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
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
//! Functions and types relating to audio playback.

use std::fs;
use std::io::Cursor;
use std::path::Path;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex, Weak};
use std::time::Duration;

use rodio::source::{Buffered, Empty};
use rodio::{Decoder, Device, Sample, Source};

use crate::error::{Result, TetraError};
use crate::Context;

pub(crate) struct AudioContext {
    device: Option<Device>,
    master_volume: Arc<Mutex<f32>>,
}

impl AudioContext {
    pub(crate) fn new() -> AudioContext {
        let device = rodio::default_output_device();

        if let Some(active_device) = &device {
            rodio::play_raw(&active_device, Empty::new());
        }

        AudioContext {
            device,
            master_volume: Arc::new(Mutex::new(1.0)),
        }
    }
}

/// Sound data that can be played back.
///
/// Supports WAV, Ogg Vorbis, MP3 and FLAC (in other words, everything that
/// [Rodio](https://github.com/tomaka/rodio) provides support for).
///
/// All of the playback methods on this type return a [`SoundInstance`](./struct.SoundInstance.html) that
/// can be used to control the sound after it has started. If you just want
/// to 'fire and forget' a sound, you can discard it - the sound will
/// continue playing regardless.
///
/// This type acts as a lightweight handle to the associated audio data,
/// and so can be cloned with little overhead.
#[derive(Debug, Clone, PartialEq)]
pub struct Sound {
    data: Arc<[u8]>,
}

impl Sound {
    /// Creates a new sound from the given file.
    ///
    /// # Errors
    ///
    /// If the file path is invalid, a `TetraError::Io` will be returned. Note that the data
    /// is not decoded until playback begins, so this function will not validate
    /// that the data being read is formatted correctly.
    pub fn new<P>(path: P) -> Result<Sound>
    where
        P: AsRef<Path>,
    {
        Ok(Sound {
            data: fs::read(path)?.into(),
        })
    }

    /// Creates a new sound from a slice of binary data, encoded in one of Tetra's supported
    /// file formats.
    ///
    /// This is useful in combination with `include_bytes`, as it allows you to include
    /// your audio data directly in the binary.
    ///
    /// Note that the data is not decoded until playback begins, so this function will not
    /// validate that the data being read is formatted correctly.
    pub fn from_file_data(data: &[u8]) -> Sound {
        Sound { data: data.into() }
    }

    #[deprecated(
        since = "0.2.13",
        note = "Renamed to `from_file_data` to disambiguate from other sound data formats (e.g. PCM)."
    )]
    #[allow(missing_docs)]
    #[inline]
    pub fn from_data(data: &[u8]) -> Sound {
        Sound::from_file_data(data)
    }

    /// Plays the sound.
    ///
    /// # Errors
    ///
    /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned.
    ///
    /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned.
    pub fn play(&self, ctx: &Context) -> Result<SoundInstance> {
        self.start_source(ctx, true, false, 1.0, 1.0)
    }

    /// Plays the sound repeatedly.
    ///
    /// # Errors
    ///
    /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned.
    ///
    /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned.
    pub fn repeat(&self, ctx: &Context) -> Result<SoundInstance> {
        self.start_source(ctx, true, true, 1.0, 1.0)
    }

    /// Spawns a new instance of the sound that is not playing yet.
    ///
    /// # Errors
    ///
    /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned.
    ///
    /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned.
    pub fn spawn(&self, ctx: &Context) -> Result<SoundInstance> {
        self.start_source(ctx, false, false, 1.0, 1.0)
    }

    /// Plays the sound, with the provided settings.
    ///
    /// # Errors
    ///
    /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned.
    ///
    /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned.
    pub fn play_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> {
        self.start_source(ctx, true, false, volume, speed)
    }

    /// Plays the sound repeatedly, with the provided settings.
    ///
    /// # Errors
    ///
    /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned.
    ///
    /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned.
    pub fn repeat_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> {
        self.start_source(ctx, true, true, volume, speed)
    }

