Audio
com.soywiz.korge:korge-core:5.1.0
artifact from maven central.
All the functionality yields in the
korlibs.audio
package
.
KorAU, Kotlin cORoutines AUdio - Audio playing, and sound file decoding
It supports playing sounds, creating dynamic audio streams and decoding audio file formats: wav, mp3 and ogg.
AudioFormat
suspend fun VfsFile.readSoundInfo(formats: AudioFormats = defaultAudioFormats): AudioFormat.Info
// Just Sound Information by default
object MP3 : AudioFormat("mp3")
object OGG : AudioFormat("ogg")
// Decoding and Encoding
object WAV : AudioFormat("wav")
open class AudioFormat(vararg exts: String) {
val extensions: Set<String>
data class Info(var duration: TimeSpan = 0.seconds, var channels: Int = 2) : Extra by Extra.Mixin()
open suspend fun tryReadInfo(data: AsyncStream): Info?
open suspend fun decodeStream(data: AsyncStream): AudioStream?
suspend fun decode(data: AsyncStream): AudioData?
suspend fun decode(data: ByteArray): AudioData?
open suspend fun encode(data: AudioData, out: AsyncOutputStream, filename: String): Unit
suspend fun encodeToByteArray(data: AudioData, filename: String = "out.wav", format: AudioFormat = this): ByteArray
}
open class InvalidAudioFormatException(message: String) : RuntimeException(message)
fun invalidAudioFormat(message: String = "invalid audio format"): Nothing
val defaultAudioFormats = AudioFormats().apply { registerStandard() }
class AudioFormats : AudioFormat() {
val formats = linkedSetOf<AudioFormat>()
fun register(vararg formats: AudioFormat): AudioFormats = this.apply { this.formats += formats }
fun register(formats: Iterable<AudioFormat>): AudioFormats = this.apply { this.formats += formats }
}
fun AudioFormats.registerStandard(): AudioFormats = this.apply { register(WAV, OGG, MP3) }
AudioData
class AudioData(val rate: Int, val samples: AudioSamples) {
companion object {
val DUMMY: AudioData = AudioData(44100, AudioSamples(2, 0))
}
val samplesInterleaved: AudioSamplesInterleaved by lazy { samples.interleaved() }
val channels: Int
val totalSamples: Int
val totalTime: TimeSpan
fun timeAtSample(sample: Int): TimeSpan
operator fun get(channel: Int): ShortArray
operator fun get(channel: Int, sample: Int): Short
operator fun set(channel: Int, sample: Int, value: Short): Unit
}
enum class AudioConversionQuality { FAST }
fun AudioData.withRate(rate: Int): AudioData
fun AudioData.toStream(): AudioStream = object : AudioStream(rate, channels) {
var cursor = 0
}
suspend fun AudioData.toNativeSound(): NativeSound
suspend fun AudioData.playAndWait(): Unit
suspend fun VfsFile.readAudioData(formats: AudioFormats = defaultAudioFormats): AudioData
AudioSamples
interface IAudioSamples {
val channels: Int
val totalSamples: Int
val size get() = totalSamples
fun isEmpty() = size == 0
fun isNotEmpty() = size != 0
operator fun get(channel: Int, sample: Int): Short
operator fun set(channel: Int, sample: Int, value: Short): Unit
fun getFloat(channel: Int, sample: Int): Float
fun setFloat(channel: Int, sample: Int, value: Float)
}
class AudioSamples(override val channels: Int, override val totalSamples: Int) : IAudioSamples {
val data = Array(channels) { ShortArray(totalSamples) }
operator fun get(channel: Int): ShortArray = data[channel]
}
class AudioSamplesInterleaved(override val channels: Int, override val totalSamples: Int) : IAudioSamples {
val data = ShortArray(totalSamples * channels)
}
fun AudioSamples.copyOfRange(start: Int, end: Int): AudioSamples
fun IAudioSamples.interleaved(out: AudioSamplesInterleaved = AudioSamplesInterleaved(channels, totalSamples)): AudioSamplesInterleaved
fun IAudioSamples.separated(out: AudioSamples = AudioSamples(channels, totalSamples)): AudioSamples
AudioSamplesDeque
class AudioSamplesDeque(val channels: Int) {
val buffer: Array<ShortArrayDeque>
val availableRead: Int
val availableReadMax: Int
fun read(channel: Int): Short
