moonlight-qt/app/streaming/audio/renderers/sdlaud.cpp

82 lines
2.3 KiB
C++
Raw Normal View History

#include "sdl.h"
#include <Limelight.h>
#include <SDL.h>
#include <QtGlobal>
SdlAudioRenderer::SdlAudioRenderer()
: m_AudioDevice(0)
{
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_InitSubSystem(SDL_INIT_AUDIO) failed: %s",
SDL_GetError());
SDL_assert(SDL_WasInit(SDL_INIT_AUDIO));
}
}
bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
{
SDL_AudioSpec want, have;
SDL_zero(want);
want.freq = opusConfig->sampleRate;
want.format = AUDIO_S16;
want.channels = opusConfig->channelCount;
2018-07-16 03:17:08 +00:00
// This is supposed to be a power of 2, but our
// frames contain a non-power of 2 number of samples,
// so the slop would require buffering another full frame.
// Specifying non-Po2 seems to work for our supported platforms.
want.samples = SAMPLES_PER_FRAME;
m_AudioDevice = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if (m_AudioDevice == 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to open audio device: %s",
SDL_GetError());
SDL_QuitSubSystem(SDL_INIT_AUDIO);
return false;
}
2018-09-15 20:27:57 +00:00
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Desired audio buffer: %u samples (%lu bytes)",
2018-09-15 20:27:57 +00:00
want.samples,
want.samples * sizeof(short) * want.channels);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Obtained audio buffer: %u samples (%u bytes)",
2018-09-15 20:27:57 +00:00
have.samples,
have.size);
2018-09-15 20:27:57 +00:00
// Start playback
SDL_PauseAudioDevice(m_AudioDevice, 0);
2018-07-28 23:06:26 +00:00
return true;
}
SdlAudioRenderer::~SdlAudioRenderer()
{
if (m_AudioDevice != 0) {
// Stop playback
SDL_PauseAudioDevice(m_AudioDevice, 1);
SDL_CloseAudioDevice(m_AudioDevice);
}
SDL_QuitSubSystem(SDL_INIT_AUDIO);
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
}
bool SdlAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
{
if (SDL_QueueAudio(m_AudioDevice, audioBuffer, audioSize) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to queue audio sample: %s",
SDL_GetError());
}
return true;
}