/* * Copyright (c) 2018-2020, Andreas Kling * Copyright (c) 2022, kleines Filmröllchen * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Audio { class ConnectionToServer final : public IPC::ConnectionToServer , public AudioClientEndpoint { IPC_CLIENT_CONNECTION(ConnectionToServer, "/tmp/portal/audio") public: virtual ~ConnectionToServer() override; // Both of these APIs are for convenience and when you don't care about real-time behavior. // They will not work properly in conjunction with realtime_enqueue. // If you don't refill the buffer in time with this API, the last shared buffer write is zero-padded to play all of the samples. template Samples> ErrorOr async_enqueue(Samples&& samples) { return async_enqueue(TRY(FixedArray::try_create(samples.span()))); } ErrorOr async_enqueue(FixedArray&& samples); void clear_client_buffer(); // Returns immediately with the appropriate status if the buffer is full; use in conjunction with remaining_buffers to get low latency. ErrorOr realtime_enqueue(Array samples); // This information can be deducted from the shared audio buffer. unsigned total_played_samples() const; // How many samples remain in m_enqueued_samples. unsigned remaining_samples(); // How many buffers (i.e. short sample arrays) the server hasn't played yet. // Non-realtime code needn't worry about this. size_t remaining_buffers() const; virtual void die() override; Function on_main_mix_muted_state_change; Function on_main_mix_volume_change; Function on_client_volume_change; private: ConnectionToServer(NonnullOwnPtr); virtual void main_mix_muted_state_changed(bool) override; virtual void main_mix_volume_changed(double) override; virtual void client_volume_changed(double) override; // We use this to perform the audio enqueuing on the background thread's event loop virtual void custom_event(Core::CustomEvent&) override; // FIXME: This should be called every time the sample rate changes, but we just cautiously call it on every non-realtime enqueue. void update_good_sleep_time(); // Shared audio buffer: both server and client constantly read and write to/from this. // This needn't be mutex protected: it's internally multi-threading aware. OwnPtr m_buffer; // The queue of non-realtime audio provided by the user. NonnullOwnPtr m_user_queue; NonnullRefPtr m_background_audio_enqueuer; Core::EventLoop* m_enqueuer_loop; Threading::Mutex m_enqueuer_loop_destruction; // A good amount of time to sleep when the queue is full. // (Only used for non-realtime enqueues) timespec m_good_sleep_time {}; }; }