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//! Functions and types relating to audio playback. 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 as RodioDevice, Sample, Source}; use crate::error::{Result, TetraError}; use crate::fs; use crate::Context; /// Sound data that can be played back. /// /// 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. /// /// # Supported Formats /// /// Various file formats are supported, and can be enabled or disabled via Cargo features: /// /// | Format | Cargo feature | Enabled by default? | /// |-|-|-| /// | WAV | `audio_wav` | Yes | /// | OGG Vorbis | `audio_vorbis | Yes | /// | FLAC | `audio_flac` | Yes | /// | MP3 | `audio_mp3` | Yes | /// /// # Performance /// /// Creating a `Sound` is a fairly cheap operation, as the data is not decoded until playback begins. /// /// Cloning a `Sound` is a very cheap operation, as the underlying data is shared between the /// original instance and the clone via [reference-counting](https://doc.rust-lang.org/std/rc/struct.Rc.html). /// /// # Examples /// /// The [`audio`](https://github.com/17cupsofcoffee/tetra/blob/main/examples/audio.rs) /// example demonstrates how to play several different kinds of sound. #[derive(Debug, Clone, PartialEq)] pub struct Sound { pub(crate) data: Arc<[u8]>, } impl Sound { /// Creates a new sound from the given file. /// /// Note that the data is not decoded until playback begins, so this function will not /// validate that the data being read is formatted correctly. /// /// # Errors /// /// * `TetraError::FailedToLoadAsset` will be returned if the file could not be loaded. 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() } } /// Plays the sound. /// /// # Errors /// /// * `TetraError::NoAudioDevice` will be returned if no audio device is active. /// * `TetraError::InvalidSound` will be returned if the sound data could not be decoded. pub fn play(&self, ctx: &Context) -> Result<SoundInstance> { ctx.audio .play_sound(Arc::clone(&self.data), true, false, 1.0, 1.0) .map(|controls| SoundInstance { controls }) } /// Plays the sound repeatedly. /// /// # Errors /// /// * `TetraError::NoAudioDevice` will be returned if no audio device is active. /// * `TetraError::InvalidSound` will be returned if the sound data could not be decoded. pub fn repeat(&self, ctx: &Context) -> Result<SoundInstance> { ctx.audio .play_sound(Arc::clone(&self.data), true, true, 1.0, 1.0) .map(|controls| SoundInstance { controls }) } /// Spawns a new instance of the sound that is not playing yet. /// /// # Errors /// /// * `TetraError::NoAudioDevice` will be returned if no audio device is active. /// * `TetraError::InvalidSound` will be returned if the sound data could not be decoded. pub fn spawn(&self, ctx: &Context) -> Result<SoundInstance> { ctx.audio .play_sound(Arc::clone(&self.data), false, false, 1.0, 1.0) .map(|controls| SoundInstance { controls }) } /// Plays the sound, with the provided settings. /// /// # Errors /// /// * `TetraError::NoAudioDevice` will be returned if no audio device is active. /// * `TetraError::InvalidSound` will be returned if the sound data could not be decoded. pub fn play_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> { ctx.audio .play_sound(Arc::clone(&self.data), true, false, volume, speed) .map(|controls| SoundInstance { controls }) } /// Plays the sound repeatedly, with the provided settings. /// /// # Errors /// /// * `TetraError::NoAudioDevice` will be returned if no audio device is active. /// * `TetraError::InvalidSound` will be returned if the sound data could not be decoded. pub fn repeat_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> { ctx.audio .play_sound(Arc::clone(&self.data), true, true, volume, speed) .map(|controls| SoundInstance { controls }) } /// Spawns a new instance of the sound that is not playing yet, with the provided settings. /// /// # Errors /// /// * `TetraError::NoAudioDevice` will be returned if no audio device is active. /// * `TetraError::InvalidSound` will be returned if the sound data could not be decoded. pub fn spawn_with(&self, ctx: &Context, volume: f32, speed: f32) -> Result<SoundInstance> { ctx.audio .play_sound(Arc::clone(&self.data), false, false, volume, speed) .map(|controls| SoundInstance { controls }) } } /// 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). /// /// Cloning a `SoundInstance` will create a new handle to the same instance, /// rather than creating a new instance. /// /// Note that dropping a `SoundInstance` does not stop playback. #[derive(Debug, Clone)] pub struct SoundInstance { controls: Arc<AudioControls>, } impl SoundInstance { /// Plays the sound if it is stopped, or resumes the sound if it is paused. pub fn play(&self) { self.set_state(SoundState::Playing) } /// Stops