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Audio: Change how volume works
Across the entire audio system, audio now works in 0-1 terms instead of 0-100 as before. Therefore, volume is now a double instead of an int. The master volume of the AudioServer changes smoothly through a FadingProperty, preventing clicks. Finally, volume computations are done with logarithmic scaling, which is more natural for the human ear. Note that this could be 4-5 different commits, but as they change each other's code all the time, it makes no sense to split them up.
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14 changed files with 190 additions and 45 deletions
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@ -8,6 +8,7 @@
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#pragma once
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#include "ClientConnection.h"
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#include "FadingProperty.h"
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#include <AK/Atomic.h>
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#include <AK/Badge.h>
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#include <AK/ByteBuffer.h>
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@ -23,6 +24,10 @@
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namespace AudioServer {
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// Headroom, i.e. fixed attenuation for all audio streams.
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// This is to prevent clipping when two streams with low headroom (e.g. normalized & compressed) are playing.
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constexpr double SAMPLE_HEADROOM = 0.7;
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class ClientConnection;
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class BufferQueue : public RefCounted<BufferQueue> {
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@ -82,6 +87,10 @@ public:
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return -1;
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}
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FadingProperty<double>& volume() { return m_volume; }
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double volume() const { return m_volume; }
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void set_volume(double const volume) { m_volume = volume; }
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private:
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RefPtr<Audio::Buffer> m_current;
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Queue<NonnullRefPtr<Audio::Buffer>> m_queue;
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@ -89,7 +98,9 @@ private:
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int m_remaining_samples { 0 };
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int m_played_samples { 0 };
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bool m_paused { false };
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WeakPtr<ClientConnection> m_client;
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FadingProperty<double> m_volume { 1 };
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};
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class Mixer : public Core::Object {
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@ -100,8 +111,9 @@ public:
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NonnullRefPtr<BufferQueue> create_queue(ClientConnection&);
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int main_volume() const { return m_main_volume; }
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void set_main_volume(int volume);
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// To the outside world, we pretend that the target volume is already reached, even though it may be still fading.
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double main_volume() const { return m_main_volume.target(); }
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void set_main_volume(double volume);
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bool is_muted() const { return m_muted; }
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void set_muted(bool);
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@ -122,7 +134,7 @@ private:
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NonnullRefPtr<Threading::Thread> m_sound_thread;
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bool m_muted { false };
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int m_main_volume { 100 };
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FadingProperty<double> m_main_volume { 1 };
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NonnullRefPtr<Core::ConfigFile> m_config;
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RefPtr<Core::Timer> m_config_write_timer;
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