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serenity/Userland/Services/AudioServer/ClientAudioStream.cpp
kleines Filmröllchen d905498fb6 AudioServer: Clean up ClientAudioStream APIs
- Use Optional references instead of pointers
- Clean up some const and nullability weirdness
- Use proper error return value for get_next_sample
2023-08-12 12:22:16 -06:00

117 lines
3.3 KiB
C++

/*
* Copyright (c) 2018-2022, the SerenityOS developers.
* Copyright (c) 2021-2023, kleines Filmröllchen <filmroellchen@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "ClientAudioStream.h"
#include <LibAudio/Resampler.h>
namespace AudioServer {
ClientAudioStream::ClientAudioStream(ConnectionFromClient& client)
: m_client(client)
{
}
Optional<ConnectionFromClient&> ClientAudioStream::client()
{
return m_client.has_value() ? *m_client : Optional<ConnectionFromClient&> {};
}
bool ClientAudioStream::is_connected() const
{
return m_client && m_client->is_open();
}
ErrorOr<Audio::Sample, ClientAudioStream::ErrorState> ClientAudioStream::get_next_sample(u32 audiodevice_sample_rate)
{
// Note: Even though we only check client state here, we will probably close the client much earlier.
if (!is_connected())
return ErrorState::ClientDisconnected;
if (m_paused)
return ErrorState::ClientUnderrun;
if (m_in_chunk_location >= m_current_audio_chunk.size()) {
auto result = m_buffer->dequeue();
if (result.is_error()) {
if (result.error() == Audio::AudioQueue::QueueStatus::Empty) {
dbgln_if(AUDIO_DEBUG, "Audio client {} can't keep up!", m_client->client_id());
}
return ErrorState::ClientUnderrun;
}
// FIXME: Our resampler and the way we resample here are bad.
// Ideally, we should both do perfect band-corrected resampling,
// as well as carry resampling state over between buffers.
auto maybe_resampled = Audio::ResampleHelper<Audio::Sample> { m_sample_rate == 0 ? audiodevice_sample_rate : m_sample_rate, audiodevice_sample_rate }
.try_resample(result.release_value());
if (maybe_resampled.is_error())
return ErrorState::ResamplingError;
// If the sample rate changes underneath us, we will still play the existing buffer unchanged until we're done.
// This is not a significant problem since the buffers are very small (~100 samples or less).
m_current_audio_chunk = maybe_resampled.release_value();
m_in_chunk_location = 0;
}
return m_current_audio_chunk[m_in_chunk_location++];
}
void ClientAudioStream::set_buffer(NonnullOwnPtr<Audio::AudioQueue> buffer)
{
m_buffer = move(buffer);
}
void ClientAudioStream::clear()
{
ErrorOr<Array<Audio::Sample, Audio::AUDIO_BUFFER_SIZE>, Audio::AudioQueue::QueueStatus> result = Audio::AudioQueue::QueueStatus::Invalid;
do {
result = m_buffer->dequeue();
} while (!result.is_error() || result.error() != Audio::AudioQueue::QueueStatus::Empty);
}
void ClientAudioStream::set_paused(bool paused)
{
m_paused = paused;
}
FadingProperty<double>& ClientAudioStream::volume()
{
return m_volume;
}
double ClientAudioStream::volume() const
{
return m_volume;
}
void ClientAudioStream::set_volume(double const volume)
{
m_volume = volume;
}
bool ClientAudioStream::is_muted() const
{
return m_muted;
}
void ClientAudioStream::set_muted(bool muted)
{
m_muted = muted;
}
u32 ClientAudioStream::sample_rate() const
{
return m_sample_rate;
}
void ClientAudioStream::set_sample_rate(u32 sample_rate)
{
dbgln_if(AUDIO_DEBUG, "queue {} got sample rate {} Hz", m_client->client_id(), sample_rate);
m_sample_rate = sample_rate;
}
}