Files
wavy/wavy.go
2022-07-22 17:47:05 +04:00

627 lines
14 KiB
Go

package wavy
import (
"bytes"
"errors"
"fmt"
"io"
"math"
"os"
"path"
"time"
"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
type SoundInfo struct {
Type SoundType
Mode SoundMode
Size int64
}
type Sound struct {
Player oto.Player
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 *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
IsLooping bool
}
// Those values are set after Init
var (
Ctx *oto.Context
SamplingRate SampleRate
ChanCount SoundChannelCount
BitDepth SoundBitDepth
BytesPerSample int64
BytesPerSecond int64
)
// 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
BytesPerSample = int64(chanCount) * int64(bitDepth)
BytesPerSecond = BytesPerSample * int64(SamplingRate)
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.
//
// 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
sleepTime := s.RemainingTime() / 25
for s.Player.IsPlaying() {
time.Sleep(sleepTime)
}
// 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
func (s *Sound) WaitLoop() {
for s.IsLooping {
s.Wait()
}
}
// PlayAsync plays the sound in the background and returns.
func (s *Sound) PlayAsync() {
s.Player.Play()
}
// 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
func (s *Sound) LoopAsync(timesToPlay int) {
if timesToPlay == 0 {
return
}
if s.IsPlaying() {
s.Pause()
if s.IsLooping {
s.WaitLoop()
} else {
s.Wait()
}
}
s.PlayAsync()
timesToPlay--
s.IsLooping = true
go func() {
if timesToPlay < 0 {
for {
s.Wait()
// Check is here because we don't want to seek back if we got paused
if !s.IsLooping {
break
}
s.SeekToPercent(0)
s.PlayAsync()
}
} else {
for timesToPlay > 0 {
timesToPlay--
s.Wait()
// Check is here because we don't want to seek back if we got paused
if !s.IsLooping {
break
}
s.SeekToPercent(0)
s.PlayAsync()
}
}
s.IsLooping = false
}()
}
// 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
func (s *Sound) RemainingTime() time.Duration {
if s.IsClosed() {
return 0
}
currBytePos, _ := s.Data.Seek(0, io.SeekCurrent)
currBytePos -= int64(s.Player.UnplayedBufferSize())
return PlayTimeFromByteCount(s.Info.Size - currBytePos)
}
// 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)
}
// Volume returns the current volume
func (s *Sound) Volume() float64 {
return s.Player.Volume()
}
func (s *Sound) Pause() {
s.IsLooping = false
s.Player.Pause()
}
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.
//
// 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
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.
//
// This can be used while the sound is playing.
//
// t is clamped between [0, totalTime]
func (s *Sound) SeekToTime(t time.Duration) {
byteCount := ByteCountFromPlayTime(t)
if byteCount < 0 {
byteCount = 0
} else if byteCount > s.Info.Size {
byteCount = s.Info.Size
}
s.PlayerSeeker.Seek(byteCount, io.SeekStart)
}
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.
//
// Panics if the sound is not in-memory
func CopyInMemSound(s *Sound) *Sound {
if s.Info.Mode != SoundMode_Memory {
panic("only in-memory sounds can be copied. Please use NewSoundStreaming if you want to have multiple sound objects of a streaming sound")
}
sb := s.Data.(*SoundBuffer).Copy()
p := Ctx.NewPlayer(sb)
p.SetVolume(s.Volume())
return &Sound{
Player: p,
PlayerSeeker: p.(io.Seeker),
File: nil,
Data: sb,
Info: s.Info,
}
}
// 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 {
panic("only in-memory sounds can be used in ClipInMemSoundPercent")
}
fromPercent = clamp01F64(fromPercent)
toPercent = clamp01F64(toPercent)
sb := s.Data.(*SoundBuffer).Copy()
start := int64(float64(len(sb.Data)) * fromPercent)
end := int64(float64(len(sb.Data)) * toPercent)
sb.Data = sb.Data[start:end]
p := Ctx.NewPlayer(sb)
p.SetVolume(s.Volume())
return &Sound{
Player: p,
PlayerSeeker: p.(io.Seeker),
File: nil,
Data: sb,
Info: s.Info,
}
}
func PauseAllSounds() {
Ctx.Suspend()
}
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
func NewSoundStreaming(fpath string) (s *Sound, err error) {
soundType := GetSoundFileType(fpath)
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,
},
}
err = soundFromFile(file, s)
if err != nil {
return nil, getLoadingErr(fpath, err)
}
return s, nil
}
func soundFromFile(f *os.File, s *Sound) error {
if s.Info.Type == SoundType_MP3 {
dec, err := mp3.NewDecoder(f)
if err != nil {
return err
}
s.Data = dec
s.Player = Ctx.NewPlayer(dec)
s.PlayerSeeker = s.Player.(io.Seeker)
s.Info.Size = dec.Length()
} else if s.Info.Type == SoundType_WAV {
ws, err := NewWavStreamer(f, wav.NewDecoder(f))
if err != nil {
return err
}
s.Data = ws
s.Player = Ctx.NewPlayer(ws)
s.PlayerSeeker = s.Player.(io.Seeker)
s.Info.Size = ws.Size()
} else if s.Info.Type == SoundType_OGG {
oggReader, err := oggvorbis.NewReader(f)
if err != nil {
return err
}
oggStreamer := NewOggStreamer(f, oggReader)
s.Data = oggStreamer
s.Player = Ctx.NewPlayer(oggStreamer)
s.PlayerSeeker = s.Player.(io.Seeker)
s.Info.Size = oggStreamer.Size()
}
if s.Data == nil {
panic("invalid sound type. This is probably a bug!")
