apple2-go/audio/ebiten.go

83 lines
1.5 KiB
Go

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()
}