
Across the entire audio system, audio now works in 0-1 terms instead of 0-100 as before. Therefore, volume is now a double instead of an int. The master volume of the AudioServer changes smoothly through a FadingProperty, preventing clicks. Finally, volume computations are done with logarithmic scaling, which is more natural for the human ear. Note that this could be 4-5 different commits, but as they change each other's code all the time, it makes no sense to split them up.
57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibAudio/Buffer.h>
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#include <LibAudio/ClientConnection.h>
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namespace Audio {
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ClientConnection::ClientConnection()
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: IPC::ServerConnection<AudioClientEndpoint, AudioServerEndpoint>(*this, "/tmp/portal/audio")
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{
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}
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void ClientConnection::enqueue(Buffer const& buffer)
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{
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for (;;) {
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auto success = enqueue_buffer(buffer.anonymous_buffer(), buffer.id(), buffer.sample_count());
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if (success)
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break;
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// FIXME: We don't know what is a good value for this.
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// For now, decrease it to enable better real-time audio.
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usleep(10000);
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}
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}
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void ClientConnection::async_enqueue(Buffer const& buffer)
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{
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async_enqueue_buffer(buffer.anonymous_buffer(), buffer.id(), buffer.sample_count());
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}
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bool ClientConnection::try_enqueue(Buffer const& buffer)
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{
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return enqueue_buffer(buffer.anonymous_buffer(), buffer.id(), buffer.sample_count());
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}
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void ClientConnection::finished_playing_buffer(i32 buffer_id)
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{
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if (on_finish_playing_buffer)
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on_finish_playing_buffer(buffer_id);
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}
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void ClientConnection::muted_state_changed(bool muted)
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{
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if (on_muted_state_change)
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on_muted_state_change(muted);
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}
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void ClientConnection::main_mix_volume_changed(double volume)
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{
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if (on_main_mix_volume_change)
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on_main_mix_volume_change(volume);
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}
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}
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