Initial release: RadiantWave v1.0

This commit is contained in:
NeilClack
2026-03-12 08:05:10 -05:00
commit 403ec4db89
555 changed files with 437856 additions and 0 deletions
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// internal/audio/mixer/mixer.go
package mixer
import (
"errors"
"fmt"
"strconv"
"sync"
"github.com/veandco/go-sdl2/mix"
"github.com/veandco/go-sdl2/sdl"
"rhemawavetech.com/rhemawave/internal/db"
"rhemawavetech.com/rhemawave/internal/logger"
)
var (
mu sync.Mutex
inited bool
deviceOpen bool
deviceName string
currentMusic *mix.Music
currentPath string
currentLoops int // 0 = once, -1 = forever
currentVolume int // 0..128, defaults to MAX_VOLUME
// Config knobs (could be made public or read from your config)
defaultFreq = 48000
defaultFormat = uint16(sdl.AUDIO_F32)
defaultChannels = 2
defaultChunkSize = 1024
defaultAllow = sdl.AUDIO_ALLOW_ANY_CHANGE
)
// Init initializes SDL audio + SDL_mixer. Safe to call multiple times.
func Init(wantedDevice string) error {
mu.Lock()
defer mu.Unlock()
if inited {
return nil
}
// Let SDL choose the best audio driver for the system
// Remove hardcoded ALSA preference to support PulseAudio, PipeWire, etc.
// Users can set SDL_AUDIODRIVER environment variable if needed
if err := sdl.InitSubSystem(sdl.INIT_AUDIO); err != nil {
return fmt.Errorf("SDL audio init failed: %w", err)
}
// WAV-only does not require mix.Init(); add when you support OGG/MP3/etc.
if err := openDeviceLocked(wantedDevice); err != nil {
// Clean up the subsystem on failure so callers can retry later.
sdl.QuitSubSystem(sdl.INIT_AUDIO)
return err
}
// Check if the volume is stored in the config; if not, default to max.
storedVolume, err := db.GetConfigValue("last_volume")
if err != nil {
return fmt.Errorf("retrieving last_volume from config: %w", err)
}
lastVolume, err := strconv.Atoi(storedVolume)
if err != nil {
return fmt.Errorf("parsing last_volume %q: %w", storedVolume, err)
}
if lastVolume < 0 {
lastVolume = int(mix.MAX_VOLUME)
currentVolume = lastVolume
if err := db.SetConfigValue("last_volume", strconv.Itoa(lastVolume)); err != nil {
}
} else {
currentVolume = lastVolume
}
// mix.VolumeMusic(currentVolume)
inited = true
return nil
}
// openDeviceLocked tries to open the named device; if it fails and the name wasn't empty, falls back to default.
func openDeviceLocked(name string) error {
if err := mix.OpenAudioDevice(defaultFreq, defaultFormat, defaultChannels, defaultChunkSize, name, defaultAllow); err != nil {
if name != "" {
// Log the failure of the requested device
// Fallback to default device
if err2 := mix.OpenAudioDevice(defaultFreq, defaultFormat, defaultChannels, defaultChunkSize, "", defaultAllow); err2 != nil {
return fmt.Errorf("failed to open device %q and default device: %w", name, err2)
}
deviceName = "" // actually opened default
} else {
return fmt.Errorf("failed to open default audio device: %w", err)
}
} else {
if name != "" {
} else {
}
deviceName = name
}
deviceOpen = true
return nil
}
// Play loads a WAV (as music) and plays it. If loopForever is true, loops forever.
// If something is already playing, it stops and replaces it.
func Play(path string, loopForever bool) error {
if !db.AudioEnabled() {
return nil
}
mu.Lock()
defer mu.Unlock()
if !inited || !deviceOpen {
return errors.New("audio mixer not initialized")
}
if path == "" {
return errors.New("empty audio path")
}
// Stop and free any prior music
mix.HaltMusic()
if currentMusic != nil {
currentMusic.Free()
currentMusic = nil
}
m, err := mix.LoadMUS(path)
if err != nil {
return fmt.Errorf("LoadMUS(%q): %w", path, err)
}
currentMusic = m
currentPath = path
if loopForever {
currentLoops = -1
} else {
currentLoops = 0
}
// Open the device
if err := openDeviceLocked(deviceName); err != nil {
logger.Error("Failed to open device: %w", err)
}
// Apply remembered volume
mix.VolumeMusic(currentVolume)
if err := currentMusic.Play(currentLoops); err != nil {
currentMusic.Free()
currentMusic = nil
return fmt.Errorf("music.Play: %w", err)
}
return nil
}
// Stop stops playback. If fadeMs > 0, fades out asynchronously; otherwise halts immediately.
