package audio import ( "errors" "github.com/freewilll/apple2/system" ebiten_audio "github.com/hajimehoshi/ebiten/audio" ) var ( audioContext *ebiten_audio.Context player *ebiten_audio.Player firstAudio bool Mute bool ClickWhenDriveHeadMoves bool ) type stream struct{} func (s *stream) Read(data []byte) (int, error) { dataLen := len(data) if firstAudio { // The first time, drain the audio queue firstAudio = false for i := 0; i < len(system.AudioChannel); i++ { <-system.AudioChannel } return dataLen, nil } if dataLen%4 != 0 { return 0, errors.New("dataLen % 4 must be 0") } if Mute { return dataLen, nil } samples := dataLen / 4 for i := 0; i < dataLen; i++ { data[i] = 0 } for i := 0; i < samples; i++ { b := <-system.AudioChannel data[4*i] = byte(b) data[4*i+1] = byte(b >> 8) data[4*i+2] = byte(b) data[4*i+3] = byte(b >> 8) } return dataLen, nil } func (s *stream) Close() error { return nil } func InitEbiten() { firstAudio = true Mute = false ClickWhenDriveHeadMoves = false var err error audioContext, err = ebiten_audio.NewContext(system.AudioSampleRate) if err != nil { panic(err) } // Pass the (infinite) stream to audio.NewPlayer. // After calling Play, the stream never ends as long as the player object lives. // var err error player, err = ebiten_audio.NewPlayer(audioContext, &stream{}) if err != nil { panic(err) } player.Play() }