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Audio: Make basic streaming WAV playback work.

I had to solve a bunch of things simultaneously to make this work.
Refactor AWavLoader to be a streaming loader rather than a one-shot one.
The constructor parses the header, and if everything looks good, you can
repeatedly ask the AWavLoader for sample buffers until it runs out.

Also send a message from AudioServer when a buffer has finished playing.
That allows us to implement a blocking variant of play().

Use all of this in aplay to play WAV files chunk-at-a-time.
This is definitely not perfect and it's a little glitchy and skippy,
but I think it's a step in the right direction.
This commit is contained in:
Andreas Kling 2019-07-27 17:20:41 +02:00
parent a292d8cd5a
commit 426248098c
10 changed files with 88 additions and 64 deletions

View file

@ -53,9 +53,10 @@ struct ASample {
class ABuffer : public RefCounted<ABuffer> {
public:
static RefPtr<ABuffer> from_pcm_data(ByteBuffer& data, int num_channels, int bits_per_sample, int source_rate);
ABuffer(Vector<ASample>&& samples)
: m_samples(move(samples))
{}
static NonnullRefPtr<ABuffer> create_with_samples(Vector<ASample>&& samples)
{
return adopt(*new ABuffer(move(samples)));
}
const Vector<ASample>& samples() const { return m_samples; }
Vector<ASample>& samples() { return m_samples; }
@ -63,6 +64,10 @@ public:
int size_in_bytes() const { return m_samples.size() * sizeof(ASample); }
private:
ABuffer(Vector<ASample>&& samples)
: m_samples(move(samples))
{
}
Vector<ASample> m_samples;
};