// It also frees the currently loaded music (so a new Play will reload).
func Stop(fadeMs int) {
if !db.AudioEnabled() {
return
}
mu.Lock()
defer mu.Unlock()
if !inited {
return
}
if fadeMs > 0 && mix.PlayingMusic() {
_ = mix.FadeOutMusic(fadeMs) // async fade; we’ll still free below
}
mix.HaltMusic()
if currentMusic != nil {
currentMusic.Free()
currentMusic = nil
}
currentPath = ""
currentLoops = 0
}
// SetVolume128 sets music volume using SDL_mixer’s 0..128 scale.
func SetVolume128(increment int) {
if !db.AudioEnabled() {
return
}
mu.Lock()
defer mu.Unlock()
currentVolume += increment
if currentVolume < 0 {
currentVolume = 0
} else if currentVolume > mix.MAX_VOLUME {
currentVolume = int(mix.MAX_VOLUME)
}
// Store in config
if err := db.SetConfigValue("last_volume", strconv.Itoa(currentVolume)); err != nil {
}
// Apply to SDL_mixer
if inited && deviceOpen {
mix.VolumeMusic(currentVolume)
}
}
// IsPlaying reports whether music is currently playing (or fading).
func IsPlaying() bool {
mu.Lock()
defer mu.Unlock()
if !inited {
return false
}
return mix.PlayingMusic()
}
// ListDevices returns the list of available output device names (from core SDL).
func ListDevices() []string {
mu.Lock()
defer mu.Unlock()
n := sdl.GetNumAudioDevices(false)
if n <= 0 {
return nil
}
out := make([]string, 0, n)
for i := 0; i < n; i++ {
if name := sdl.GetAudioDeviceName(i, false); name != "" {
out = append(out, name)
}
}
return out
}
// CurrentDevice returns the last requested/opened device name ("" means default).
func CurrentDevice() string {
mu.Lock()
defer mu.Unlock()
return deviceName
}
// SwitchDevice switches output devices, preserving volume and resuming playback of the current track/loop state if any.
func SwitchDevice(newName string) error {
mu.Lock()
defer mu.Unlock()
if !inited {
return errors.New("audio mixer not initialized")
}
// Log device switch attempt
oldDevice := deviceName
if oldDevice == "" {
oldDevice = "system default"
}
newDeviceLog := newName
if newDeviceLog == "" {
newDeviceLog = "system default"
}
// Capture current state
wasPlaying := mix.PlayingMusic()
savedPath := currentPath
savedLoops := currentLoops
savedVolume := currentVolume
// Stop and release current music before reopening device
if wasPlaying {
}
mix.HaltMusic()
if currentMusic != nil {
currentMusic.Free()
currentMusic = nil
}
currentPath = ""
currentLoops = 0
// Close and reopen device
if deviceOpen {
mix.CloseAudio()
deviceOpen = false
}
if err := openDeviceLocked(newName); err != nil {
// Best effort: try to reopen the previous device (or default) so we don't leave audio dead
if restoreErr := openDeviceLocked(oldDevice); restoreErr != nil {
} else {
}
return err
}
// Restore volume
mix.VolumeMusic(savedVolume)
// Optionally resume previous track if there was one
if wasPlaying && savedPath != "" {
m, err := mix.LoadMUS(savedPath)
if err != nil {
// Don't fail the device switch just because reload failed
return fmt.Errorf("device switched, but reloading %q failed: %w", savedPath, err)
}
currentMusic = m
currentPath = savedPath
currentLoops = savedLoops
if err := currentMusic.Play(currentLoops); err != nil {
currentMusic.Free()
currentMusic = nil
currentPath = ""
currentLoops = 0
return fmt.Errorf("device switched, but restarting playback failed: %w", err)
}
}
return nil
}
func GetVolume128() int {
mu.Lock()
defer mu.Unlock()
return currentVolume
}
// Shutdown fully tears everything down. Call at app exit.
func Shutdown() {
mu.Lock()
defer mu.Unlock()
mix.HaltMusic()
if currentMusic != nil {
currentMusic.Free()
currentMusic = nil
}
if deviceOpen {
mix.CloseAudio()
deviceOpen = false
}
// If you add mix.Init(decoderFlags) in the future, pair it with mix.Quit() here.
if inited {
sdl.QuitSubSystem(sdl.INIT_AUDIO)
inited = false
}
}