3")
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if err != nil {
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panic("Failed to create new sound. Err: " + err.Error())
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}
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//Now we set volume of this sound to 50% then play the sound
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//and wait for it to finish (PlayAsync plays in the background)
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mySound.SetVolume(0.5)
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mySound.PlaySync()
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//Since the sound finished playing, lets reset to start
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//by seeking to 0% then play again. Seeking to 0.5 then playing
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//will start from the middle the sound.
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mySound.SeekToPercent(0)
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mySound.PlayAsync()
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//The sound is playing the background, so lets wait for it to finish
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mySound.Wait()
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}
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```
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If you are dealing with large sound files you might want to stream from a file (play as you go), this will only
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use a small amount of memory, but is less flexible and might be slower to seek.
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Here is an example streaming a sound:
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```go
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//Here we load a sound into memory
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mySound, err := wavy.NewSoundStreaming("./my-sound.mp3")
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if err != nil {
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panic("Failed to create new sound. Err: " + err.Error())
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}
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//Rest is the same...
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```
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### Controls
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Once you have loaded a sound you can:
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- Pause/Resume
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- Set volume per sound
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- Play synchronously or asynchronously
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- Loop a number of times or infinitely
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- Check total play time and remaining time
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- Seek to any position (by percent or time) of the sound even when its already playing
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- Wait for a sound to finish playing once
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- Wait for a looping sound to finish all its repeats
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- (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)
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- (only in-memory) Take a short clip from a sound (e.g. keep only the first half of the sound)
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Code examples of everything:
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```go
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//Load wav into memory
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mySound, err := wavy.NewSoundMem("./my-sound.wav")
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if err != nil {
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panic("Failed to create new sound. Err: " + err.Error())
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}
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//Play for ~1s then Pause
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mySound.PlayAsync()
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time.sleep(1 * time.Second)
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mySound.Pause()
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//Resume and play till end
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mySound.PlaySync()
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//Set volume to 25%
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mySound.SetVolume(0.25)
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//Play the sound three times and wait for all 3 plays to finish.
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//Negative numbers will play infinitely till paused
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mySound.LoopAsync(3)
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mySound.WaitLoop()
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//Check playtime
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println("Time to play full sound:", mySound.TotalTime().Seconds())
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println("Time remaining till sound finishes:", mySound.RemainingTime().Seconds())
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//Play sound from the middle
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mySound.SeekToPercent(0.5)
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mySound.PlaySync()
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//Play sound from time=5s
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mySound.SeekToTime(5 * time.Second)
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mySound.PlaySync()
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//Wait for sound to finish if started async
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mySound.Wait()
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//Start looping infinitely then stop
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mySound.LoopAsync(-1)
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time.Sleep(1 * time.Second)
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mySound.Pause()
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//
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// Things only possible for in-memory sounds
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//
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//1. Playing sound many times simultaneously without loading it multiple times
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//We reuse the underlying sound data but get two independent sounds with their own controls!
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//This operation is fast so you can do it a lot
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mySound2 := CopyInMemSound(mySound)
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//Set one to play from the beginning and the other to play from the middle
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mySound.SeekToPercent(0)
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mySound2.SeekToPercent(0.5)
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//Play both simultaneously
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mySound.PlayAsync()
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mySound2.PlayAsync()
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//Wait for both to finish
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mySound.Wait()
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mySound2.Wait()
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//2. Cut parts of a sound
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//Here we get a new sound that only has the first half of the sound.
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//This operation is very quick and does not duplicate the underlying data
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clippedSound := ClipInMemSoundPercent(mySound, 0, 0.5)
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clippedSound.PlaySync()
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```
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Aside from per sound controls, there are a few global controls:
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```go
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wavy.PauseAllSounds()
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wavy.ResumeAllSounds()
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```
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4
go.mod
4
go.mod
@ -3,13 +3,15 @@ module github.com/bloeys/wavy
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go 1.18
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require (
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github.com/go-audio/wav v1.1.0
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github.com/hajimehoshi/go-mp3 v0.3.3
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github.com/hajimehoshi/oto/v2 v2.1.0
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github.com/jfreymuth/oggvorbis v1.0.3
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)
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require (
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github.com/go-audio/audio v1.0.0 // indirect
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github.com/go-audio/riff v1.0.0 // indirect
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github.com/go-audio/wav v1.1.0 // indirect
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github.com/jfreymuth/vorbis v1.0.2 // indirect
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golang.org/x/sys v0.0.0-20220408201424-a24fb2fb8a0f // indirect
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)