}
return nil
}
// NewSoundMem loads the entire sound file into memory
func NewSoundMem(fpath string) (s *Sound, err error) {
soundType := GetSoundFileType(fpath)
if soundType == SoundType_Unknown {
return nil, getLoadingErr(fpath, errUnknownSoundType)
}
fileBytes, err := os.ReadFile(fpath)
if err != nil {
return nil, getLoadingErr(fpath, err)
}
bytesReader := bytes.NewReader(fileBytes)
s = &Sound{
Info: SoundInfo{
Type: soundType,
Mode: SoundMode_Memory,
},
}
err = decodeSoundFromReaderSeeker(bytesReader, s)
if err != nil {
return nil, getLoadingErr(fpath, err)
}
return s, nil
}
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
func decodeSoundFromReaderSeeker(r io.ReadSeeker, s *Sound) error {
if s.Info.Type == SoundType_MP3 {
dec, err := mp3.NewDecoder(r)
if err != nil {
return err
}
finalBuf, err := ReadAllFromReader(dec, 0, uint64(dec.Length()))
if err != nil {
return err
}
sb := &SoundBuffer{Data: finalBuf}
s.Data = sb
s.Player = Ctx.NewPlayer(sb)
s.PlayerSeeker = s.Player.(io.Seeker)
s.Info.Size = int64(len(sb.Data))
} else if s.Info.Type == SoundType_WAV {
wavDec := wav.NewDecoder(r)
err := wavDec.FwdToPCM()
if err != nil {
return err
}
finalBuf, err := ReadAllFromReader(wavDec.PCMChunk, 0, uint64(wavDec.PCMSize))
if err != nil {
return err
}
sb := &SoundBuffer{Data: finalBuf}
s.Data = sb
s.Player = Ctx.NewPlayer(sb)
s.PlayerSeeker = s.Player.(io.Seeker)
s.Info.Size = int64(len(sb.Data))
} else if s.Info.Type == SoundType_OGG {
soundData, _, err := oggvorbis.ReadAll(r)
if err != nil {
return err
}
sb := &SoundBuffer{Data: F32ToUnsignedPCM16(soundData, nil)}
s.Data = sb
s.Player = Ctx.NewPlayer(sb)
s.PlayerSeeker = s.Player.(io.Seeker)
s.Info.Size = int64(len(sb.Data))
}
if s.Data == nil {
panic("invalid sound type. This is probably a bug!")
}
return nil
}
func GetSoundFileType(fpath string) SoundType {
ext := path.Ext(fpath)
switch ext {
case ".mp3":
return SoundType_MP3
case ".wav", ".wave":
return SoundType_WAV
case ".ogg":
return SoundType_OGG
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
}
}
}
// PlayTimeFromByteCount returns the time taken to play this many bytes
func PlayTimeFromByteCount(byteCount int64) time.Duration {
// 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
func ByteCountFromPlayTime(t time.Duration) int64 {
return t.Milliseconds() * BytesPerSecond / 1000
}
// clampF64 [min,max]
func clamp01F64(x float64) float64 {
if x < 0 {
return 0
}
if x > 1 {
return 1
}
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, outBuf []byte) []byte {
if outBuf == nil {
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
x := fs[i]
var u16 uint16
if x < 0 {
u16 = uint16(x * -math.MinInt16)
} else {
u16 = uint16(x * math.MaxInt16)
}
baseIndex := i * 2
outBuf[baseIndex] = byte(u16 >> 0)
outBuf[baseIndex+1] = byte(u16 >> 8)
}
return outBuf
}