Documentation ¶
Overview ¶
Package oto offers io.Writer to play sound on multiple platforms.
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Context ¶
type Context struct {
// contains filtered or unexported fields
}
Context is the main object in Oto. It interacts with the audio drivers.
To play sound with Oto, first create a context. Then use the context to create an arbitrary number of players. Then use the players to play sound.
There can only be one context at any time. Closing a context and opening a new one is allowed.
func NewContext ¶
NewContext creates a new context, that creates and holds ready-to-use Player objects.
The sampleRate argument specifies the number of samples that should be played during one second. Usual numbers are 44100 or 48000.
The channelNum argument specifies the number of channels. One channel is mono playback. Two channels are stereo playback. No other values are supported.
The bitDepthInBytes argument specifies the number of bytes per sample per channel. The usual value is 2. Only values 1 and 2 are supported.
The bufferSizeInBytes argument specifies the size of the buffer of the Context. This means, how many bytes can Context remember before actually playing them. Bigger buffer can reduce the number of Player's Write calls, thus reducing CPU time. Smaller buffer enables more precise timing. The longest delay between when samples were written and when they started playing is equal to the size of the buffer.
type Player ¶
type Player struct {
// contains filtered or unexported fields
}
Player is a PCM (pulse-code modulation) audio player. Player implements io.WriteCloser. Use Write method to play samples.
func (*Player) Close ¶
Close closes the Player and frees any resources associated with it. The Player is no longer usable after calling Close.
func (*Player) Write ¶
Write writes PCM samples to the Player.
The format is as follows:
[data] = [sample 1] [sample 2] [sample 3] ... [sample *] = [channel 1] ... [channel *] = [byte 1] [byte 2] ...
Byte ordering is little endian.
The data is first put into the Player's buffer. Once the buffer is full, Player starts playing the data and empties the buffer.
If the supplied data doesn't fit into the Player's buffer, Write block until a sufficient amount of data has been played (or at least started playing) and the remaining unplayed data fits into the buffer.
Note, that the Player won't start playing anything until the buffer is full.