Files
wavy/wavy.go
2022-06-25 20:52:42 +04:00

311 lines
7.1 KiB
Go

package wavy
import (
"bytes"
"errors"
"fmt"
"io"
"os"
"path"
"strings"
"time"
"github.com/hajimehoshi/go-mp3"
"github.com/hajimehoshi/oto/v2"
)
//SoundInfo contains static info about a loaded sound file
type SoundInfo struct {
Type SoundType
Mode SoundMode
//Size is the sound's size in bytes
Size int64
}
type Sound struct {
Player oto.Player
//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 io.ReadSeeker
Info SoundInfo
}
//Those values are set after Init
var (
Ctx *oto.Context
SamplingRate SampleRate
ChanCount SoundChannelCount
BitDepth SoundBitDepth
)
//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
func Init(sr SampleRate, chanCount SoundChannelCount, bitDepth SoundBitDepth) error {
otoCtx, readyChan, err := oto.NewContext(int(sr), int(chanCount), int(bitDepth))
if err != nil {
return err
}
<-readyChan
Ctx = otoCtx
SamplingRate = sr
ChanCount = chanCount
BitDepth = bitDepth
return nil
}
//PlayAsync plays the sound in the background and returns
func (s *Sound) PlayAsync() {
s.Player.Play()
}
//PlaySync plays the sound (if its not already playing) and waits for it to finish before returning.
func (s *Sound) PlaySync() {
if !s.Player.IsPlaying() {
s.Player.Play()
}
time.Sleep(s.RemainingTime())
for s.Player.IsPlaying() || s.Player.UnplayedBufferSize() > 0 {
time.Sleep(time.Millisecond)
}
}
//TotalTime returns the time taken to play the entire sound.
//Safe to use after close
func (s *Sound) TotalTime() time.Duration {
//Number of bytes divided by sampling rate (which is bytes consumed per second), then divide by 4 because each sample is 4 bytes in go-mp3
lenInMS := float64(s.Info.Size) / float64(SamplingRate) / 4 * 1000
return time.Duration(lenInMS) * time.Millisecond
}
//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() {
return 0
}
var currBytePos int64
currBytePos, _ = s.Data.Seek(0, io.SeekCurrent)
currBytePos -= int64(s.Player.UnplayedBufferSize())
lenInMS := float64(s.Info.Size-currBytePos) / float64(SamplingRate) / 4 * 1000
return time.Duration(lenInMS) * time.Millisecond
}
//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 {
panic("sound volume can not be less than zero or bigger than one")
}
s.Player.SetVolume(newVol)
}
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
func (s *Sound) Close() error {
if s.IsClosed() {
return nil
}
var fdErr error = nil
if s.File != nil {
fdErr = s.File.Close()
}
s.Data = nil
playerErr := s.Player.Close()
if playerErr == nil && fdErr == nil {
return nil
}
if playerErr != nil && fdErr != nil {
return fmt.Errorf("closingFileErr: %s; underlyingPlayerErr: %s", fdErr.Error(), playerErr.Error())
}
if playerErr != nil {
return playerErr
}
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.
func CopyInMemSound(s *Sound) *Sound {
if s.Info.Mode == SoundMode_Streaming {
panic("streaming sounds can not be copied. Please use NewSoundStreaming instead")
}
d := s.Data.(*SoundBuffer).Copy()
return &Sound{
Player: Ctx.NewPlayer(d),
File: nil,
Data: d,
Info: s.Info,
}
}
//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) {
//Error checking filetype
soundType := SoundType_Unknown
if strings.HasSuffix(fpath, ".mp3") {
soundType = SoundType_MP3
}
if soundType == SoundType_Unknown {
return nil, ErrunknownSoundType
}
//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
}
s = &Sound{
File: file,
Info: SoundInfo{
Type: soundType,
Mode: SoundMode_Streaming,
},
}
//Load file depending on type
if soundType == SoundType_MP3 {
dec, err := mp3.NewDecoder(file)
if err != nil {
return nil, err
}
s.Info.Size = dec.Length()
s.Player = Ctx.NewPlayer(dec)
s.Data = dec
}
return s, nil
}
//NewSoundMem loads the entire sound file into memory
func NewSoundMem(fpath string) (s *Sound, err error) {
//Error checking filetype
soundType := SoundType_Unknown
if strings.HasSuffix(fpath, ".mp3") {
soundType = SoundType_MP3
}
if soundType == SoundType_Unknown {
return nil, ErrunknownSoundType
}
fileBytes, err := os.ReadFile(fpath)
if err != nil {
return nil, err
}
bytesReader := bytes.NewReader(fileBytes)
s = &Sound{
Info: SoundInfo{
Type: soundType,
Mode: SoundMode_Memory,
},
}
//Load file depending on type
if soundType == SoundType_MP3 {
dec, err := mp3.NewDecoder(bytesReader)
if err != nil {
return nil, err
}
finalBuf, err := ReadAllFromReader(dec, 0, uint64(dec.Length()))
if err != nil {
return nil, err
}
sb := &SoundBuffer{Data: finalBuf}
s.Data = sb
s.Player = Ctx.NewPlayer(sb)
s.Info.Size = int64(len(sb.Data))
}
return s, nil
}
func GetSoundFileType(fpath string) SoundType {
ext := path.Ext(fpath)
switch ext {
case "mp3":
return SoundType_MP3
default:
return SoundType_Unknown
}
}
//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
//
//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
func ReadAllFromReader(reader io.Reader, readingBufSize, ouputBufSize uint64) ([]byte, error) {
if readingBufSize < 4096 {
readingBufSize = 4096
}
tempBuf := make([]byte, readingBufSize)
finalBuf := make([]byte, 0, ouputBufSize)
for {
readBytesCount, err := reader.Read(tempBuf)
finalBuf = append(finalBuf, tempBuf[:readBytesCount]...)
if err != nil {
if err == io.EOF {
return finalBuf, nil
}
return finalBuf, err
}
}
}