fun write(channel: Int, sample: Short)
fun write(samples: AudioSamples, offset: Int = 0, len: Int = samples.size - offset)
fun write(samples: AudioSamplesInterleaved, offset: Int = 0, len: Int = samples.size - offset)
fun write(samples: IAudioSamples, offset: Int = 0, len: Int = samples.size - offset)
fun write(channel: Int, data: ShortArray, offset: Int = 0, len: Int = data.size - offset)
fun write(channel: Int, data: FloatArray, offset: Int = 0, len: Int = data.size - offset)
fun writeInterleaved(data: ShortArray, offset: Int, len: Int = data.size - offset, channels: Int
fun read(out: AudioSamples, offset: Int = 0, len: Int = out.totalSamples - offset): Int
fun read(out: AudioSamplesInterleaved, offset: Int = 0, len: Int = out.totalSamples - offset): Int
fun read(out: IAudioSamples, offset: Int = 0, len: Int = out.totalSamples - offset): Int
}
AudioStream
open class AudioStream(val rate: Int, val channels: Int) : Closeable {
open val finished: Boolean
val totalLengthInSamples: Long?
val totalLength: TimeSpan
open suspend fun read(out: AudioSamples, offset: Int, length: Int): Int = 0
companion object {
fun generator(rate: Int, channels: Int, generateChunk: suspend AudioSamplesDeque.(step: Int) -> Boolean): AudioStream
}
}
suspend fun AudioStream.toData(maxSamples: Int = Int.MAX_VALUE): AudioData
suspend fun AudioStream.playAndWait(bufferSeconds: Double = 0.1)
suspend fun VfsFile.readAudioStream(formats: AudioFormats = defaultAudioFormats)
suspend fun VfsFile.writeAudio(data: AudioData, formats: AudioFormats = defaultAudioFormats)
AudioTone
object AudioTone {
fun generate(length: TimeSpan, freq: Double, rate: Int = 44100): AudioData
}
NativeSound
expect val nativeSoundProvider: NativeSoundProvider
open class NativeSoundProvider {
open val target: String = "unknown"
open fun initOnce()
open fun createAudioStream(freq: Int = 44100): PlatformAudioOutput
protected open fun init(): Unit
open suspend fun createSound(data: ByteArray, streaming: Boolean = false): NativeSound
open suspend fun createSound(vfs: Vfs, path: String, streaming: Boolean = false): NativeSound
suspend fun createSound(file: FinalVfsFile, streaming: Boolean = false): NativeSound
suspend fun createSound(file: VfsFile, streaming: Boolean = false): NativeSound
open suspend fun createSound(data: AudioData, formats: AudioFormats = defaultAudioFormats, streaming: Boolean = false): NativeSound
suspend fun playAndWait(stream: AudioStream, bufferSeconds: Double = 0.1)
}
abstract class NativeSoundChannel(val sound: NativeSound) {
open var volume: Double
open var pitch: Double
open val current: TimeSpan
open val total: TimeSpan
open val playing: Boolean
abstract fun stop()
}
suspend fun NativeSoundChannel.await(progress: NativeSoundChannel.(current: TimeSpan, total: TimeSpan) -> Unit = { current, total -> })
abstract class NativeSound {
open val length: TimeSpan = 0.seconds
abstract suspend fun decode(): AudioData
abstract fun play(): NativeSoundChannel
}
suspend fun NativeSound.toData(): AudioData
suspend fun NativeSound.toStream(): AudioStream
suspend fun NativeSound.playAndWait(progress: NativeSoundChannel.(current: TimeSpan, total: TimeSpan) -> Unit = { current, total -> }): Unit
suspend fun VfsFile.readNativeSound(streaming: Boolean = false): NativeSound
suspend fun VfsFile.readNativeSoundOptimized(streaming: Boolean = false): NativeSound
SoundUtils
object SoundUtils {
fun convertS16ToF32(channels: Int, input: ShortArray, leftVolume: Int, rightVolume: Int): FloatArray
PlatformAudioOutput
open class PlatformAudioOutput(freq: Int) {
open val availableSamples: Int = 0
open suspend fun add(samples: AudioSamples, offset: Int = 0, size: Int = samples.totalSamples) = Unit
suspend fun add(data: AudioData) = add(data.samples, 0, data.totalSamples)
open fun start() = Unit
open fun stop() = Unit
}
Korge uses KorAU for audio loading, and playback.
