Fork the IPC Connection classes into Server:: and Client::ConnectionNG.
The new IPC messages are serialized very snugly instead of using the
same generic data structure for all messages.
Remove ASAPI.h since we now generate all of it from AudioServer.ipc :^)
Instead of doing everything manually in C++, let's do some codegen.
This patch adds a crude but effective IPC definition parser, along
with two initial definition files for the AudioServer's client and
server endpoints.
The goal here is to generate most of this code from IPC protocol
descriptions, but for now I've spelled them all out to get started.
Each message gets a wrapper class in the ASAPI_Client or ASAPI_Server
namespace. They are convertible to and from the old message structs.
The real hotness happens when you want to make a synchronous request
to the other side:
auto response = send_sync<ASAPI_Client::GetMainMixVolume>();
Each request class knows his corresponding response class, so in the
above example, "response" will be an ASAPI_Server::DidGetMainMixVolume
object, and we can get the volume like so:
int volume = response.volume();
For posting messages that don't expect a response, you can still use
post_message() since the message classes are convertible:
post_message(ASAPI_Server::DidGetMainMixVolume(volume));
It's not perfect yet, but I already really like it. :^)
Give the mixer a main volume value (percent) that we scale all the
outgoing samples by (before clipping.)
Also add a simple "avol" program for querying and setting the volume:
- "avol" prints the current volume.
- "avol 200" sets the main mix volume to 200%
Each client connection now sets up an ASBufferQueue, which is basically a
queue of ABuffers. This allows us to immediately start streaming the next
pending buffer whenever our current buffer runs out of samples.
This makes the majority of the skippiness go away for me. :^)
Also get rid of the old PlayBuffer API, since we don't need it anymore.
This allows us to carry the same buffer all the way from the WAV loader
to the AudioServer mixer.
This alleviates some of the stutter, but there's still a noticeable
skip when switching buffers. We're gonna need to do better. :^)
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.
Use CLocalServer to listen for connections in WindowServer and AudioServer.
This allows us to accept incoming CLocalSocket objects from the CLocalServer
and construct client connections based on those.
Removed COpenedSocket since it's replaced by CLocalSocket.
Sticking these in a namespace allows us to use a more generic
("Connection") term without clashing, which is way easier to understand
than to try to come up with unique names for both.
The center of this is now an ABuffer class in LibAudio.
ABuffer contains ASample, which has two channels (left/right) in
floating point for mixing purposes, in 44100hz.
This means that the loaders (AWavLoader in this case) needs to do some
manipulation to get things in the right format, but that we don't need
to care after format loading is done.
While we're at it, do some correctness fixes. PCM data is unsigned if
it's 8 bit, but 16 bit is signed. And /dev/audio also wants signed 16
bit audio, so give it what it wants.
On top of this, AudioServer now accepts requests to play a buffer.
The IPC mechanism here is pretty much a 1:1 copy-paste from
LibGUI/WindowServer. It can be generalized more in the future, but for
now I want to get AudioServer working decently first :)
Additionally, add a little "aplay" tool to load and play a WAV file. It
will break with large WAVs (run out of memory, heh...) but it's a start.
Future work needs to make AudioServer block buffer submission from
clients until it has played the buffer they are requesting to play.
* Add a LibAudio, and move WAV file parsing there (via AWavFile and AWavLoader)
* Add CLocalSocket, and CSocket::connect() variant for local address types.
We make some small use of this in WindowServer (as that's where we
modelled it from), but don't get too invasive as this PR is already
quite large, and the WS I/O is a bit carefully done
* Add an AClientConnection which will eventually be used to talk to
AudioServer (and make use of it in Piano, though right now it really
doesn't do anything except connect, using our new CLocalSocket...)
Also add an AudioServer that (right now) doesn't do much.
It tries to open, parse, and play a wav file. In the future, it can do more.
My general thinking here here is that /dev/audio will be "owned" by AudioServer,
and we'll do mixing in software before passing buffers off to the kernel
to play, but we have to start somewhere.