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- /*
- * Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
- * Copyright (c) 2022, kleines Filmröllchen <filmroellchen@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #pragma once
- #include <AK/Concepts.h>
- #include <AK/FixedArray.h>
- #include <AK/NonnullOwnPtr.h>
- #include <AK/OwnPtr.h>
- #include <LibAudio/Queue.h>
- #include <LibAudio/UserSampleQueue.h>
- #include <LibCore/EventLoop.h>
- #include <LibCore/EventReceiver.h>
- #include <LibIPC/ConnectionToServer.h>
- #include <LibThreading/Mutex.h>
- #include <LibThreading/Thread.h>
- #include <Userland/Services/AudioServer/AudioClientEndpoint.h>
- #include <Userland/Services/AudioServer/AudioServerEndpoint.h>
- namespace Audio {
- class ConnectionToServer final
- : public IPC::ConnectionToServer<AudioClientEndpoint, AudioServerEndpoint>
- , public AudioClientEndpoint {
- IPC_CLIENT_CONNECTION(ConnectionToServer, "/tmp/session/%sid/portal/audio"sv)
- 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<ArrayLike<Sample> Samples>
- ErrorOr<void> async_enqueue(Samples&& samples)
- {
- return async_enqueue(TRY(FixedArray<Sample>::create(samples.span())));
- }
- ErrorOr<void> async_enqueue(FixedArray<Sample>&& 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<void, AudioQueue::QueueStatus> realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples);
- ErrorOr<void> blocking_realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples, Function<void()> wait_function);
- // 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;
- // Whether there is room in the realtime audio queue for another sample buffer.
- bool can_enqueue() const;
- void set_self_sample_rate(u32 sample_rate);
- virtual void die() override;
- Function<void(double volume)> on_client_volume_change;
- private:
- ConnectionToServer(NonnullOwnPtr<Core::LocalSocket>);
- 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;
- 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<AudioQueue> m_buffer;
- // The queue of non-realtime audio provided by the user.
- NonnullOwnPtr<UserSampleQueue> m_user_queue;
- NonnullRefPtr<Threading::Thread> m_background_audio_enqueuer;
- Core::EventLoop* m_enqueuer_loop { nullptr };
- 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 {};
- };
- }
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