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sound.go
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259 lines (197 loc) · 5.15 KB
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package main
import (
"io/fs"
"math/rand/v2"
"path/filepath"
"strconv"
"strings"
"time"
"github.com/gopxl/beep/v2"
"github.com/gopxl/beep/v2/effects"
"github.com/gopxl/beep/v2/speaker"
)
const (
AudioChannelSoundCard = iota
AudioChannelUI
)
type Sound struct {
Stream beep.StreamSeeker
Format beep.Format
Empty bool
filepath string
limitPlayback bool
volume *effects.Volume
control *beep.Ctrl
channel int
}
func NewSound(stream beep.StreamSeeker, format beep.Format, channel int) *Sound {
sound := &Sound{
Stream: stream,
Format: format,
channel: channel,
}
sound.ReloadStream()
speaker.Play(sound.volume)
return sound
}
func (sound *Sound) ReloadStream() {
// if globals.Settings.Get(SettingsCacheAudioBeforePlayback).AsBool() {
// ogStream := sound.Stream
// // globals.EventLog.Log("caching audio", false)
// buffer := beep.NewBuffer(sound.Format)
// buffer.Append(ogStream)
// sound.Stream = buffer.Streamer(0, ogStream.Len())
// // Close the stream if possible before replacing it, we don't need it after buffering
// if stream, ok := ogStream.(beep.StreamSeekCloser); ok {
// stream.Close()
// }
// }
resampled := beep.Resample(3, sound.Format.SampleRate, globals.ChosenAudioSampleRate, sound.Stream)
seq := beep.Seq(resampled, beep.Callback(func() {
sound.Empty = true
}))
sound.control = &beep.Ctrl{
Streamer: seq,
Paused: true,
}
sound.volume = &effects.Volume{
Streamer: sound.control,
Volume: 0,
Base: 100,
Silent: false,
}
sound.UpdateVolume()
}
func (sound *Sound) UpdateVolume() {
speaker.Lock()
var v float64
switch sound.channel {
case AudioChannelSoundCard:
v = globals.Settings.Get(SettingsAudioSoundVolume).AsFloat()
case AudioChannelUI:
v = globals.Settings.Get(SettingsAudioUIVolume).AsFloat()
}
if v > 0 {
sound.volume.Silent = false
sound.volume.Volume = v - 1
} else {
sound.volume.Silent = true
}
speaker.Unlock()
}
func (sound *Sound) Play() {
if sound.limitPlayback {
playingSounds[sound.filepath] = time.Now()
}
if sound.Stream == nil {
sound.ReloadStream()
}
speaker.Lock()
sound.control.Paused = false
speaker.Unlock()
}
func (s *Sound) IsEmpty() bool {
return s.Stream.Position() == s.Stream.Len()
}
func (sound *Sound) Pause() {
speaker.Lock()
sound.control.Paused = true
speaker.Unlock()
}
func (sound *Sound) IsPaused() bool {
return sound.control.Paused
}
func (sound *Sound) Seek(to time.Duration) {
for to > sound.Length() {
to = to - sound.Length()
}
speaker.Lock()
sound.Stream.Seek(sound.Format.SampleRate.N(to))
speaker.Unlock()
}
func (sound *Sound) SeekPercentage(percentage float32) {
speaker.Lock()
sound.Stream.Seek(int(percentage * float32(sound.Stream.Len())))
speaker.Unlock()
}
func (sound *Sound) Length() time.Duration {
speaker.Lock()
d := sound.Format.SampleRate.D(sound.Stream.Len())
speaker.Unlock()
return d
}
func (sound *Sound) Position() time.Duration {
speaker.Lock()
d := sound.Format.SampleRate.D(sound.Stream.Position())
speaker.Unlock()
return d
}
func (sound *Sound) Destroy() {
sound.Pause()
speaker.Lock()
if stream, ok := sound.Stream.(beep.StreamSeekCloser); ok {
stream.Close()
}
sound.Stream = nil
speaker.Unlock()
}
// func (sound *Sound) TogglePause() {
// if sound.Control.Paused {
// sound.Play()
// } else {
// sound.Pause()
// }
// }
type UISoundType string
var uiSounds = map[UISoundType][]string{}
func init() {
filepath.Walk(LocalRelativePath("assets/sounds/snddev_sine/"), func(path string, info fs.FileInfo, err error) error {
if info.IsDir() {
return nil
}
filename := filepath.Base(path)
ext := filepath.Ext(path)
fnNoExt := ""
ni := strings.LastIndex(filename, "_")
numberedPortion := ""
if ni >= 0 {
numberedPortion = filename[ni+1 : strings.Index(filename, ext)]
fnNoExt = filename[:ni]
}
numbered := false
// Not "sound_type_00.wav", but rather "sound_type.wav"; not numbered
if _, err := strconv.Atoi(numberedPortion); err == nil {
numbered = true
}
if !numbered {
fnNoExt = filename[:strings.Index(filename, ext)]
}
if _, ok := uiSounds[UISoundType(fnNoExt)]; !ok {
uiSounds[UISoundType(fnNoExt)] = []string{}
}
uiSounds[UISoundType(fnNoExt)] = append(uiSounds[UISoundType(fnNoExt)], path)
return nil
})
}
const (
UISoundTypeSelect UISoundType = "select"
UISoundTypeButton UISoundType = "button"
UISoundTypeTap UISoundType = "tap"
UISoundTypeSwipe UISoundType = "swipe"
UISoundTypeType UISoundType = "type"
UISoundTypeToggleOff UISoundType = "toggle_off"
UISoundTypeToggleOn UISoundType = "toggle_on"
UISoundTypeProgress UISoundType = "progress_loop"
UISoundTypeTransitionDown UISoundType = "transition_down"
UISoundTypeTransitionUp UISoundType = "transition_up"
)
func PlayUISound(soundType UISoundType) {
// Don't play sounds when loading projects
if globals.NextProject != nil && globals.NextProject.Loading {
return
}
snd, _ := globals.Resources.Get(uiSounds[soundType][rand.IntN(len(uiSounds[soundType]))]).AsNewSound(true, AudioChannelUI)
if snd != nil {
snd.Play()
}
}