the sound. If playback is resumed, it will start over from the /// beginning. pub fn stop(&self) { self.set_state(SoundState::Stopped); } /// Pauses the sound. If playback is resumed, it will continue /// from the point where it was paused. pub fn pause(&self) { self.set_state(SoundState::Paused); } /// Returns the current state of playback. pub fn state(&self) -> SoundState { self.controls.state() } /// Sets the current state of playback. /// /// In most cases, using the `play`, `stop` and `pause` methods is easier than explicitly /// setting a state, but this may be useful when, for example, defining transitions from /// one state to another. pub fn set_state(&self, state: SoundState) { self.controls.set_state(state) } /// 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.set_volume(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.set_speed(speed); } /// Sets whether the sound should repeat or not. pub fn set_repeating(&self, repeating: bool) { self.controls.set_repeating(repeating); } /// Toggles whether the sound should repeat or not. pub fn toggle_repeating(&self) { self.controls.set_repeating(!self.controls.repeating()); } } /// The states that playback of a `SoundInstance` can be in. #[derive(Copy, Clone, Debug, PartialEq)] pub enum SoundState { /// The sound is currently playing. /// /// If a `SoundInstance` is created via `Sound::play`, `Sound::play_with`, /// `Sound::repeat` or `Sound::repeat_with`, it will be in this state /// initially. Playing, /// The sound is paused. If playback is resumed, it will continue /// from the point where it was paused. /// /// If a `SoundInstance` is created via `Sound::spawn` or `Sound::spawn_with`, /// it will be in this state initially. Paused, /// The sound has stopped, either manually or as a result of it reaching /// the end of the audio data. If playback is resumed, it will start /// over from the beginning of the sound. /// /// This state will never occur while a `SoundInstance` is set /// to be `repeating`. Stopped, } /// 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.set_master_volume(volume); } /// Gets the master volume for the game. pub fn get_master_volume(ctx: &mut Context) -> f32 { ctx.audio.master_volume() } #[derive(Debug)] struct AudioControls { playing: AtomicBool, repeating: AtomicBool, rewind: AtomicBool, volume: Mutex<f32>, speed: Mutex<f32>, } impl AudioControls { fn set_volume(&self, volume: f32) { *self.volume.lock().unwrap() = volume; } fn state(&self) -> SoundState { if self.playing.load(Ordering::SeqCst) { SoundState::Playing } else if self.rewind.load(Ordering::SeqCst) { SoundState::Stopped } else { SoundState::Paused } } fn set_state(&self, state: SoundState) { match state { SoundState::Playing => { self.playing.store(true, Ordering::SeqCst); } SoundState::Paused => { self.playing.store(false, Ordering::SeqCst); } SoundState::Stopped => { self.playing.store(false, Ordering::SeqCst); self.rewind.store(true, Ordering::SeqCst); } } } fn set_speed(&self, speed: f32) { *self.speed.lock().unwrap() = speed; } fn repeating(&self) -> bool { self.repeating.load(Ordering::SeqCst) } fn set_repeating(&self, repeating: bool) { self.repeating.store(repeating, Ordering::SeqCst); } } pub(crate) struct AudioDevice { device: Option<RodioDevice>, master_volume: Arc<Mutex<f32>>, } impl AudioDevice { pub(crate) fn new() -> AudioDevice { let device = rodio::default_output_device(); if let Some(active_device) = &device { rodio::play_raw(&active_device, Empty::new()); } AudioDevice { device, master_volume: Arc::new(Mutex::new(1.0)), } } fn master_volume(&self) -> f32 { *self.master_volume.lock().unwrap() } fn set_master_volume(&self, volume: f32) { *self.master_volume.lock().unwrap() = volume; } fn play_sound( &self, data: Arc<[u8]>, playing: bool, repeating: bool, volume: f32, speed: f32, ) -> Result<Arc<AudioControls>> { let controls = Arc::new(AudioControls { playing: AtomicBool::new(playing), repeating: AtomicBool::new(repeating), rewind: AtomicBool::new(false), volume: Mutex::new(volume), speed: Mutex::new(speed), }); let master_volume = { *self.master_volume.lock().unwrap() }; let data = Decoder::new(Cursor::new(data)) .map_err(TetraError::InvalidSound)? .buffered(); let source = TetraSource { repeat_source: data.clone(), data, remote_master_volume: Arc::clone(&self.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( self.device.as_ref().ok_or(TetraError::NoAudioDevice)?, source.convert_samples(), ); Ok(controls) } } type TetraSourceData = Buffered<Decoder<Cursor<Arc<[u8]>>>>; struct TetraSource { data: TetraSourceData, repeat_source: TetraSourceData, remote_master_volume: Arc<Mutex<f32>>, remote_controls: Weak<AudioControls>, 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 } }