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I had to solve a bunch of things simultaneously to make this work. Refactor AWavLoader to be a streaming loader rather than a one-shot one. The constructor parses the header, and if everything looks good, you can repeatedly ask the AWavLoader for sample buffers until it runs out. Also send a message from AudioServer when a buffer has finished playing. That allows us to implement a blocking variant of play(). Use all of this in aplay to play WAV files chunk-at-a-time. This is definitely not perfect and it's a little glitchy and skippy, but I think it's a step in the right direction.
35 lines
1.2 KiB
C++
35 lines
1.2 KiB
C++
#include <LibAudio/ABuffer.h>
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#include <LibAudio/AClientConnection.h>
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#include <SharedBuffer.h>
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AClientConnection::AClientConnection()
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: Connection("/tmp/asportal")
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{
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}
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void AClientConnection::handshake()
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{
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ASAPI_ClientMessage request;
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request.type = ASAPI_ClientMessage::Type::Greeting;
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request.greeting.client_pid = getpid();
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auto response = sync_request(request, ASAPI_ServerMessage::Type::Greeting);
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set_server_pid(response.greeting.server_pid);
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set_my_client_id(response.greeting.your_client_id);
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}
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void AClientConnection::play(const ABuffer& buffer, bool block)
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{
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auto shared_buf = SharedBuffer::create_with_size(buffer.size_in_bytes());
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if (!shared_buf) {
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dbg() << "Failed to create a shared buffer!";
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return;
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}
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memcpy(shared_buf->data(), buffer.data(), buffer.size_in_bytes());
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shared_buf->seal();
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shared_buf->share_with(server_pid());
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ASAPI_ClientMessage request;
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request.type = ASAPI_ClientMessage::Type::PlayBuffer;
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request.play_buffer.buffer_id = shared_buf->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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