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use crate::*; use rodio::{decoder::Decoder, source::Source, Sink}; use std::{io::Cursor, sync::Arc, time::Duration}; const QUICK_FADE_DURATION_SECONDS: f32 = 0.2; /// Handles playback of a [`Clip`] with support for pausing, resuming, volume adjustment. /// /// Instances can be built using a [`ClipPlayerBuilder`]. /// /// # Example /// /// ```no_run /// # use riddle_audio::*; doctest::simple(|audio_system| { /// let bytes = include_bytes!("../../example_assets/boop.wav"); /// let clip = Clip::load(&bytes[..], ClipFormat::Wav)?; /// /// // Play the clip /// let mut player = ClipPlayerBuilder::new(&audio_system).play(&clip)?; /// player.set_volume(0.5); /// # Ok(player) }); /// ``` pub struct ClipPlayer { audio: AudioSystemHandle, clip: Clip, sink: Option<Arc<Sink>>, volume: f32, } impl ClipPlayer { pub(crate) fn new(audio: &AudioSystem, clip: &Clip, volume: f32) -> Self { Self { audio: audio.clone_handle(), clip: clip.clone(), sink: None, volume, } } fn play(&mut self, mode: PlayMode, paused: bool) -> Result<()> { let sink: Arc<Sink> = Sink::try_new(&self.audio.stream_handle) .map_err(|_| AudioError::PlayError { cause: "Error making rodio Sink", })? .into(); if paused { sink.pause(); sink.set_volume(0.0); } else { sink.set_volume(self.volume); } let source = Decoder::new(Cursor::new(self.clip.data.clone())) .map_err(|_| AudioError::ClipDecodeError)?; match mode { PlayMode::OneShot => sink.append(source), PlayMode::Loop => sink.append(source.repeat_infinite()), } self.sink = Some(sink); Ok(()) } /// Fade the volume from the current volume to the targat volume over time. /// /// Once the volume has been changed the nominal volume will be immediately set to the new /// goal volume, as that is the volume that the player will be set to if it gets paused /// and resumed. /// /// The observed volume will change over time as the `AudioSubsystem` progresses the fade. /// /// If another volume fade is started while one is in progress the existing one is replaced /// by the new one, starting from whatever the current volume is. /// /// Since [`ClipPlayer::set_volume`], [`ClipPlayer::stop`], [`ClipPlayer::pause`] /// and [`ClipPlayer::resume`] calls also trigger a fade to avoid popping, /// calling any of those methods will also replace any current fade. /// /// # Example /// /// ```no_run /// # use riddle_audio::*; doctest::simple(|audio_system| { /// # let bytes = include_bytes!("../../example_assets/boop.wav"); /// # let clip = Clip::load(&bytes[..], ClipFormat::Wav)?; /// // The player starts with all volumes at 1.0 /// let mut player = ClipPlayerBuilder::new(&audio_system).play(&clip)?; /// assert_eq!(1.0, player.get_nominal_volume()); /// assert_eq!(1.0, player.get_observed_volume()); /// /// // The nominal volume changes immediately, the observed volume hasn't changed /// player.fade_volume(0.0, std::time::Duration::from_secs(1)); /// assert_eq!(0.0, player.get_nominal_volume()); /// assert_eq!(1.0, player.get_observed_volume()); /// /// // A few seconds later /// # doctest::pump_for_secs(audio_system, 2); /// // The fade has completed and the nominal and observed volumes agree again /// assert_eq!(0.0, player.get_nominal_volume()); /// assert_eq!(0.0, player.get_observed_volume()); /// # Ok(player) }); /// ``` pub fn fade_volume(&mut self, volume: f32, duration: Duration) { self.volume = volume; self.fade_volume_with_type(self.volume, duration, FadeType::AlterVolume); } /// Set the volume of playback immediately. /// /// This performs a very quick fade to the destination volume, to avoid popping /// audio artefacts. /// /// See the example in [`ClipPlayer::fade_volume`] for more details of how volume /// changes over time. pub fn set_volume(&mut self, volume: f32) { self.fade_volume(volume, Duration::from_secs_f32(QUICK_FADE_DURATION_SECONDS)) } /// Get the nominal volume of the player, which may not match the volume the player is currently /// playing at this second. /// /// This is the volume last set via [`ClipPlayer::set_volume`] or [`ClipPlayer::fade_volume`]. /// This is the volume the player will be at if it is paused and resumed. /// /// See the example in [`ClipPlayer::fade_volume`] for more details of how volume /// changes over time. pub fn get_nominal_volume(&self) -> f32 { self.volume } /// Get the observed volume of the player, which is always equal to exactly the volume of playback. /// /// This is the volume of playback at this moment in time, which could be either equal to the /// nominal volume, or another volume if there is a fade running or if the player has been /// paused (which causes an observed fade to 0 volume). /// /// See the example in [`ClipPlayer::fade_volume`] for more details of how volume /// changes over time. pub fn get_observed_volume(&self) -> f32 { self.sink .as_ref() .map(|sink| sink.volume()) .unwrap_or(self.volume) } /// Pauses playback of the clip. /// /// This performs a very quick fade to zero volume, to avoid popping /// audio artefacts, and then pauses playback. /// /// The nominal volume of the player won't change, but the observed volume will drop to zero. /// /// # Example /// /// ```no_run /// # use riddle_audio::*; doctest::simple(|audio_system| { /// # let bytes = include_bytes!