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https://github.com/RGBCube/serenity
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AudioServer: Add a buffer queue so we can buffer some sound.
The idea here is to keep a small number of sample buffers queued in the AudioServer so we don't get caught without something to play.
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parent
7f82e86fb8
commit
7cabe6433e
6 changed files with 61 additions and 1 deletions
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@ -25,3 +25,18 @@ void AClientConnection::play(const ABuffer& buffer, bool block)
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request.play_buffer.buffer_id = buffer.shared_buffer_id();
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sync_request(request, block ? ASAPI_ServerMessage::Type::FinishedPlayingBuffer : ASAPI_ServerMessage::Type::PlayingBuffer);
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}
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void AClientConnection::enqueue(const ABuffer& buffer)
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{
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for (;;) {
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const_cast<ABuffer&>(buffer).shared_buffer().share_with(server_pid());
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ASAPI_ClientMessage request;
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request.type = ASAPI_ClientMessage::Type::EnqueueBuffer;
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request.play_buffer.buffer_id = buffer.shared_buffer_id();
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auto response = sync_request(request, ASAPI_ServerMessage::Type::EnqueueBufferResponse);
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if (response.success)
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break;
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dbg() << "EnqueueBuffer failed, retrying...";
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sleep(1);
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}
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}
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@ -12,4 +12,5 @@ public:
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virtual void handshake() override;
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void play(const ABuffer&, bool block);
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void enqueue(const ABuffer&);
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};
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@ -6,10 +6,12 @@ struct ASAPI_ServerMessage {
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Greeting,
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PlayingBuffer,
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FinishedPlayingBuffer,
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EnqueueBufferResponse,
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};
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Type type { Type::Invalid };
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unsigned extra_size { 0 };
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bool success { true };
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union {
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struct {
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@ -27,6 +29,7 @@ struct ASAPI_ClientMessage {
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Invalid,
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Greeting,
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PlayBuffer,
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EnqueueBuffer,
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};
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Type type { Type::Invalid };
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