rodio/
spatial_sink.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
use std::f32;
use std::sync::{Arc, Mutex};
use std::time::Duration;

use cpal::FromSample;

use crate::source::{SeekError, Spatial};
use crate::stream::{OutputStreamHandle, PlayError};
use crate::{Sample, Sink, Source};

/// A sink that allows changing the position of the source and the listeners
/// ears while playing. The sources played are then transformed to give a simple
/// spatial effect. See [`Spatial`] for details.
pub struct SpatialSink {
    sink: Sink,
    positions: Arc<Mutex<SoundPositions>>,
}

struct SoundPositions {
    emitter_position: [f32; 3],
    left_ear: [f32; 3],
    right_ear: [f32; 3],
}

impl SpatialSink {
    /// Builds a new `SpatialSink`.
    pub fn try_new(
        stream: &OutputStreamHandle,
        emitter_position: [f32; 3],
        left_ear: [f32; 3],
        right_ear: [f32; 3],
    ) -> Result<SpatialSink, PlayError> {
        Ok(SpatialSink {
            sink: Sink::try_new(stream)?,
            positions: Arc::new(Mutex::new(SoundPositions {
                emitter_position,
                left_ear,
                right_ear,
            })),
        })
    }

    /// Sets the position of the sound emitter in 3 dimensional space.
    pub fn set_emitter_position(&self, pos: [f32; 3]) {
        self.positions.lock().unwrap().emitter_position = pos;
    }

    /// Sets the position of the left ear in 3 dimensional space.
    pub fn set_left_ear_position(&self, pos: [f32; 3]) {
        self.positions.lock().unwrap().left_ear = pos;
    }

    /// Sets the position of the right ear in 3 dimensional space.
    pub fn set_right_ear_position(&self, pos: [f32; 3]) {
        self.positions.lock().unwrap().right_ear = pos;
    }

    /// Appends a sound to the queue of sounds to play.
    #[inline]
    pub fn append<S>(&self, source: S)
    where
        S: Source + Send + 'static,
        f32: FromSample<S::Item>,
        S::Item: Sample + Send,
    {
        let positions = self.positions.clone();
        let pos_lock = self.positions.lock().unwrap();
        let source = Spatial::new(
            source,
            pos_lock.emitter_position,
            pos_lock.left_ear,
            pos_lock.right_ear,
        )
        .periodic_access(Duration::from_millis(10), move |i| {
            let pos = positions.lock().unwrap();
            i.set_positions(pos.emitter_position, pos.left_ear, pos.right_ear);
        });
        self.sink.append(source);
    }

    // Gets the volume of the sound.
    ///
    /// The value `1.0` is the "normal" volume (unfiltered input). Any value other than 1.0 will
    /// multiply each sample by this value.
    #[inline]
    pub fn volume(&self) -> f32 {
        self.sink.volume()
    }

    /// Changes the volume of the sound.
    ///
    /// The value `1.0` is the "normal" volume (unfiltered input). Any value other than 1.0 will
    /// multiply each sample by this value.
    #[inline]
    pub fn set_volume(&self, value: f32) {
        self.sink.set_volume(value);
    }

    /// Changes the play speed of the sound. Does not adjust the samples, only the playback speed.
    ///
    /// # Note:
    /// 1. **Increasing the speed will increase the pitch by the same factor**
    /// - If you set the speed to 0.5 this will halve the frequency of the sound
    ///   lowering its pitch.
    /// - If you set the speed to 2 the frequency will double raising the
    ///   pitch of the sound.
    /// 2. **Change in the speed affect the total duration inversely**
    /// - If you set the speed to 0.5, the total duration will be twice as long.
    /// - If you set the speed to 2 the total duration will be halve of what it
    ///   was.
    ///
    /// See [`Speed`] for details
    #[inline]
    pub fn speed(&self) -> f32 {
        self.sink.speed()
    }

    /// Changes the speed of the sound.
    ///
    /// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0` will
    /// change the play speed of the sound.
    #[inline]
    pub fn set_speed(&self, value: f32) {
        self.sink.set_speed(value)
    }

    /// Resumes playback of a paused sound.
    ///
    /// No effect if not paused.
    #[inline]
    pub fn play(&self) {
        self.sink.play();
    }

    /// Pauses playback of this sink.
    ///
    /// No effect if already paused.
    ///
    /// A paused sound can be resumed with `play()`.
    pub fn pause(&self) {
        self.sink.pause();
    }

    /// Gets if a sound is paused
    ///
    /// Sounds can be paused and resumed using pause() and play(). This gets if a sound is paused.
    pub fn is_paused(&self) -> bool {
        self.sink.is_paused()
    }

    /// Removes all currently loaded `Source`s from the `SpatialSink` and pauses it.
    ///
    /// See `pause()` for information about pausing a `Sink`.
    #[inline]
    pub fn clear(&self) {
        self.sink.clear();
    }

    /// Stops the sink by emptying the queue.
    #[inline]
    pub fn stop(&self) {
        self.sink.stop()
    }

    /// Destroys the sink without stopping the sounds that are still playing.
    #[inline]
    pub fn detach(self) {
        self.sink.detach();
    }

    /// Sleeps the current thread until the sound ends.
    #[inline]
    pub fn sleep_until_end(&self) {
        self.sink.sleep_until_end();
    }

    /// Returns true if this sink has no more sounds to play.
    #[inline]
    pub fn empty(&self) -> bool {
        self.sink.empty()
    }

    /// Returns the number of sounds currently in the queue.
    #[allow(clippy::len_without_is_empty)]
    #[inline]
    pub fn len(&self) -> usize {
        self.sink.len()
    }

    /// Attempts to seek to a given position in the current source.
    ///
    /// This blocks between 0 and ~5 milliseconds.
    ///
    /// As long as the duration of the source is known seek is guaranteed to saturate
    /// at the end of the source. For example given a source that reports a total duration
    /// of 42 seconds calling `try_seek()` with 60 seconds as argument will seek to
    /// 42 seconds.
    ///
    /// # Errors
    /// This function will return [`SeekError::NotSupported`] if one of the underlying
    /// sources does not support seeking.  
    ///
    /// It will return an error if an implementation ran
    /// into one during the seek.  
    ///
    /// When seeking beyond the end of a source this
    /// function might return an error if the duration of the source is not known.
    pub fn try_seek(&self, pos: Duration) -> Result<(), SeekError> {
        self.sink.try_seek(pos)
    }

    /// Returns the position of the sound that's being played.
    ///
    /// This takes into account any speedup or delay applied.
    ///
    /// Example: if you apply a speedup of *2* to an mp3 decoder source and
    /// [`get_pos()`](Sink::get_pos) returns *5s* then the position in the mp3
    /// recording is *10s* from its start.
    #[inline]
    pub fn get_pos(&self) -> Duration {
        self.sink.get_pos()
    }
}