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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

@ -1,11 +1,12 @@
#pragma once
#include <AK/RefCounted.h>
#include <AK/ByteBuffer.h>
#include <AK/NonnullRefPtrVector.h>
#include <AK/RefCounted.h>
#include <AK/WeakPtr.h>
#include <LibAudio/ABuffer.h>
#include <LibCore/CFile.h>
#include <LibCore/CLock.h>
#include <LibAudio/ABuffer.h>
#include <AK/NonnullRefPtrVector.h>
class ASClientConnection;
@ -13,16 +14,16 @@ class ASMixer : public RefCounted<ASMixer> {
public:
ASMixer();
void queue(ASClientConnection&, const ABuffer&);
void queue(ASClientConnection&, const ABuffer&, int buffer_id);
private:
struct ASMixerBuffer {
ASMixerBuffer(const NonnullRefPtr<ABuffer>& buf)
: buffer(buf)
{}
ASMixerBuffer(const NonnullRefPtr<ABuffer>&, ASClientConnection&, int buffer_id = -1);
NonnullRefPtr<ABuffer> buffer;
int pos { 0 };
bool done { false };
WeakPtr<ASClientConnection> m_client;
int m_buffer_id { -1 };
};
Vector<ASMixerBuffer> m_pending_mixing;