1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
//! Audio playback library.
//!
//! The main concept of this library is the [`Source`] trait, which
//! represents a sound (streaming or not). In order to play a sound, there are three steps:
//!
//! - Create an object that represents the streaming sound. It can be a sine wave, a buffer, a
//!   [`decoder`], etc. or even your own type that implements the [`Source`] trait.
//! - Get an output stream handle to a physical device. For example, get a stream to the system's
//!   default sound device with [`OutputStream::try_default()`]
//! - Call [`.play_raw(source)`](OutputStreamHandle::play_raw) on the output stream handle.
//!
//! The [`play_raw`](OutputStreamHandle::play_raw) function expects the source to produce [`f32`]s,
//! which may not be the case. If you get a compilation error, try calling
//! [`.convert_samples()`](Source::convert_samples) on the source to fix it.
//!
//! For example, here is how you would play an audio file:
//!
//! ```no_run
//! use std::fs::File;
//! use std::io::BufReader;
//! use rodio::{Decoder, OutputStream, source::Source};
//!
//! // Get a output stream handle to the default physical sound device
//! let (_stream, stream_handle) = OutputStream::try_default().unwrap();
//! // Load a sound from a file, using a path relative to Cargo.toml
//! let file = BufReader::new(File::open("examples/music.ogg").unwrap());
//! // Decode that sound file into a source
//! let source = Decoder::new(file).unwrap();
//! // Play the sound directly on the device
//! stream_handle.play_raw(source.convert_samples());
//!
//! // The sound plays in a separate audio thread,
//! // so we need to keep the main thread alive while it's playing.
//! std::thread::sleep(std::time::Duration::from_secs(5));
//! ```
//!
//! ## Sink
//!
//! In order to make it easier to control the playback, the rodio library also provides a type
//! named [`Sink`] which represents an audio track.
//!
//! Instead of playing the sound with [`play_raw`](OutputStreamHandle::play_raw), you can add it to
//! a [`Sink`] instead.
//!
//! - Get a [`Sink`] to the output stream, and [`.append()`](Sink::append) your sound to it.
//!
//! ```no_run
//! use std::fs::File;
//! use std::io::BufReader;
//! use std::time::Duration;
//! use rodio::{Decoder, OutputStream, Sink};
//! use rodio::source::{SineWave, Source};
//!
//! let (_stream, stream_handle) = OutputStream::try_default().unwrap();
//! let sink = Sink::try_new(&stream_handle).unwrap();
//!
//! // Add a dummy source of the sake of the example.
//! let source = SineWave::new(440.0).take_duration(Duration::from_secs_f32(0.25)).amplify(0.20);
//! sink.append(source);
//!
//! // The sound plays in a separate thread. This call will block the current thread until the sink
//! // has finished playing all its queued sounds.
//! sink.sleep_until_end();
//! ```
//!
//! The [`append`](Sink::append) method will add the sound at the end of the
//! sink. It will be played when all the previous sounds have been played. If you want multiple
//! sounds to play simultaneously, you should create multiple [`Sink`]s.
//!
//! The [`Sink`] type also provides utilities such as playing/pausing or controlling the volume.
//!
//! ## Filters
//!
//! The [`Source`] trait provides various filters, similar to the standard [`Iterator`] trait.
//!
//! Example:
//!
//! ```
//! use rodio::Source;
//! use std::time::Duration;
//!
//! // Repeats the first five seconds of the sound forever.
//! # let source = rodio::source::SineWave::new(440.0);
//! let source = source.take_duration(Duration::from_secs(5)).repeat_infinite();
//! ```
//!
//! ## Alternative Decoder Backends
//!
//! [Symphonia](https://github.com/pdeljanov/Symphonia) is an alternative decoder library that can be used in place
//! of many of the default backends.
//! Currently, the main benefit is that Symphonia is the only backend that supports M4A and AAC,
//! but it may be used to implement additional optional functionality in the future.
//!
//! To use, enable either the `symphonia-all` feature to enable all Symphonia codecs
//! or enable specific codecs using one of the `symphonia-{codec name}` features.
//! If you enable one or more of the Symphonia codecs, you may want to set `default-features = false` in order
//! to avoid adding extra crates to your binary.
//! See the [available feature flags](https://docs.rs/crate/rodio/latest/features) for all options.
//!
//! ## How it works under the hood
//!
//! Rodio spawns a background thread that is dedicated to reading from the sources and sending
//! the output to the device. Whenever you give up ownership of a [`Source`] in order to play it,
//! it is sent to this background thread where it will be read by rodio.
//!
//! All the sounds are mixed together by rodio before being sent to the operating system or the
//! hardware. Therefore there is no restriction on the number of sounds that play simultaneously or
//! the number of sinks that can be created (except for the fact that creating too many will slow
//! down your program).
//!
#![cfg_attr(test, deny(missing_docs))]
pub use cpal::{
    self, traits::DeviceTrait, Device, Devices, DevicesError, InputDevices, OutputDevices,
    SupportedStreamConfig,
};

mod conversions;
mod sink;
mod spatial_sink;
mod stream;

pub mod buffer;
pub mod decoder;
pub mod dynamic_mixer;
pub mod queue;
pub mod source;
pub mod static_buffer;

pub use crate::conversions::Sample;
pub use crate::decoder::Decoder;
pub use crate::sink::Sink;
pub use crate::source::Source;
pub use crate::spatial_sink::SpatialSink;
pub use crate::stream::{OutputStream, OutputStreamHandle, PlayError, StreamError};