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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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@ -54,6 +54,30 @@ bool ASClientConnection::handle_message(const ASAPI_ClientMessage& message, cons
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m_mixer.queue(*this, ABuffer::create_with_shared_buffer(*shared_buffer));
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break;
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}
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case ASAPI_ClientMessage::Type::EnqueueBuffer: {
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auto shared_buffer = SharedBuffer::create_from_shared_buffer_id(message.play_buffer.buffer_id);
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if (!shared_buffer) {
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did_misbehave();
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return false;
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}
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static const int max_in_queue = 2;
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ASAPI_ServerMessage reply;
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reply.type = ASAPI_ServerMessage::Type::EnqueueBufferResponse;
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reply.playing_buffer.buffer_id = message.play_buffer.buffer_id;
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if (m_buffer_queue.size() >= max_in_queue) {
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reply.success = false;
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} else {
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m_buffer_queue.enqueue(ABuffer::create_with_shared_buffer(*shared_buffer));
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}
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post_message(reply);
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if (m_playing_queued_buffer_id == -1)
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play_next_in_queue();
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break;
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}
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case ASAPI_ClientMessage::Type::Invalid:
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default:
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dbgprintf("ASClientConnection: Unexpected message ID %d\n", int(message.type));
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@ -65,8 +89,19 @@ bool ASClientConnection::handle_message(const ASAPI_ClientMessage& message, cons
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void ASClientConnection::did_finish_playing_buffer(Badge<ASMixer>, int buffer_id)
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{
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if (m_playing_queued_buffer_id == buffer_id)
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play_next_in_queue();
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ASAPI_ServerMessage reply;
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reply.type = ASAPI_ServerMessage::Type::FinishedPlayingBuffer;
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reply.playing_buffer.buffer_id = buffer_id;
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post_message(reply);
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}
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void ASClientConnection::play_next_in_queue()
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{
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dbg() << "Playing next in queue (" << m_buffer_queue.size() << " queued)";
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auto buffer = m_buffer_queue.dequeue();
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m_playing_queued_buffer_id = buffer->shared_buffer_id();
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m_mixer.queue(*this, move(buffer));
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}
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