This library is able to load MP3, OGG and WAV files in a portable way, and it is capable of using native audio loaders.
Loading sounds and music files
For games, the recommended way of loading sounds and music files is to use the NativeSound
facility.
Typically the VfsFile.readSound
and VfsFile.readMusic()
methods:
val sound = resourcesVfs["sound.mp3"].readSound()
val music = resourcesVfs["music.mp3"].readMusic()
The difference between Sound and Music is that a Sound
is fully decoded and stored at memory, while
the Music
file is being streamed and decoded on the fly while playing.
Playing sounds
To play a sound, you just have to call the play method:
val channel = sound.play()
val channel = sound.play(3.times)
val channel = sound.play(infiniteTimes)
It returns a channel, that you can wait for:
channel.await()
Optionally you listen to a callback that executes several times during the play:
channel.await { current: TimeSpan, total: TimeSpan -> // this: NativeSoundChannel
println("$current/$total")
}
Full API:
class NativeSound {
val length: TimeSpan
suspend fun decode(): AudioData // Not supported on Android yet
fun play(): NativeSoundChannel
}
class NativeSoundChannel {
// Mutable
var volume: Double
var pitch: Double // Only implemented on OpenAL for now
val sound: NativeSound
val current: TimeSpan
val total: TimeSpan
val playing: Boolean
fun stop(): Unit
suspend fun await(progress: NativeSoundChannel.(current: TimeSpan, total: TimeSpan) -> Unit = { current, total -> })
}
Audio Streams
KorAU also supports dynamic audio generation:
// You have first to create a PlatformAudioOutput:
val audioOutput: PlatformAudioOutput = nativeSoundProvider.createAudioStream(freq = 44100)
audioOutput.start()
while (true) {
// Then you have to add samples. This function suspends, and resumes when it needs more data so it can play the data continuously.
// Here you can do raw manipulation, DSP, manual effects and other stuff.
audioOutput.add(...)
}
audioOutput.start(stop)
The PlatformAudioOutput
API:
class PlatformAudioOutput {
val availableSamples: Int
suspend fun add(samples: AudioSamples, offset: Int = 0, size: Int = samples.totalSamples)
suspend fun add(data: AudioData)
}
Platform Format support and considerations
All the targets support WAV
and MP3
files by default.
JS
JavaScript uses the WebAudio API. Almost all the browsers limit this API after a first interaction. So you won’t be able to play sounds before the user clicks or taps.
The most widely format supported in the browsers via JavaScript is MP3. You can check the compatibility tables here:
Native (Desktop and iOS)
Native targets use OpenAL as audio backend except for Windows that uses the standard waveout API.
On native platforms there is WAV, OGG and MP3 support out of the box. Using public these domain libraries:
- MP3: minimp3
- OGG Vorbis: stb_vorbis
On linux you need to install the OpenAL development libraries:
shell script
sudo apt-get install -y libopenal-dev
Android
On Android KorAU uses the Android’s MediaPlayer:
- List of supported formats: https://developer.android.com/guide/topics/media/media-formats
JVM
On the JVM KorAU uses javax.sound.sampled
APIs.
This API supports WAV and MP3 files by default.