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#pragma once
#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 <LibCore/CLock.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)
{
while (!m_current && !m_queue.is_empty())
m_current = m_queue.dequeue();
if (!m_current)
return false;
sample = m_current->samples()[m_position++];
if (m_position >= m_current->sample_count()) {
m_current = nullptr;
m_position = 0;
}
return true;
}
ASClientConnection* client() { return m_client.ptr(); }
void clear()
{
m_queue.clear();
m_position = 0;
}
private:
RefPtr<ABuffer> m_current;
Queue<NonnullRefPtr<ABuffer>> m_queue;
int m_position { 0 };
int m_playing_queued_buffer_id { -1 };
WeakPtr<ASClientConnection> m_client;
};
class ASMixer : public RefCounted<ASMixer> {
public:
ASMixer();
NonnullRefPtr<ASBufferQueue> create_queue(ASClientConnection&);
int main_volume() const { return m_main_volume; }
void set_main_volume(int volume) { m_main_volume = volume; }
private:
Vector<NonnullRefPtr<ASBufferQueue>> m_pending_mixing;
CFile m_device;
CLock m_lock;
int m_main_volume { 100 };
void mix();
};
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