Add .Playing() function to Track interface
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@ -36,6 +36,7 @@ type Engine interface {
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// Playable is a music or sound effect object that can be played and managed.
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// Playable is a music or sound effect object that can be played and managed.
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type Playable interface {
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type Playable interface {
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Play(loops int) error
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Play(loops int) error
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Playing() bool
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Pause() error
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Pause() error
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Stop() error
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Stop() error
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30
sdl/currently_playing.go
Normal file
30
sdl/currently_playing.go
Normal file
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@ -0,0 +1,30 @@
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package sdl
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import "errors"
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// setPlaying associates a channel no. to the Track playing.
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func (e *Engine) setPlaying(channel int, t *Track) {
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e.channelMu.Lock()
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defer e.channelMu.Unlock()
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e.channelsPlaying[channel] = t
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}
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// unsetPlaying associates a channel no. to the Track playing.
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func (e *Engine) unsetPlaying(channel int) error {
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e.channelMu.Lock()
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defer e.channelMu.Unlock()
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if track, ok := e.channelsPlaying[channel]; ok {
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track.channel = -1
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delete(e.channelsPlaying, channel)
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return nil
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}
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return errors.New("didn't even know channel %d was playing a sound")
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}
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// isPlaying checks if a sound effect is playing on a channel.
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func (e *Engine) isPlaying(channel int) bool {
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e.channelMu.RLock()
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defer e.channelMu.RUnlock()
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_, ok := e.channelsPlaying[channel]
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return ok
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}
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13
sdl/music.go
13
sdl/music.go
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@ -9,6 +9,8 @@ import (
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type Track struct {
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type Track struct {
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isMusic bool // false = is sound effect
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isMusic bool // false = is sound effect
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engine *Engine
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// If isMusic
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// If isMusic
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mus *mix.Music
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mus *mix.Music
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@ -46,6 +48,7 @@ func (e *Engine) LoadSound(filename string) (Track, error) {
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wav, err := mix.LoadWAV(filename)
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wav, err := mix.LoadWAV(filename)
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return Track{
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return Track{
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isMusic: false,
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isMusic: false,
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engine: e,
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wav: wav,
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wav: wav,
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channel: -1,
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channel: -1,
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}, err
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}, err
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@ -62,6 +65,7 @@ func (e *Engine) LoadSoundBin(data []byte) (Track, error) {
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wav, err := mix.LoadWAVRW(rw, false)
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wav, err := mix.LoadWAVRW(rw, false)
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return Track{
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return Track{
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isMusic: false,
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isMusic: false,
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engine: e,
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wav: wav,
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wav: wav,
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channel: -1,
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channel: -1,
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}, err
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}, err
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@ -93,9 +97,18 @@ func (t *Track) Play(loops int) error {
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}
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}
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channel, err := t.wav.Play(-1, loops)
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channel, err := t.wav.Play(-1, loops)
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t.channel = channel
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t.channel = channel
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t.engine.setPlaying(channel, t)
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return err
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return err
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}
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}
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// Playing tells if this sound is already playing.
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func (t *Track) Playing() bool {
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if t.isMusic {
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return mix.PlayingMusic()
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}
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return t.channel >= 0 && t.engine.isPlaying(t.channel)
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}
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// Pause the track.
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// Pause the track.
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func (t Track) Pause() error {
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func (t Track) Pause() error {
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if t.isMusic {
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if t.isMusic {
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28
sdl/sdl.go
28
sdl/sdl.go
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@ -1,24 +1,35 @@
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// Package sdl implements an audio engine using libSDL2.
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// Package sdl implements an audio engine using libSDL2.
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package sdl
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package sdl
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import "github.com/veandco/go-sdl2/mix"
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import (
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"sync"
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"github.com/veandco/go-sdl2/mix"
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)
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// Engine is the SDL2 audio engine.
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// Engine is the SDL2 audio engine.
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type Engine struct {
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type Engine struct {
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initFlags int
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initFlags int
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// Keep track of which SDL channel numbers are ACTUALLY playing sound
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// effects right now, and watch for when the channels are finished.
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channelMu sync.RWMutex
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channelsPlaying map[int]*Track
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}
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}
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// New initializes an SDL2 Mixer for the audio engine.
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// New initializes an SDL2 Mixer for the audio engine.
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//
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//
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// Pass the SDL2 Mixer flags for its initialization. The flags are an OR'd
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// Pass the SDL2 Mixer flags for its initialization. The flags are an OR'd
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// value made up of:
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// value made up of:
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// mix.INIT_MP3
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//
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// mix.INIT_OGG
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// mix.INIT_MP3
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// mix.INIT_FLAC
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// mix.INIT_OGG
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// mix.INIT_MOD
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// mix.INIT_FLAC
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// mix.INIT_MOD
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func New(flags int) (*Engine, error) {
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func New(flags int) (*Engine, error) {
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return &Engine{
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return &Engine{
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initFlags: flags,
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initFlags: flags,
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channelsPlaying: map[int]*Track{},
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}, nil
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}, nil
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}
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}
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@ -29,6 +40,11 @@ func (e *Engine) Setup() error {
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return err
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return err
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}
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}
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// Subscribe to sound effect channels finishing.
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mix.ChannelFinished(func(channel int) {
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_ = e.unsetPlaying(channel)
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})
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// Open the audio mixer.
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// Open the audio mixer.
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// the '2' is stereo (two channels), '1' would be mono.
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// the '2' is stereo (two channels), '1' would be mono.
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// 4096 is the chunk size.
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// 4096 is the chunk size.
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