mirror of
https://github.com/miguelmota/cointop
synced 2024-11-14 18:12:57 +00:00
131 lines
2.9 KiB
Go
131 lines
2.9 KiB
Go
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// Package speaker implements playback of beep.Streamer values through physical speakers.
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package speaker
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import (
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"sync"
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"github.com/faiface/beep"
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"github.com/hajimehoshi/oto"
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"github.com/pkg/errors"
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)
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var (
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mu sync.Mutex
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mixer beep.Mixer
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samples [][2]float64
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buf []byte
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context *oto.Context
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player *oto.Player
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done chan struct{}
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)
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// Init initializes audio playback through speaker. Must be called before using this package.
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//
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// The bufferSize argument specifies the number of samples of the speaker's buffer. Bigger
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// bufferSize means lower CPU usage and more reliable playback. Lower bufferSize means better
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// responsiveness and less delay.
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func Init(sampleRate beep.SampleRate, bufferSize int) error {
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mu.Lock()
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defer mu.Unlock()
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Close()
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mixer = beep.Mixer{}
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numBytes := bufferSize * 4
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samples = make([][2]float64, bufferSize)
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buf = make([]byte, numBytes)
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var err error
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context, err = oto.NewContext(int(sampleRate), 2, 2, numBytes)
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if err != nil {
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return errors.Wrap(err, "failed to initialize speaker")
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}
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player = context.NewPlayer()
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done = make(chan struct{})
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go func() {
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for {
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select {
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default:
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update()
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case <-done:
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return
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}
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}
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}()
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return nil
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}
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// Close closes the playback and the driver. In most cases, there is certainly no need to call Close
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// even when the program doesn't play anymore, because in properly set systems, the default mixer
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// handles multiple concurrent processes. It's only when the default device is not a virtual but hardware
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// device, that you'll probably want to manually manage the device from your application.
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func Close() {
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if player != nil {
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if done != nil {
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done <- struct{}{}
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done = nil
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}
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player.Close()
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context.Close()
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player = nil
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}
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}
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// Lock locks the speaker. While locked, speaker won't pull new data from the playing Stramers. Lock
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// if you want to modify any currently playing Streamers to avoid race conditions.
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//
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// Always lock speaker for as little time as possible, to avoid playback glitches.
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func Lock() {
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mu.Lock()
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}
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// Unlock unlocks the speaker. Call after modifying any currently playing Streamer.
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func Unlock() {
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mu.Unlock()
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}
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// Play starts playing all provided Streamers through the speaker.
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func Play(s ...beep.Streamer) {
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mu.Lock()
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mixer.Add(s...)
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mu.Unlock()
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}
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// Clear removes all currently playing Streamers from the speaker.
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func Clear() {
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mu.Lock()
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mixer.Clear()
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mu.Unlock()
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}
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// update pulls new data from the playing Streamers and sends it to the speaker. Blocks until the
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// data is sent and started playing.
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func update() {
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mu.Lock()
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mixer.Stream(samples)
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mu.Unlock()
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for i := range samples {
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for c := range samples[i] {
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val := samples[i][c]
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if val < -1 {
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val = -1
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}
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if val > +1 {
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val = +1
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}
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valInt16 := int16(val * (1<<15 - 1))
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low := byte(valInt16)
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high := byte(valInt16 >> 8)
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buf[i*4+c*2+0] = low
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buf[i*4+c*2+1] = high
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}
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}
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player.Write(buf)
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}
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