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serenity/Userland/Applications/SoundPlayer/PlaybackManager.cpp
Joel Petersson 23bc306f99 SoundPlayer: Clear client buffer when playback is stopped
Previously we would not clear the client buffer of the
ConnectionToServer when playback was stopped. This would
cause old samples to be buffered and played when playback
was restarted.

With this commit we now perform this clearing of the client
buffer correctly.
2023-05-03 10:01:14 +02:00

132 lines
3.6 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "PlaybackManager.h"
PlaybackManager::PlaybackManager(NonnullRefPtr<Audio::ConnectionToServer> connection)
: m_connection(connection)
{
// FIXME: The buffer enqueuing should happen on a wholly independent second thread.
m_timer = Core::Timer::create_repeating(PlaybackManager::update_rate_ms, [&]() {
if (!m_loader)
return;
next_buffer();
}).release_value_but_fixme_should_propagate_errors();
m_device_sample_rate = connection->get_sample_rate();
}
void PlaybackManager::set_loader(NonnullRefPtr<Audio::Loader>&& loader)
{
stop();
m_loader = loader;
if (m_loader) {
m_total_length = m_loader->total_samples() / static_cast<float>(m_loader->sample_rate());
m_device_samples_per_buffer = PlaybackManager::buffer_size_ms / 1000.0f * m_device_sample_rate;
m_samples_to_load_per_buffer = PlaybackManager::buffer_size_ms / 1000.0f * m_loader->sample_rate();
m_resampler = Audio::ResampleHelper<Audio::Sample>(m_loader->sample_rate(), m_device_sample_rate);
m_timer->start();
} else {
m_timer->stop();
}
}
void PlaybackManager::stop()
{
set_paused(true);
m_connection->clear_client_buffer();
m_connection->async_clear_buffer();
if (m_loader)
(void)m_loader->reset();
}
void PlaybackManager::play()
{
set_paused(false);
}
void PlaybackManager::loop(bool loop)
{
m_loop = loop;
}
void PlaybackManager::seek(int const position)
{
if (!m_loader)
return;
bool paused_state = m_paused;
set_paused(true);
[[maybe_unused]] auto result = m_loader->seek(position);
m_connection->clear_client_buffer();
m_connection->async_clear_buffer();
if (!paused_state)
set_paused(false);
}
void PlaybackManager::pause()
{
set_paused(true);
}
void PlaybackManager::set_paused(bool paused)
{
m_paused = paused;
if (m_paused)
m_connection->async_pause_playback();
else
m_connection->async_start_playback();
}
bool PlaybackManager::toggle_pause()
{
if (m_paused) {
play();
} else {
pause();
}
return m_paused;
}
void PlaybackManager::next_buffer()
{
if (on_update)
on_update();
if (m_paused)
return;
while (m_connection->remaining_samples() < m_device_samples_per_buffer * always_enqueued_buffer_count) {
bool all_samples_loaded = (m_loader->loaded_samples() >= m_loader->total_samples());
bool audio_server_done = (m_connection->remaining_samples() == 0);
if (all_samples_loaded && audio_server_done) {
stop();
if (on_finished_playing)
on_finished_playing();
return;
}
auto buffer_or_error = m_loader->get_more_samples(m_samples_to_load_per_buffer);
if (buffer_or_error.is_error()) {
// FIXME: These errors should be shown to the user instead of being logged and then ignored
dbgln("Error while loading samples: {}", buffer_or_error.error().description);
return;
}
auto buffer = buffer_or_error.release_value();
m_current_buffer.swap(buffer);
VERIFY(m_resampler.has_value());
m_resampler->reset();
// FIXME: Handle OOM better.
auto resampled = MUST(FixedArray<Audio::Sample>::create(m_resampler->resample(move(m_current_buffer)).span()));
m_current_buffer.swap(resampled);
MUST(m_connection->async_enqueue(m_current_buffer));
}
}