/* * Copyright (c) 2018-2020, Andreas Kling * Copyright (c) 2021, kleines Filmröllchen * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include "ClientConnection.h" #include "FadingProperty.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace AudioServer { // Headroom, i.e. fixed attenuation for all audio streams. // This is to prevent clipping when two streams with low headroom (e.g. normalized & compressed) are playing. constexpr double SAMPLE_HEADROOM = 0.7; class ClientConnection; class ClientAudioStream : public RefCounted { public: explicit ClientAudioStream(ClientConnection&); ~ClientAudioStream() { } bool is_full() const { return m_queue.size() >= 3; } void enqueue(NonnullRefPtr&&); bool get_next_sample(Audio::Sample& 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->id()); m_current = nullptr; m_position = 0; } return true; } ClientConnection* 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->id(); return -1; } FadingProperty& volume() { return m_volume; } double volume() const { return m_volume; } void set_volume(double const volume) { m_volume = volume; } private: RefPtr m_current; Queue> m_queue; int m_position { 0 }; int m_remaining_samples { 0 }; int m_played_samples { 0 }; bool m_paused { false }; WeakPtr m_client; FadingProperty m_volume { 1 }; }; class Mixer : public Core::Object { C_OBJECT(Mixer) public: virtual ~Mixer() override; NonnullRefPtr create_queue(ClientConnection&); // To the outside world, we pretend that the target volume is already reached, even though it may be still fading. double main_volume() const { return m_main_volume.target(); } void set_main_volume(double volume); bool is_muted() const { return m_muted; } void set_muted(bool); int audiodevice_set_sample_rate(u32 sample_rate); u32 audiodevice_get_sample_rate() const; private: Mixer(NonnullRefPtr config); void request_setting_sync(); Vector> m_pending_mixing; Threading::Mutex m_pending_mutex; Threading::ConditionVariable m_mixing_necessary { m_pending_mutex }; RefPtr m_device; NonnullRefPtr m_sound_thread; bool m_muted { false }; FadingProperty m_main_volume { 1 }; NonnullRefPtr m_config; RefPtr m_config_write_timer; static u8 m_zero_filled_buffer[4096]; void mix(); }; // Interval in ms when the server tries to save its configuration to disk. constexpr unsigned AUDIO_CONFIG_WRITE_INTERVAL = 2000; }