Remove all PipeWire/wpctl system calls (SetDefaultSinkVolume, listSinkIDs, listSinks, SetAllSinkVolumes, parseSinks, parseSinkLine, Sink struct). Volume is now managed entirely through SDL_mixer's VolumeMusic(), making audio fully system-agnostic. Changes: - mixer.go: delete ~170 lines of wpctl code; add SetVolume() public API using mix.VolumeMusic(math.Round(level * MAX_VOLUME)) - Init/Play/SwitchDevice set volume inline (they already hold the mutex) - Play() now uses stored currentVolume instead of hardcoded MAX_VOLUME - AudioOptions: SetAllSinkVolumes -> SetVolume - mixer_test.go: add TestSetVolume (validation + error path coverage)
322 lines
7.1 KiB
Go
322 lines
7.1 KiB
Go
package mixer
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import (
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"errors"
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"fmt"
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"math"
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"sync"
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"github.com/veandco/go-sdl2/mix"
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"github.com/veandco/go-sdl2/sdl"
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"rhemawavetech.com/rhemawave/internal/db"
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"rhemawavetech.com/rhemawave/internal/logger"
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)
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var (
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mu sync.Mutex
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inited bool
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deviceOpen bool
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deviceName string
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currentMusic *mix.Music
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currentPath string
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currentLoops int
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currentVolume float64
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defaultFreq = 48000
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defaultFormat = uint16(sdl.AUDIO_F32)
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defaultChannels = 2
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defaultChunkSize = 1024
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defaultAllow = sdl.AUDIO_ALLOW_ANY_CHANGE
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refreshCacheCallback func()
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)
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// Init initializes SDL audio + SDL_mixer. Safe to call multiple times.
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func Init(cfg *db.AppConfig, onUpdate func()) error {
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mu.Lock()
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defer mu.Unlock()
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if inited {
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return nil
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}
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refreshCacheCallback = onUpdate
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if err := sdl.InitSubSystem(sdl.INIT_AUDIO); err != nil {
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return fmt.Errorf("SDL audio init failed: %w", err)
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}
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err := mix.Init(mix.INIT_MP3 | mix.INIT_OGG)
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if err != nil {
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logger.Error("Failed to initialize MP3/OGG support: %v", err)
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}
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deviceName := cfg.SelectedAudioDevice
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if deviceName == "default" {
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deviceName = ""
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}
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if err := openDeviceLocked(deviceName); err != nil {
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sdl.QuitSubSystem(sdl.INIT_AUDIO)
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return err
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}
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currentVolume = cfg.SavedVolume
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v := int(math.Round(currentVolume * float64(mix.MAX_VOLUME)))
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mix.VolumeMusic(v)
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inited = true
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return nil
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}
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// openDeviceLocked tries to open the named device; if it fails and the name wasn't empty, falls back to default.
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func openDeviceLocked(name string) error {
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if err := mix.OpenAudioDevice(defaultFreq, defaultFormat, defaultChannels, defaultChunkSize, name, defaultAllow); err != nil {
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if name != "" {
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// Fallback to default device
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if err2 := mix.OpenAudioDevice(defaultFreq, defaultFormat, defaultChannels, defaultChunkSize, "", defaultAllow); err2 != nil {
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return fmt.Errorf("failed to open device %q and default device: %w", name, err2)
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}
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deviceName = "" // actually opened default
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} else {
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return fmt.Errorf("failed to open default audio device: %w", err)
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}
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} else {
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if name != "" {
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} else {
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}
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deviceName = name
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}
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deviceOpen = true
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return nil
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}
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// Play loads a WAV (as music) and plays it. If loopForever is true, loops forever.
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// If something is already playing, it stops and replaces it.
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func Play(path string, loopForever bool, cfg *db.AppConfig) error {
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if !cfg.AudioEnabled {
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return nil
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}
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mu.Lock()
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defer mu.Unlock()
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if !inited {
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logger.Error("audio mixer not initialized")
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return errors.New("audio mixer not initialized")
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}
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if !deviceOpen {
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if err := openDeviceLocked(""); err != nil {
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return fmt.Errorf("failed to open audio device: %w", err)
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}
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}
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if path == "" {
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logger.Error("empty audio path")
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return errors.New("empty audio path")
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}
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mix.HaltMusic()
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if currentMusic != nil {
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currentMusic.Free()
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currentMusic = nil
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}
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m, err := mix.LoadMUS(path)
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if err != nil {
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return fmt.Errorf("LoadMUS(%q): %w", path, err)
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}
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currentMusic = m
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currentPath = path
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if loopForever {
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currentLoops = -1
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} else {
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currentLoops = 0
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}
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v := int(math.Round(currentVolume * float64(mix.MAX_VOLUME)))
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mix.VolumeMusic(v)
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logger.Info("Current volume is %d", v)
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if err := currentMusic.Play(currentLoops); err != nil {
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currentMusic.Free()
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currentMusic = nil
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logger.Error("music.Play failed: %v", err)
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return fmt.Errorf("music.Play: %w", err)
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}
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return nil
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}
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// Stop stops playback. If fadeMs > 0, fades out asynchronously; otherwise halts immediately.
