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serenity/Servers/AudioServer/ASMixer.h
Andreas Kling a089125d0f AudioServer: Block the mixer thread when there's nothing to do
Use a pthread_cond_t to have the ASMixer thread wait until a client has
connected and added a buffer queue to the "pending mixing" vector.

This solves the long-standing issue of the system "idling" at ~8% CPU.
2019-12-25 23:54:07 +01:00

112 lines
2.7 KiB
C++

#pragma once
#include "ASClientConnection.h"
#include <AK/ByteBuffer.h>
#include <AK/NonnullRefPtrVector.h>
#include <AK/Queue.h>
#include <AK/RefCounted.h>
#include <AK/WeakPtr.h>
#include <LibAudio/ABuffer.h>
#include <LibCore/CFile.h>
#include <LibThread/Lock.h>
#include <LibThread/Thread.h>
class ASClientConnection;
class ASBufferQueue : public RefCounted<ASBufferQueue> {
public:
explicit ASBufferQueue(ASClientConnection&);
~ASBufferQueue() {}
bool is_full() const { return m_queue.size() >= 3; }
void enqueue(NonnullRefPtr<ABuffer>&&);
bool get_next_sample(ASample& sample)
{
if (m_paused)
return false;
while (!m_current && !m_queue.is_empty())
m_current = m_queue.dequeue();
if (!m_current)
return false;
sample = m_current->samples()[m_position++];
--m_remaining_samples;
++m_played_samples;
if (m_position >= m_current->sample_count()) {
m_client->did_finish_playing_buffer({}, m_current->shared_buffer_id());
m_current = nullptr;
m_position = 0;
}
return true;
}
ASClientConnection* client() { return m_client.ptr(); }
void clear(bool paused = false)
{
m_queue.clear();
m_position = 0;
m_remaining_samples = 0;
m_played_samples = 0;
m_current = nullptr;
m_paused = paused;
}
void set_paused(bool paused)
{
m_paused = paused;
}
int get_remaining_samples() const { return m_remaining_samples; }
int get_played_samples() const { return m_played_samples; }
int get_playing_buffer() const
{
if (m_current)
return m_current->shared_buffer_id();
return -1;
}
private:
RefPtr<ABuffer> m_current;
Queue<NonnullRefPtr<ABuffer>> m_queue;
int m_position { 0 };
int m_remaining_samples { 0 };
int m_played_samples { 0 };
bool m_paused { false };
WeakPtr<ASClientConnection> m_client;
};
class ASMixer : public CObject {
C_OBJECT(ASMixer)
public:
ASMixer();
virtual ~ASMixer() override;
NonnullRefPtr<ASBufferQueue> create_queue(ASClientConnection&);
int main_volume() const { return m_main_volume; }
void set_main_volume(int volume) { m_main_volume = volume; }
bool is_muted() const { return m_muted; }
void set_muted(bool);
private:
Vector<NonnullRefPtr<ASBufferQueue>> m_pending_mixing;
pthread_mutex_t m_pending_mutex;
pthread_cond_t m_pending_cond;
RefPtr<CFile> m_device;
LibThread::Thread m_sound_thread;
bool m_muted { false };
int m_main_volume { 100 };
u8* m_zero_filled_buffer { nullptr };
void mix();
};