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OpenDiablo2/d2audio/audio_provider.go

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package d2audio
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import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2asset"
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"github.com/hajimehoshi/ebiten/audio"
"github.com/hajimehoshi/ebiten/audio/wav"
)
// Manager provides sound
type Manager struct {
audioContext *audio.Context // The Audio context
bgmAudio *audio.Player // The audio player
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lastBgm string
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sfxVolume float64
bgmVolume float64
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}
// CreateManager creates a sound provider
func CreateManager() *Manager {
result := &Manager{}
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audioContext, err := audio.NewContext(44100)
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if err != nil {
log.Fatal(err)
}
result.audioContext = audioContext
return result
}
// PlayBGM plays an infinitely looping background track
func (v *Manager) PlayBGM(song string) {
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if v.lastBgm == song {
return
}
v.lastBgm = song
if song == "" && v.bgmAudio != nil && v.bgmAudio.IsPlaying() {
_ = v.bgmAudio.Pause()
return
}
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go func() {
if v.bgmAudio != nil {
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err := v.bgmAudio.Close()
if err != nil {
log.Panic(err)
}
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}
audioData, err := d2asset.LoadFile(song)
if err != nil {
panic(err)
}
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d, err := wav.Decode(v.audioContext, audio.BytesReadSeekCloser(audioData))
if err != nil {
log.Fatal(err)
}
s := audio.NewInfiniteLoop(d, d.Length())
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v.bgmAudio, err = audio.NewPlayer(v.audioContext, s)
if err != nil {
log.Fatal(err)
}
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v.bgmAudio.SetVolume(v.bgmVolume)
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// Play the infinite-length stream. This never ends.
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err = v.bgmAudio.Rewind()
if err != nil {
panic(err)
}
err = v.bgmAudio.Play()
if err != nil {
panic(err)
}
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}()
}
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func (v *Manager) LoadSoundEffect(sfx string) *SoundEffect {
result := CreateSoundEffect(sfx, v.audioContext, v.sfxVolume)
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return result
}
func (v *Manager) SetVolumes(bgmVolume, sfxVolume float64) {
v.sfxVolume = sfxVolume
v.bgmVolume = bgmVolume
}