    /// Spawns a new instance of the sound that is not playing yet, with the provided settings.
    ///
    /// # Errors
    ///
    /// If there is no active audio device, a `TetraError::NoAudioDevice` will be returned.
    ///
    /// If the sound data could not be decoded, a `TetraError::FailedToDecodeAudio` will be returned.
    pub fn spawn_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> {
        self.start_source(ctx, false, false, volume, speed)
    }

    fn start_source(
        &self,
        ctx: &Context,
        playing: bool,
        repeating: bool,
        volume: f32,
        speed: f32,
    ) -> Result<SoundInstance> {
        let controls = Arc::new(RemoteControls {
            playing: AtomicBool::new(playing),
            repeating: AtomicBool::new(repeating),
            rewind: AtomicBool::new(false),
            volume: Mutex::new(volume),
            speed: Mutex::new(speed),
        });

        let master_volume = { *ctx.audio.master_volume.lock().unwrap() };

        let data = Decoder::new(Cursor::new(Arc::clone(&self.data)))?.buffered();

        let source = TetraSource {
            repeat_source: data.clone(),
            data,

            remote_master_volume: Arc::clone(&ctx.audio.master_volume),
            remote_controls: Arc::downgrade(&Arc::clone(&controls)),
            time_till_update: 220,

            detached: false,
            playing,
            repeating,
            rewind: false,
            master_volume,
            volume,
            speed,
        };

        rodio::play_raw(
            ctx.audio.device.as_ref().ok_or(TetraError::NoAudioDevice)?,
            source.convert_samples(),
        );
        Ok(SoundInstance { controls })
    }
}

#[derive(Debug)]
struct RemoteControls {
    playing: AtomicBool,
    repeating: AtomicBool,
    rewind: AtomicBool,
    volume: Mutex<f32>,
    speed: Mutex<f32>,
}

/// A handle to a single instance of a [`Sound`](./struct.Sound.html).
///
/// The audio thread will poll this for updates every 220 samples (roughly
/// every 5ms at a 44100hz sample rate).
///
/// Note that dropping a `SoundInstance` does not stop playback.
#[derive(Debug, Clone)]
pub struct SoundInstance {
    controls: Arc<RemoteControls>,
}

impl SoundInstance {
    /// Plays the sound if it is stopped, or resumes the sound if it is paused.
    pub fn play(&self) {
        self.controls.playing.store(true, Ordering::SeqCst);
    }

    /// Stops the sound, and rewinds it to the beginning.
    pub fn stop(&self) {
        self.controls.playing.store(false, Ordering::SeqCst);
        self.controls.rewind.store(true, Ordering::SeqCst);
    }

    /// Pauses the sound.
    pub fn pause(&self) {
        self.controls.playing.store(false, Ordering::SeqCst);
    }

    /// Sets the volume of the sound.
    ///
    /// The parameter is used as a multiplier - for example, `1.0` would result in the
    /// sound being played back at its original volume.
    pub fn set_volume(&self, volume: f32) {
        *self.controls.volume.lock().unwrap() = volume;
    }

    /// Sets the speed (and by extension, the pitch) of the sound.
    ///
    /// The parameter is used as a multiplier - for example, `1.0` would result in the
    /// sound being played back at its original speed.
    pub fn set_speed(&self, speed: f32) {
        *self.controls.speed.lock().unwrap() = speed;
    }

    /// Sets whether the sound should repeat or not.
    pub fn set_repeating(&self, repeating: bool) {
        self.controls.repeating.store(repeating, Ordering::SeqCst);
    }

