mirror of
https://github.com/RGBCube/serenity
synced 2025-07-08 06:37:35 +00:00

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.
112 lines
2.7 KiB
C++
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();
|
|
};
|