Documentation ¶
Overview ¶
Package audio provides audio players. This can be used with or without ebiten package.
The stream format must be 16-bit little endian and 2 channels.
An audio context has a sample rate you can set and all streams you want to play must have the same sample rate.
An audio context can generate 'players' (instances of audio.Player), and you can play sound by calling Play function of players. When multiple players play, mixing is automatically done. Note that too many players may cause distortion.
Index ¶
- type Context
- type Player
- func (p *Player) Close() error
- func (p *Player) Current() time.Duration
- func (p *Player) IsPlaying() bool
- func (p *Player) Pause() error
- func (p *Player) Play() error
- func (p *Player) Rewind() error
- func (p *Player) Seek(offset time.Duration) error
- func (p *Player) SetVolume(volume float64)
- func (p *Player) Volume() float64
- type ReadSeekCloser
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
}
A Context is a current state of audio.
The typical usage with ebiten package is:
var audioContext *audio.Context func update(screen *ebiten.Image) error { // Update updates the audio stream by 1/60 [sec]. if err := audioContext.Update(); err != nil { return err } // ... } func main() { audioContext, err = audio.NewContext(sampleRate) if err != nil { panic(err) } ebiten.Run(run, update, 320, 240, 2, "Audio test") }
This is 'sync mode' in that game's (logical) time and audio time are synchronized. You can also call Update independently from the game loop as 'async mode'. In this case, audio goes on even when the game stops e.g. by diactivating the screen.
func NewContext ¶
NewContext creates a new audio context with the given sample rate (e.g. 44100).
func (*Context) SampleRate ¶
SampleRate returns the sample rate. All audio source must have the same sample rate.
This function is concurrent-safe.
func (*Context) Update ¶
Update proceeds the inner (logical) time of the context by 1/60 second.
This is expected to be called in the game's updating function (sync mode) or an independent goroutine with timers (async mode). In sync mode, the game logical time syncs the audio logical time and you will find audio stops when the game stops e.g. when the window is deactivated. In async mode, the audio never stops even when the game stops.
type Player ¶
type Player struct {
// contains filtered or unexported fields
}
Player is an audio player which has one stream.
func NewPlayer ¶
func NewPlayer(context *Context, src ReadSeekCloser) (*Player, error)
NewPlayer creates a new player with the given stream.
src's format must be linear PCM (16bits little endian, 2 channel stereo) without a header (e.g. RIFF header). The sample rate must be same as that of the audio context.
Note that the given src can't be shared with other Players.
This function is concurrent-safe.
func NewPlayerFromBytes ¶ added in v1.4.0
NewPlayerFromBytes creates a new player with the given bytes.
As opposed to NewPlayer, you don't have to care if src is already used by another player or not. src can be shared by multiple players.
The format of src should be same as noted at NewPlayer.
This function is concurrent-safe.
func (*Player) Close ¶
Close closes the stream. Ths source stream passed by NewPlayer will also be closed.
When closing, the stream owned by the player will also be closed by calling its Close.
This function is concurrent-safe.
func (*Player) IsPlaying ¶
IsPlaying returns boolean indicating whether the player is playing.
This function is concurrent-safe.
func (*Player) Rewind ¶
Rewind rewinds the current position to the start.
This function is concurrent-safe.
func (*Player) Seek ¶
Seek seeks the position with the given offset.
This function is concurrent-safe.
type ReadSeekCloser ¶
type ReadSeekCloser interface { io.ReadSeeker io.Closer }
ReadSeekCloser is an io.ReadSeeker and io.Closer.