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Work on AudioServer
The center of this is now an ABuffer class in LibAudio. ABuffer contains ASample, which has two channels (left/right) in floating point for mixing purposes, in 44100hz. This means that the loaders (AWavLoader in this case) needs to do some manipulation to get things in the right format, but that we don't need to care after format loading is done. While we're at it, do some correctness fixes. PCM data is unsigned if it's 8 bit, but 16 bit is signed. And /dev/audio also wants signed 16 bit audio, so give it what it wants. On top of this, AudioServer now accepts requests to play a buffer. The IPC mechanism here is pretty much a 1:1 copy-paste from LibGUI/WindowServer. It can be generalized more in the future, but for now I want to get AudioServer working decently first :) Additionally, add a little "aplay" tool to load and play a WAV file. It will break with large WAVs (run out of memory, heh...) but it's a start. Future work needs to make AudioServer block buffer submission from clients until it has played the buffer they are requesting to play.
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19 changed files with 873 additions and 141 deletions
68
Libraries/LibAudio/ABuffer.h
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Libraries/LibAudio/ABuffer.h
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#pragma once
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#include <AK/RefCounted.h>
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#include <AK/ByteBuffer.h>
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#include <AK/Types.h>
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#include <AK/Vector.h>
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// A single sample in an audio buffer.
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// Values are floating point, and should range from -1.0 to +1.0
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struct ASample {
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ASample()
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: left(0)
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, right(0)
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{}
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// For mono
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ASample(float left)
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: left(left)
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, right(left)
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{}
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// For stereo
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ASample(float left, float right)
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: left(left)
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, right(right)
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{}
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void clamp()
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{
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if (left > 1)
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left = 1;
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else if (left < -1)
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left = -1;
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if (right > 1)
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right = 1;
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else if (right < -1)
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right = -1;
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}
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ASample& operator+=(const ASample& other)
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{
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left += other.left;
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right += other.right;
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return *this;
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}
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float left;
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float right;
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};
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// A buffer of audio samples, normalized to 44100hz.
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class ABuffer : public RefCounted<ABuffer> {
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public:
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static RefPtr<ABuffer> from_pcm_data(ByteBuffer& data, int num_channels, int bits_per_sample, int source_rate);
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ABuffer(Vector<ASample>& samples)
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: m_samples(samples)
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{}
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const Vector<ASample>& samples() const { return m_samples; }
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Vector<ASample>& samples() { return m_samples; }
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const void* data() const { return m_samples.data(); }
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int size_in_bytes() const { return m_samples.size() * sizeof(ASample); }
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private:
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Vector<ASample> m_samples;
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};
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