    /// Toggles whether the sound should repeat or not.
    pub fn toggle_repeating(&self) {
        if self.controls.repeating.load(Ordering::SeqCst) {
            self.controls.repeating.store(false, Ordering::SeqCst);
        } else {
            self.controls.repeating.store(true, Ordering::SeqCst);
        }
    }
}

type TetraSourceData = Buffered<Decoder<Cursor<Arc<[u8]>>>>;

struct TetraSource {
    data: TetraSourceData,
    repeat_source: TetraSourceData,

    remote_master_volume: Arc<Mutex<f32>>,
    remote_controls: Weak<RemoteControls>,
    time_till_update: u32,

    detached: bool,
    playing: bool,
    repeating: bool,
    rewind: bool,
    master_volume: f32,
    volume: f32,
    speed: f32,
}

impl Iterator for TetraSource {
    type Item = i16;

    #[inline]
    fn next(&mut self) -> Option<i16> {
        // There's a lot of shenanigans in this method where we try to keep the local state and
        // the remote state in sync. I'm not sure if it'd be a better idea to just load data from the
        // controls every sample or whether that'd be too slow...

        self.time_till_update -= 1;

        if self.time_till_update == 0 {
            self.master_volume = *self.remote_master_volume.lock().unwrap();

            if let Some(controls) = self.remote_controls.upgrade() {
                self.playing = controls.playing.load(Ordering::SeqCst);

                // If we're not playing, we don't really care about updating the rest of the state.
                if self.playing {
                    self.repeating = controls.repeating.load(Ordering::SeqCst);
                    self.rewind = controls.rewind.load(Ordering::SeqCst);
                    self.volume = *controls.volume.lock().unwrap();
                    self.speed = *controls.speed.lock().unwrap();
                }
            } else {
                self.detached = true;
            }

            self.time_till_update = 220;
        }

        if !self.playing {
            return if self.detached { None } else { Some(0) };
        }

        if self.rewind {
            self.data = self.repeat_source.clone();
            self.rewind = false;

            if let Some(controls) = self.remote_controls.upgrade() {
                controls.rewind.store(false, Ordering::SeqCst);
            }
        }

        self.data
            .next()
            .or_else(|| {
                if self.repeating {
                    self.data = self.repeat_source.clone();
                    self.data.next()
                } else {
                    None
                }
            })
            .map(|v| v.amplify(self.volume).amplify(self.master_volume))
            .or_else(|| {
                if self.detached {
                    None
                } else {
                    // Report that the sound has finished.
                    if !self.rewind {
                        self.playing = false;
                        self.rewind = true;

                        if let Some(controls) = self.remote_controls.upgrade() {
                            controls.playing.store(false, Ordering::SeqCst);
                            controls.rewind.store(true, Ordering::SeqCst);
                        }
                    }

                    Some(0)
                }
            })
    }

    #[inline]
    fn size_hint(&self) -> (usize, Option<usize>) {
        (0, None)
    }
}

impl Source for TetraSource {
    #[inline]
    fn current_frame_len(&self) -> Option<usize> {
        match self.data.current_frame_len() {
            Some(0) => self.repeat_source.current_frame_len(),
            a => a,
        }
    }

    #[inline]
    fn channels(&self) -> u16 {
        match self.data.current_frame_len() {
            Some(0) => self.repeat_source.channels(),
            _ => self.data.channels(),
        }
    }

    #[inline]
    fn sample_rate(&self) -> u32 {
        match self.data.current_frame_len() {
            Some(0) => (self.repeat_source.sample_rate() as f32 * self.speed) as u32,
            _ => (self.data.sample_rate() as f32 * self.speed) as u32,
        }
    }

    #[inline]
    fn total_duration(&self) -> Option<Duration> {
        None
    }
}

/// Sets the master volume for the game.
///
/// The parameter is used as a multiplier - for example, `1.0` would result in
/// sounds being played back at their original volume.
pub fn set_master_volume(ctx: &mut Context, volume: f32) {
    *ctx.audio.master_volume.lock().unwrap() = volume;
}

/// Gets the master volume for the game.
pub fn get_master_volume(ctx: &mut Context) -> f32 {
    *ctx.audio.master_volume.lock().unwrap()
}