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			93 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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|  * Copyright (c) 2022, kleines Filmröllchen <filmroellchen@serenityos.org>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #pragma once
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| 
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| #include <AK/Concepts.h>
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| #include <AK/FixedArray.h>
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| #include <AK/NonnullOwnPtr.h>
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| #include <AK/OwnPtr.h>
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| #include <LibAudio/Queue.h>
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| #include <LibAudio/UserSampleQueue.h>
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| #include <LibCore/EventLoop.h>
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| #include <LibCore/Object.h>
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| #include <LibIPC/ConnectionToServer.h>
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| #include <LibThreading/Mutex.h>
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| #include <LibThreading/Thread.h>
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| #include <Userland/Services/AudioServer/AudioClientEndpoint.h>
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| #include <Userland/Services/AudioServer/AudioServerEndpoint.h>
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| 
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| namespace Audio {
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| 
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| class ConnectionToServer final
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|     : public IPC::ConnectionToServer<AudioClientEndpoint, AudioServerEndpoint>
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|     , public AudioClientEndpoint {
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|     IPC_CLIENT_CONNECTION(ConnectionToServer, "/tmp/session/%sid/portal/audio"sv)
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| public:
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|     virtual ~ConnectionToServer() override;
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| 
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|     // Both of these APIs are for convenience and when you don't care about real-time behavior.
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|     // They will not work properly in conjunction with realtime_enqueue.
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|     // If you don't refill the buffer in time with this API, the last shared buffer write is zero-padded to play all of the samples.
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|     template<ArrayLike<Sample> Samples>
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|     ErrorOr<void> async_enqueue(Samples&& samples)
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|     {
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|         return async_enqueue(TRY(FixedArray<Sample>::try_create(samples.span())));
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|     }
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| 
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|     ErrorOr<void> async_enqueue(FixedArray<Sample>&& samples);
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| 
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|     void clear_client_buffer();
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| 
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|     // Returns immediately with the appropriate status if the buffer is full; use in conjunction with remaining_buffers to get low latency.
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|     ErrorOr<void, AudioQueue::QueueStatus> realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples);
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|     ErrorOr<void> blocking_realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples, Function<void()> wait_function);
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| 
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|     // This information can be deducted from the shared audio buffer.
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|     unsigned total_played_samples() const;
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|     // How many samples remain in m_enqueued_samples.
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|     unsigned remaining_samples();
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|     // How many buffers (i.e. short sample arrays) the server hasn't played yet.
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|     // Non-realtime code needn't worry about this.
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|     size_t remaining_buffers() const;
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| 
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|     virtual void die() override;
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| 
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|     Function<void(bool muted)> on_main_mix_muted_state_change;
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|     Function<void(double volume)> on_main_mix_volume_change;
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|     Function<void(double volume)> on_client_volume_change;
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| 
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| private:
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|     ConnectionToServer(NonnullOwnPtr<Core::Stream::LocalSocket>);
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| 
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|     virtual void main_mix_muted_state_changed(bool) override;
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|     virtual void main_mix_volume_changed(double) override;
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|     virtual void client_volume_changed(double) override;
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| 
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|     // We use this to perform the audio enqueuing on the background thread's event loop
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|     virtual void custom_event(Core::CustomEvent&) override;
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| 
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|     // FIXME: This should be called every time the sample rate changes, but we just cautiously call it on every non-realtime enqueue.
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|     void update_good_sleep_time();
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| 
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|     // Shared audio buffer: both server and client constantly read and write to/from this.
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|     // This needn't be mutex protected: it's internally multi-threading aware.
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|     OwnPtr<AudioQueue> m_buffer;
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| 
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|     // The queue of non-realtime audio provided by the user.
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|     NonnullOwnPtr<UserSampleQueue> m_user_queue;
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| 
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|     NonnullRefPtr<Threading::Thread> m_background_audio_enqueuer;
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|     Core::EventLoop* m_enqueuer_loop { nullptr };
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|     Threading::Mutex m_enqueuer_loop_destruction;
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| 
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|     // A good amount of time to sleep when the queue is full.
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|     // (Only used for non-realtime enqueues)
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|     timespec m_good_sleep_time {};
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| };
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| 
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| }
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