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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

@ -3,6 +3,7 @@
#include <AK/AKString.h>
#include <AK/RefPtr.h>
#include <AK/StringView.h>
#include <LibCore/CFile.h>
class ABuffer;
@ -13,10 +14,18 @@ class ByteBuffer;
// Parses a WAV file and produces an ABuffer instance from it
class AWavLoader {
public:
explicit AWavLoader(const StringView& path);
RefPtr<ABuffer> load_wav(const StringView& path);
const char* error_string() { return m_error_string.characters(); }
RefPtr<ABuffer> get_more_samples();
private:
RefPtr<ABuffer> parse_wav(ByteBuffer&);
bool parse_header();
CFile m_file;
String m_error_string;
u32 m_sample_rate { 0 };
u16 m_num_channels { 0 };
u16 m_bits_per_sample { 0 };
};