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// It also frees the currently loaded music (so a new Play will reload).
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func Stop(fadeMs int, cfg *db.AppConfig) {
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mu.Lock()
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defer mu.Unlock()
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if !inited {
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return
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}
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if fadeMs > 0 && mix.PlayingMusic() {
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_ = mix.FadeOutMusic(fadeMs)
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}
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mix.HaltMusic()
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if currentMusic != nil {
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currentMusic.Free()
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currentMusic = nil
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}
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currentPath = ""
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currentLoops = 0
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}
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// IsPlaying reports whether music is currently playing (or fading).
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func IsPlaying() bool {
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mu.Lock()
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defer mu.Unlock()
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if !inited {
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return false
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}
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return mix.PlayingMusic()
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}
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// SetVolume sets the SDL_mixer music volume to level (0.0–1.0).
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func SetVolume(level float64) error {
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if level < 0 || level > 1 {
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return fmt.Errorf("volume must be between 0.0 and 1.0, got %f", level)
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}
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mu.Lock()
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defer mu.Unlock()
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if !inited {
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return errors.New("audio mixer not initialized")
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}
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currentVolume = level
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v := int(math.Round(level * float64(mix.MAX_VOLUME)))
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mix.VolumeMusic(v)
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return nil
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}
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// ConvertVolume converts a desired volume percentage (0%, 25%, 33%, 90%, etc) to
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// the float64 value needed to pass to SetVolume 0..1.0
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// Percentages should be passed as integers. 25% -> 25
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func ConvertVolume(volPerc int) float64 {
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if volPerc == 0 {
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return 0.0
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}
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return float64(volPerc) / 100.0
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}
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// ListDevices returns the list of available output device names (from core SDL).
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func ListDevices() []string {
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mu.Lock()
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defer mu.Unlock()
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n := sdl.GetNumAudioDevices(false)
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if n <= 0 {
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return nil
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}
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out := make([]string, 0, n)
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for i := 0; i < n; i++ {
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if name := sdl.GetAudioDeviceName(i, false); name != "" {
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out = append(out, name)
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}
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}
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return out
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}
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// CurrentDevice returns the last requested/opened device name ("" means default).
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func CurrentDevice() string {
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return deviceName
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}
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// SwitchDevice switches output devices, preserving volume and resuming playback of the current track/loop state if any.
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func SwitchDevice(newName string, cfg *db.AppConfig) error {
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mu.Lock()
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defer mu.Unlock()
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if !inited {
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return errors.New("audio mixer not initialized")
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}
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oldDevice := CurrentDevice()
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if newName == "" {
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newName = ""
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}
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wasPlaying := mix.PlayingMusic()
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savedPath := currentPath
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savedLoops := currentLoops
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mix.HaltMusic()
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if currentMusic != nil {
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currentMusic.Free()
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currentMusic = nil
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}
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currentPath = ""
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currentLoops = 0
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if deviceOpen {
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mix.CloseAudio()
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deviceOpen = false
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}
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if err := openDeviceLocked(newName); err != nil {
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if restoreErr := openDeviceLocked(oldDevice); restoreErr != nil {
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logger.Error("Failed to switch to device: %s", oldDevice)
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}
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return err
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}
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if cfg != nil {
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currentVolume = cfg.SavedVolume
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v := int(math.Round(cfg.SavedVolume * float64(mix.MAX_VOLUME)))
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mix.VolumeMusic(v)
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}
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if wasPlaying && savedPath != "" {
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m, err := mix.LoadMUS(savedPath)
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if err != nil {
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return fmt.Errorf("device switched, but reloading %q failed: %w", savedPath, err)
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}
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currentMusic = m
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currentPath = savedPath
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currentLoops = savedLoops
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if err := currentMusic.Play(currentLoops); err != nil {
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currentMusic.Free()
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currentMusic = nil
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currentPath = ""
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currentLoops = 0
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return fmt.Errorf("device switched, but restarting playback failed: %w", err)
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}
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}
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logger.Info("Audio device switched to %s", newName)
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return nil
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}
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func GetVolume128() int {
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mu.Lock()
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defer mu.Unlock()
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return mix.VolumeMusic(-1)
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}
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// Shutdown fully tears everything down. Call at app exit.
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func Shutdown() {
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mu.Lock()
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defer mu.Unlock()
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mix.HaltMusic()
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if currentMusic != nil {
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currentMusic.Free()
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currentMusic = nil
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}
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if deviceOpen {
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mix.CloseAudio()
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deviceOpen = false
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}
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if inited {
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mix.Quit()
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sdl.QuitSubSystem(sdl.INIT_AUDIO)
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inited = false
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}
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}
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