OpenDiablo2/d2core/d2audio/ebiten/ebiten_sound_effect.go

85 lines
1.6 KiB
Go

package ebiten
import (
"io"
"math"
"github.com/hajimehoshi/ebiten/v2/audio"
)
type panStream struct {
io.ReadSeeker
pan float64 // -1: left; 0: center; 1: right
}
const (
bitsPerByte = 8
)
func newPanStreamFromReader(src io.ReadSeeker) *panStream {
return &panStream{
ReadSeeker: src,
pan: 0,
}
}
func (s *panStream) Read(p []byte) (n int, err error) {
n, err = s.ReadSeeker.Read(p)
if err != nil {
return
}
ls := math.Min(s.pan*-1+1, 1)
rs := math.Min(s.pan+1, 1)
for i := 0; i < len(p); i += 4 {
lc := int16(float64(int16(p[i])|int16(p[i+1])<<bitsPerByte) * ls)
rc := int16(float64(int16(p[i+2])|int16(p[i+3])<<bitsPerByte) * rs)
p[i] = byte(lc)
p[i+1] = byte(lc >> bitsPerByte)
p[i+2] = byte(rc)
p[i+3] = byte(rc >> bitsPerByte)
}
return
}
// SoundEffect represents an ebiten implementation of a sound effect
type SoundEffect struct {
player *audio.Player
volumeScale float64
panStream *panStream
}
// SetPan sets the audio pan, left is -1.0, center is 0.0, right is 1.0
func (v *SoundEffect) SetPan(pan float64) {
v.panStream.pan = pan
}
// SetVolume ets the volume
func (v *SoundEffect) SetVolume(volume float64) {
v.player.SetVolume(volume * v.volumeScale)
}
// IsPlaying returns a bool for whether or not the sound is currently playing
func (v *SoundEffect) IsPlaying() bool {
return v.player.IsPlaying()
}
// Play plays the sound effect
func (v *SoundEffect) Play() {
err := v.player.Rewind()
if err != nil {
panic(err)
}
v.player.Play()
}
// Stop stops the sound effect
func (v *SoundEffect) Stop() {
v.player.Pause()
}