("../../example_assets/boop.wav"); /// # let clip = Clip::load(&bytes[..], ClipFormat::Wav)?; /// // The player starts with all volumes at 1.0 /// let mut player = ClipPlayerBuilder::new(&audio_system).play(&clip)?; /// assert_eq!(1.0, player.get_nominal_volume()); /// assert_eq!(1.0, player.get_observed_volume()); /// /// // Pausing doesn't change the nominal volume /// player.pause(); /// assert_eq!(1.0, player.get_nominal_volume()); /// assert_eq!(1.0, player.get_observed_volume()); /// /// // A short moment later /// # doctest::pump_for_secs(audio_system, 1); /// // The pause has completed and the observed volume is now 0.0 /// assert_eq!(1.0, player.get_nominal_volume()); /// assert_eq!(0.0, player.get_observed_volume()); /// # Ok(player) }); /// ``` pub fn pause(&mut self) { self.fade_volume_with_type( 0.0, Duration::from_secs_f32(QUICK_FADE_DURATION_SECONDS), FadeType::Pause, ); } // Resumes playback if paused. // // Immediately starts playback and performs a quick fade back up to the players // nominal volume. // // The nominal volume of the player won't change, but the observed volume with fade // from 0 to the nominal value over time. /// /// # Example /// /// ```no_run /// # use riddle_audio::*; doctest::simple(|audio_system| { /// # let bytes = include_bytes!("../../example_assets/boop.wav"); /// # let clip = Clip::load(&bytes[..], ClipFormat::Wav)?; /// // The paused player starts with an observed volume of 0.0 /// let mut player = ClipPlayerBuilder::new(&audio_system).paused(&clip)?; /// assert_eq!(1.0, player.get_nominal_volume()); /// assert_eq!(0.0, player.get_observed_volume()); /// /// // Resuming doesn't change the nominal volume /// player.resume(); /// assert_eq!(1.0, player.get_nominal_volume()); /// assert_eq!(0.0, player.get_observed_volume()); /// /// // A short moment later /// # doctest::pump_for_secs(audio_system, 1); /// // The resume has completed and the observed volume is now 1.0 /// assert_eq!(1.0, player.get_nominal_volume()); /// assert_eq!(1.0, player.get_observed_volume()); /// # Ok(player) }); /// ``` pub fn resume(&mut self) { if let Some(sink) = &self.sink { if sink.is_paused() { sink.play(); self.fade_volume_with_type( self.volume, Duration::from_secs_f32(QUICK_FADE_DURATION_SECONDS), FadeType::Resume, ); } } } /// Stops playback. /// /// This is equivalent to calling [`ClipPlayer::pause`] and then dropping the player /// after the fade is complete pub fn stop(mut self) { self.pause(); } fn fade_volume_with_type(&mut self, volume: f32, duration: Duration, fade_type: FadeType) { if let Some(sink) = &self.sink { let fade = Fade::new(sink.clone(), volume, duration, fade_type); self.audio.register_fade(fade); } } } /// Enum describing what the player should do at the end of the clip #[derive(Copy, Clone)] pub enum PlayMode { /// Stop playing at the end of the clip OneShot, /// Return to the beginning of the clip and play it again Loop, } /// Builder for [`ClipPlayer`] /// /// A builder instance may be used to construct multiple players. /// /// # Example /// /// ```no_run /// # use riddle_audio::*; doctest::simple(|audio_system| { /// let bytes = include_bytes!("../../example_assets/boop.wav"); /// let clip = Clip::load(&bytes[..], ClipFormat::Wav)?; /// /// // Play the clip /// let player = ClipPlayerBuilder::new(&audio_system) /// .with_volume(0.5) /// .with_mode(PlayMode::Loop) /// .play(&clip)?; /// # Ok(player) }); /// ``` pub struct ClipPlayerBuilder { mode: PlayMode, audio: AudioSystemHandle, volume: f32, } impl ClipPlayerBuilder { /// Make a new builder. /// /// Defaults: /// /// * mode: [`PlayMode::OneShot`] /// * volume: 1.0. pub fn new(audio: &AudioSystem) -> Self { Self { mode: PlayMode::OneShot, audio: audio.clone_handle(), volume: 1.0, } } /// Set the playback mode of the player. Defaults to [`PlayMode::OneShot`]. pub fn with_mode(&mut self, mode: PlayMode) -> &mut Self { self.mode = mode; self } /// Set the playback volume of the player. Defaults to 1.0. pub fn with_volume(&mut self, volume: f32) -> &mut Self { self.volume = volume; self } /// Build the ClipPlayer, and start playing the clip immediately. pub fn play(&self, clip: &Clip) -> Result<ClipPlayer> { let mut player = ClipPlayer::new(&self.audio, clip, self.volume); player.play(self.mode, false)?; Ok(player) } /// Build the ClipPlayer in the paused state. [`ClipPlayer::resume`] will need /// to be called on the player to start playback. pub fn paused(&self, clip: &Clip) -> Result<ClipPlayer> { let mut player = ClipPlayer::new(&self.audio, clip, self.volume); player.play(self.mode, true)?; Ok(player) } }