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	f0ef1ecad0
	
	
	
		
			
			This change adds these APIs * (*audio.Context).NewPlayerF32 * (*audio.Context).NewPlayerF32FromBytes * audio.NewInfiniteLoopF32 * audio.NewInfiniteLoopWithIntroF32 * audio.ResampleF32 * mp3.DecodeF32 * vorbis.DecodeF32 * wav.DecodeF32 Closes #2160
		
			
				
	
	
		
			126 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
| // Copyright 2017 The Ebiten Authors
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| //
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| // Licensed under the Apache License, Version 2.0 (the "License");
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| // you may not use this file except in compliance with the License.
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| // You may obtain a copy of the License at
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| //
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| //     http://www.apache.org/licenses/LICENSE-2.0
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| //
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| // Unless required by applicable law or agreed to in writing, software
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| // distributed under the License is distributed on an "AS IS" BASIS,
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| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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| // See the License for the specific language governing permissions and
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| // limitations under the License.
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| 
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| package main
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| 
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| import (
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| 	"bytes"
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| 	"flag"
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| 	"io"
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| 	"log"
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| 
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| 	"github.com/hajimehoshi/ebiten/v2"
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| 	"github.com/hajimehoshi/ebiten/v2/audio"
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| 	"github.com/hajimehoshi/ebiten/v2/audio/wav"
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| 	"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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| 	raudio "github.com/hajimehoshi/ebiten/v2/examples/resources/audio"
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| 	"github.com/hajimehoshi/ebiten/v2/inpututil"
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| )
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| 
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| const (
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| 	screenWidth  = 640
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| 	screenHeight = 480
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| 	sampleRate   = 48000
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| )
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| 
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| var (
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| 	flagBitsPerSample = flag.Int("bits", 16, "bits per sample")
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| )
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| 
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| type Game struct {
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| 	audioContext *audio.Context
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| 	audioPlayer  *audio.Player
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| }
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| 
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| func NewGame() (*Game, error) {
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| 	g := &Game{}
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| 
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| 	var err error
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| 	// Initialize audio context.
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| 	g.audioContext = audio.NewContext(sampleRate)
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| 
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| 	// In this example, embedded resource "Jab_wav" is used.
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| 	//
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| 	// If you want to use a wav file, open this and pass the file stream to wav.Decode.
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| 	// Note that file's Close() should not be closed here
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| 	// since audio.Player manages stream state.
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| 	//
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| 	//     f, err := os.Open("jab.wav")
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| 	//     if err != nil {
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| 	//         return err
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| 	//     }
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| 	//
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| 	//     d, err := wav.DecodeF32(f)
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| 	//     ...
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| 
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| 	// Decode wav-formatted data and retrieve decoded PCM stream.
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| 	var r io.Reader
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| 	switch *flagBitsPerSample {
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| 	case 8:
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| 		r = bytes.NewReader(raudio.Jab8_wav)
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| 	default:
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| 		r = bytes.NewReader(raudio.Jab_wav)
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| 	}
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| 	d, err := wav.DecodeF32(r)
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| 	if err != nil {
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| 		return nil, err
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| 	}
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| 
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| 	// Create an audio.Player that has one stream.
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| 	g.audioPlayer, err = g.audioContext.NewPlayerF32(d)
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| 	if err != nil {
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| 		return nil, err
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| 	}
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| 
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| 	return g, nil
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| }
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| 
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| func (g *Game) Update() error {
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| 	if inpututil.IsKeyJustPressed(ebiten.KeyP) {
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| 		// As audioPlayer has one stream and remembers the playing position,
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| 		// rewinding is needed before playing when reusing audioPlayer.
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| 		if err := g.audioPlayer.Rewind(); err != nil {
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| 			return err
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| 		}
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| 
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| 		g.audioPlayer.Play()
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| 	}
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| 	return nil
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| }
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| 
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| func (g *Game) Draw(screen *ebiten.Image) {
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| 	if g.audioPlayer.IsPlaying() {
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| 		ebitenutil.DebugPrint(screen, "Bump!")
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| 	} else {
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| 		ebitenutil.DebugPrint(screen, "Press P to play the wav")
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| 	}
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| }
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| 
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| func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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| 	return screenWidth, screenHeight
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| }
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| 
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| func main() {
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| 	flag.Parse()
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| 	g, err := NewGame()
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| 	if err != nil {
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| 		log.Fatal(err)
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| 	}
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| 	ebiten.SetWindowSize(screenWidth, screenHeight)
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| 	ebiten.SetWindowTitle("WAV (Ebitengine Demo)")
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| 	if err := ebiten.RunGame(g); err != nil {
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| 		log.Fatal(err)
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| 	}
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| }
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