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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.
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10 changed files with 88 additions and 64 deletions
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@ -1,11 +1,12 @@
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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/NonnullRefPtrVector.h>
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#include <AK/RefCounted.h>
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#include <AK/WeakPtr.h>
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#include <LibAudio/ABuffer.h>
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#include <LibCore/CFile.h>
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#include <LibCore/CLock.h>
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#include <LibAudio/ABuffer.h>
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#include <AK/NonnullRefPtrVector.h>
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class ASClientConnection;
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@ -13,16 +14,16 @@ class ASMixer : public RefCounted<ASMixer> {
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public:
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ASMixer();
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void queue(ASClientConnection&, const ABuffer&);
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void queue(ASClientConnection&, const ABuffer&, int buffer_id);
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private:
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struct ASMixerBuffer {
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ASMixerBuffer(const NonnullRefPtr<ABuffer>& buf)
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: buffer(buf)
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{}
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ASMixerBuffer(const NonnullRefPtr<ABuffer>&, ASClientConnection&, int buffer_id = -1);
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NonnullRefPtr<ABuffer> buffer;
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int pos { 0 };
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bool done { false };
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WeakPtr<ASClientConnection> m_client;
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int m_buffer_id { -1 };
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};
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Vector<ASMixerBuffer> m_pending_mixing;
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