serenity/Userland/Libraries/LibAudio/ConnectionToServer.cpp

159 lines
4.7 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2022, kleines Filmröllchen <filmroellchen@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Atomic.h>
#include <AK/Format.h>
#include <AK/OwnPtr.h>
#include <AK/Time.h>
#include <AK/Types.h>
#include <LibAudio/ConnectionToServer.h>
#include <LibAudio/Queue.h>
#include <LibAudio/UserSampleQueue.h>
#include <LibCore/Event.h>
#include <LibThreading/Mutex.h>
#include <sched.h>
#include <time.h>
namespace Audio {
ConnectionToServer::ConnectionToServer(NonnullOwnPtr<Core::LocalSocket> socket)
: IPC::ConnectionToServer<AudioClientEndpoint, AudioServerEndpoint>(*this, move(socket))
, m_buffer(make<AudioQueue>(MUST(AudioQueue::create())))
, m_user_queue(make<UserSampleQueue>())
, m_background_audio_enqueuer(Threading::Thread::construct([this]() {
// All the background thread does is run an event loop.
Core::EventLoop enqueuer_loop;
m_enqueuer_loop = &enqueuer_loop;
enqueuer_loop.exec();
{
Threading::MutexLocker const locker(m_enqueuer_loop_destruction);
m_enqueuer_loop = nullptr;
}
return (intptr_t) nullptr;
}))
{
async_pause_playback();
set_buffer(*m_buffer);
}
ConnectionToServer::~ConnectionToServer()
{
die();
}
void ConnectionToServer::die()
{
{
Threading::MutexLocker const locker(m_enqueuer_loop_destruction);
// We're sometimes getting here after the other thread has already exited and its event loop does no longer exist.
if (m_enqueuer_loop != nullptr) {
m_enqueuer_loop->wake();
m_enqueuer_loop->quit(0);
}
}
if (m_background_audio_enqueuer->is_started())
(void)m_background_audio_enqueuer->join();
}
ErrorOr<void> ConnectionToServer::async_enqueue(FixedArray<Sample>&& samples)
{
if (!m_background_audio_enqueuer->is_started()) {
m_background_audio_enqueuer->start();
TRY(m_background_audio_enqueuer->set_priority(THREAD_PRIORITY_MAX));
}
update_good_sleep_time();
m_user_queue->append(move(samples));
// Wake the background thread to make sure it starts enqueuing audio.
m_enqueuer_loop->wake_once(*this, 0);
async_start_playback();
return {};
}
void ConnectionToServer::clear_client_buffer()
{
m_user_queue->clear();
}
void ConnectionToServer::update_good_sleep_time()
{
auto sample_rate = static_cast<double>(get_sample_rate());
auto buffer_play_time_ns = 1'000'000'000.0 / (sample_rate / static_cast<double>(AUDIO_BUFFER_SIZE));
// A factor of 1 should be good for now.
m_good_sleep_time = Time::from_nanoseconds(static_cast<unsigned>(buffer_play_time_ns)).to_timespec();
}
// Non-realtime audio writing loop
void ConnectionToServer::custom_event(Core::CustomEvent&)
{
Array<Sample, AUDIO_BUFFER_SIZE> next_chunk;
while (true) {
if (m_user_queue->is_empty()) {
dbgln("Reached end of provided audio data, going to sleep");
break;
}
auto available_samples = min(AUDIO_BUFFER_SIZE, m_user_queue->size());
for (size_t i = 0; i < available_samples; ++i)
next_chunk[i] = (*m_user_queue)[i];
m_user_queue->discard_samples(available_samples);
// FIXME: Could we receive interrupts in a good non-IPC way instead?
auto result = m_buffer->blocking_enqueue(next_chunk, [this]() {
nanosleep(&m_good_sleep_time, nullptr);
});
if (result.is_error())
dbgln("Error while writing samples to shared buffer: {}", result.error());
}
}
ErrorOr<void, AudioQueue::QueueStatus> ConnectionToServer::realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples)
{
return m_buffer->enqueue(samples);
}
ErrorOr<void> ConnectionToServer::blocking_realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples, Function<void()> wait_function)
{
return m_buffer->blocking_enqueue(samples, move(wait_function));
}
unsigned ConnectionToServer::total_played_samples() const
{
return m_buffer->weak_tail() * AUDIO_BUFFER_SIZE;
}
unsigned ConnectionToServer::remaining_samples()
{
return static_cast<unsigned>(m_user_queue->remaining_samples());
}
size_t ConnectionToServer::remaining_buffers() const
{
return m_buffer->size() - m_buffer->weak_remaining_capacity();
}
void ConnectionToServer::main_mix_muted_state_changed(bool muted)
{
if (on_main_mix_muted_state_change)
on_main_mix_muted_state_change(muted);
}
void ConnectionToServer::main_mix_volume_changed(double volume)
{
if (on_main_mix_volume_change)
on_main_mix_volume_change(volume);
}
void ConnectionToServer::client_volume_changed(double volume)
{
if (on_client_volume_change)
on_client_volume_change(volume);
}
}