doodle/pkg/sound/sound_sdl.go

165 lines
3.9 KiB
Go

//go:build !js && !wasm
// +build !js,!wasm
package sound
import (
"errors"
"os"
"path/filepath"
"strings"
"sync"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/go/audio"
"git.kirsle.net/go/audio/sdl"
"github.com/veandco/go-sdl2/mix"
)
// SDL engine globals.
var (
engine *sdl.Engine
// Cache of loaded music and sound effects.
music = map[string]*sdl.Track{}
sounds = map[string]*sdl.Track{}
mu sync.RWMutex
// Supported file extensions, in preference order.
SupportedSoundExtensions = []string{
".wav",
".ogg",
".mp3",
}
)
// Initialize SDL2 Audio at startup.
func init() {
eng, err := sdl.New(mix.INIT_MP3 | mix.INIT_OGG)
if err != nil {
log.Error("sound.init(): error initializing SDL2 audio: %s", err)
return
}
err = eng.Setup()
if err != nil {
log.Error("sound.init(): error setting up SDL2 audio: %s", err)
return
}
engine = eng
Enabled = true
}
// LoadMusic loads filename from the MusicRoot into the global music cache.
// If the music is already loaded, does nothing.
func LoadMusic(filename string) audio.Playable {
if engine == nil || !Enabled {
return nil
}
// Check if the music is already loaded.
mu.RLock()
mus, ok := music[filename]
mu.RUnlock()
if ok {
return mus
}
// Load the music in.
track, err := engine.LoadMusic(filepath.Join(MusicRoot, filename))
if err != nil {
log.Error("sound.LoadMusic: failed to load file %s: %s", filename, err)
return nil
}
mu.Lock()
music[filename] = &track
mu.Unlock()
return &track
}
// LoadSound loads filename from the SoundRoot into the global SFX cache.
// If the sound is already loaded, does nothing.
func LoadSound(filename string) audio.Playable {
if engine == nil || !Enabled {
return nil
}
// Check if the music is already loaded.
mu.RLock()
sfx, ok := sounds[filename]
mu.RUnlock()
if ok {
return sfx
}
// Resolve the filepath on disk to this sound.
fullpath, err := ResolveFilename(filename)
if err != nil {
log.Error("Loading sound: %s: %s", filename, err)
return nil
}
// Load the sound in.
log.Info("Loading sound: %s", filename)
track, err := engine.LoadSound(fullpath)
if err != nil {
log.Error("sound.LoadSound: failed to load file %s: %s", filename, err)
return nil
}
mu.Lock()
sounds[filename] = &track
mu.Unlock()
return &track
}
// PlaySound plays the named sound. It will de-duplicate if the same sound is already playing.
func PlaySound(filename string) {
log.Debug("Play sound: %s", filename)
sound := LoadSound(filename)
if sound != nil && !sound.Playing() {
sound.Play(1)
}
}
// ResolveFilename resolves the filename to a sound file on disk.
//
// Ogg has been found more reliable than MP3 for cross-platform distribution. A doodad might
// request a "sound.mp3" but the filename on disk is actually "sound.ogg" and this function
// will return the latter, if "sound.mp3" does not exist.
//
// If the exact filename does exist, it is returned; otherwise a preference order of
// WAV > OGG > MP3 will be tried and returned if those versions exist.
//
// Returns the full path on disk (e.g. "rtp/sfx/sound.ogg")
func ResolveFilename(filename string) (string, error) {
// Does the exact file exist?
if _, err := os.Stat(filepath.Join(SoundRoot, filename)); !os.IsNotExist(err) {
return filepath.Join(SoundRoot, filename), nil
}
// If the filename ends with a supported extension, trim it to the basename.
var basename = filename
for _, ext := range SupportedSoundExtensions {
if filepath.Ext(filename) == ext {
basename = strings.TrimSuffix(filename, ext)
}
}
// Try the basename + suffixes.
for _, ext := range SupportedSoundExtensions {
check := filepath.Join(SoundRoot, basename+ext)
if _, err := os.Stat(check); !os.IsNotExist(err) {
log.Info("Sound(%s): resolved to nearest match %s", filename, check)
return check, nil
}
}
// No luck.
return "", errors.New("no suitable sound file found")
}