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4
go.sum
4
go.sum
@ -9,6 +9,10 @@ github.com/hajimehoshi/go-mp3 v0.3.3/go.mod h1:qMJj/CSDxx6CGHiZeCgbiq2DSUkbK0Ubt
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github.com/hajimehoshi/oto v0.6.1/go.mod h1:0QXGEkbuJRohbJaxr7ZQSxnju7hEhseiPx2hrh6raOI=
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github.com/hajimehoshi/oto/v2 v2.1.0 h1:/h+UkbKzhD7xBHOQlWgKUplBPZ+J4DK3P2Y7g2UF1X4=
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github.com/hajimehoshi/oto/v2 v2.1.0/go.mod h1:9i0oYbpJ8BhVGkXDKdXKfFthX1JUNfXjeTp944W8TGM=
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github.com/jfreymuth/oggvorbis v1.0.3 h1:MLNGGyhOMiVcvea9Dp5+gbs2SAwqwQbtrWnonYa0M0Y=
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github.com/jfreymuth/oggvorbis v1.0.3/go.mod h1:1U4pqWmghcoVsCJJ4fRBKv9peUJMBHixthRlBeD6uII=
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github.com/jfreymuth/vorbis v1.0.2 h1:m1xH6+ZI4thH927pgKD8JOH4eaGRm18rEE9/0WKjvNE=
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github.com/jfreymuth/vorbis v1.0.2/go.mod h1:DoftRo4AznKnShRl1GxiTFCseHr4zR9BN3TWXyuzrqQ=
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golang.org/x/exp v0.0.0-20190306152737-a1d7652674e8/go.mod h1:CJ0aWSM057203Lf6IL+f9T1iT9GByDxfZKAQTCR3kQA=
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golang.org/x/image v0.0.0-20190227222117-0694c2d4d067/go.mod h1:kZ7UVZpmo3dzQBMxlp+ypCbDeSB+sBbTgSJuh5dn5js=
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golang.org/x/mobile v0.0.0-20190415191353-3e0bab5405d6/go.mod h1:E/iHnbuqvinMTCcRqshq8CkpyQDoeVncDDYHnLhea+o=
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@ -6,6 +6,7 @@ const (
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SoundType_Unknown SoundType = iota
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SoundType_MP3
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SoundType_WAV
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SoundType_OGG
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)
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type SampleRate int
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BIN
test_audio_files/camera.ogg
Executable file
BIN
test_audio_files/camera.ogg
Executable file
Binary file not shown.
56
wavy.go
56
wavy.go
@ -5,6 +5,7 @@ import (
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"errors"
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"fmt"
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"io"
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"math"
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"os"
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"path"
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"time"
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@ -12,6 +13,7 @@ import (
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"github.com/go-audio/wav"
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"github.com/hajimehoshi/go-mp3"
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"github.com/hajimehoshi/oto/v2"
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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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@ -240,6 +242,12 @@ func (s *Sound) SeekToPercent(percent float64) {
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s.Data.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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//
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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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func (s *Sound) SeekToTime(t time.Duration) {
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if !s.IsPlaying() {
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@ -432,8 +440,6 @@ func soundFromReaderSeeker(r io.ReadSeeker, s *Sound) error {
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s.Data = sb
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s.Player = Ctx.NewPlayer(sb)
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s.Info.Size = int64(len(sb.Data))
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return nil
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} else if s.Info.Type == SoundType_WAV {
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wavDec := wav.NewDecoder(r)
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@ -451,10 +457,24 @@ func soundFromReaderSeeker(r io.ReadSeeker, s *Sound) error {
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s.Data = sb
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s.Player = Ctx.NewPlayer(sb)
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s.Info.Size = int64(len(sb.Data))
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return nil
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} else if s.Info.Type == SoundType_OGG {
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soundData, _, err := oggvorbis.ReadAll(r)
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if err != nil {
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return err
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}
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sb := &SoundBuffer{Data: F32ToUnsignedPCM16(soundData)}
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s.Data = sb
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s.Player = Ctx.NewPlayer(sb)
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s.Info.Size = int64(len(sb.Data))
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}
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panic("invalid sound type")
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if s.Data == nil {
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panic("invalid sound type. This is probably a bug!")
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}
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return nil
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}
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func GetSoundFileType(fpath string) SoundType {
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@ -465,6 +485,8 @@ func GetSoundFileType(fpath string) SoundType {
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return SoundType_MP3
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case ".wav", ".wave":
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return SoundType_WAV
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case ".ogg":
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return SoundType_OGG
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default:
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return SoundType_Unknown
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}
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@ -528,3 +550,29 @@ func clamp01F64(x float64) float64 {
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return x
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}
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//F32ToUnsignedPCM16 takes PCM data stored as float32 between [-1, 1]
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//and returns a byte array of uint16, where each two subsequent bytes represent one uint16.
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func F32ToUnsignedPCM16(fs []float32) []byte {
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outBuf := make([]byte, len(fs)*2)
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for i := 0; i < len(fs); i++ {
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//Remap [-1,1]->[-32768, 32767], then re-interprets the int16 as a uint16.
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//With this, the negative values are mapped into the higher half of the uint16 range,
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//while positive values remain unchanged
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x := fs[i]
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var u16 uint16
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if x < 0 {
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u16 = uint16(x * -math.MinInt16)
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} else {
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u16 = uint16(x * math.MaxInt16)
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}
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baseIndex := i * 2
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outBuf[baseIndex] = byte(u16 >> 0)
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outBuf[baseIndex+1] = byte(u16 >> 8)
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}
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return outBuf
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}
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@ -112,6 +112,15 @@ func TestSound(t *testing.T) {
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return
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}
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s.PlaySync()
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//Ogg
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const oggFPath = "./test_audio_files/camera.ogg"
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s, err = wavy.NewSoundMem(oggFPath)
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if err != nil {
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t.Errorf("Failed to load memory sound with path '%s'. Err: %s\n", oggFPath, err)
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return
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}
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s.PlaySync()
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}
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func TestByteCountFromPlayTime(t *testing.T) {
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Block a user