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serenity/Userland/Applications/SoundPlayer/Player.cpp
Leandro Pereira 314b8a374b SoundPlayer: Implement playlist shuffle mode
The shuffling algorithm uses a naïve bloom filter to provide random
uniformity, avoiding items that were recently played.  With 32 bits,
double hashing, and an error rate of ~10%, this bloom filter should
be able to hold around ~16 keys, which should be sufficient to give the
illusion of fairness to the shuffling algorithm.

This avoids having to shuffle the playlist itself (user might have
spent quite a bit of time to sort them, so it's not a good idea to mess
with it), or having to create a proxy model that shuffles (that could
potentially use quite a bit of memory).
2021-10-25 23:37:18 +02:00

131 lines
3.4 KiB
C++

/*
* Copyright (c) 2021, Cesar Torres <shortanemoia@protonmail.com>
* Copyright (c) 2021, Leandro A. F. Pereira <leandro@tia.mat.br>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Player.h"
Player::Player(Audio::ClientConnection& audio_client_connection)
: m_audio_client_connection(audio_client_connection)
, m_playback_manager(audio_client_connection)
{
m_playback_manager.on_update = [&]() {
auto samples_played = m_audio_client_connection.get_played_samples();
auto sample_rate = m_playback_manager.loader()->sample_rate();
float source_to_dest_ratio = static_cast<float>(sample_rate) / m_playback_manager.device_sample_rate();
samples_played *= source_to_dest_ratio;
samples_played += m_playback_manager.last_seek();
auto played_seconds = samples_played / sample_rate;
time_elapsed(played_seconds);
sound_buffer_played(m_playback_manager.current_buffer(), m_playback_manager.device_sample_rate(), samples_played);
};
m_playback_manager.on_finished_playing = [&]() {
set_play_state(PlayState::Stopped);
switch (loop_mode()) {
case LoopMode::File:
play_file_path(loaded_filename());
return;
case LoopMode::Playlist:
play_file_path(m_playlist.next());
return;
case LoopMode::None:
return;
}
};
}
void Player::play_file_path(StringView path)
{
if (path.is_null())
return;
if (!Core::File::exists(path)) {
audio_load_error(path, "File does not exist");
return;
}
if (path.ends_with(".m3u", AK::CaseSensitivity::CaseInsensitive) || path.ends_with(".m3u8", AK::CaseSensitivity::CaseInsensitive)) {
playlist_loaded(path, m_playlist.load(path));
return;
}
NonnullRefPtr<Audio::Loader> loader = Audio::Loader::create(path);
if (loader->has_error()) {
audio_load_error(path, loader->error_string());
return;
}
m_loaded_filename = path;
file_name_changed(path);
total_samples_changed(loader->total_samples());
m_playback_manager.set_loader(move(loader));
play();
}
void Player::set_play_state(PlayState state)
{
if (m_play_state != state) {
m_play_state = state;
play_state_changed(state);
}
}
void Player::set_loop_mode(LoopMode mode)
{
if (m_loop_mode != mode) {
m_loop_mode = mode;
m_playlist.set_looping(mode == LoopMode::Playlist);
loop_mode_changed(mode);
}
}
void Player::set_volume(double volume)
{
m_volume = clamp(volume, 0, 1.0);
m_audio_client_connection.set_self_volume(m_volume);
volume_changed(m_volume);
}
void Player::set_shuffle_mode(ShuffleMode mode)
{
if (m_shuffle_mode != mode) {
m_shuffle_mode = mode;
m_playlist.set_shuffling(mode == ShuffleMode::Shuffling);
shuffle_mode_changed(mode);
}
}
void Player::play()
{
m_playback_manager.play();
set_play_state(PlayState::Playing);
}
void Player::pause()
{
m_playback_manager.pause();
set_play_state(PlayState::Paused);
}
void Player::toggle_pause()
{
bool paused = m_playback_manager.toggle_pause();
set_play_state(paused ? PlayState::Paused : PlayState::Playing);
}
void Player::stop()
{
m_playback_manager.stop();
set_play_state(PlayState::Stopped);
}
void Player::seek(int sample)
{
m_playback_manager.seek(sample);
}