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