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

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#include "slaud.h"
#include <SDL.h>
// To reduce CPU load on the Steam Link, we need to accumulate several frames
// before submitting for playback. Higher frames per submission saves more CPU
// but increases audio latency.
#define FRAMES_PER_SUBMISSION 4
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SLAudioRenderer::SLAudioRenderer()
: m_AudioContext(nullptr),
m_AudioStream(nullptr),
m_AudioBuffer(nullptr),
m_AudioBufferBytesFilled(0)
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{
SLAudio_SetLogFunction(SLAudioRenderer::slLogCallback, nullptr);
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}
bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
{
m_AudioContext = SLAudio_CreateContext();
if (m_AudioContext == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SLAudio_CreateContext() failed");
return false;
}
m_AudioBufferSize = SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount * FRAMES_PER_SUBMISSION;
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m_AudioStream = SLAudio_CreateStream(m_AudioContext,
opusConfig->sampleRate,
opusConfig->channelCount,
m_AudioBufferSize,
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1);
if (m_AudioStream == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SLAudio_CreateStream() failed");
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using SLAudio renderer");
return true;
}
void* SLAudioRenderer::getAudioBuffer(int* size)
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{
SDL_assert(*size == m_AudioBufferSize / FRAMES_PER_SUBMISSION);
if (m_AudioBuffer == nullptr) {
m_AudioBufferBytesFilled = 0;
m_AudioBuffer = (char*)SLAudio_BeginFrame(m_AudioStream);
if (m_AudioBuffer == nullptr) {
return nullptr;
}
}
return (void*)&m_AudioBuffer[m_AudioBufferBytesFilled];
}
SLAudioRenderer::~SLAudioRenderer()
{
if (m_AudioBuffer != nullptr) {
// We had a buffer in flight when we quit. Just in case
// SLAudio doesn't handle this properly, we'll zero and submit
// it just to be safe.
memset(m_AudioBuffer, 0, m_AudioBufferSize);
SLAudio_SubmitFrame(m_AudioStream);
}
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if (m_AudioStream != nullptr) {
SLAudio_FreeStream(m_AudioStream);
}
if (m_AudioContext != nullptr) {
SLAudio_FreeContext(m_AudioContext);
}
}
bool SLAudioRenderer::submitAudio(int bytesWritten)
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{
m_AudioBufferBytesFilled += bytesWritten;
// Submit the buffer when it's full
SDL_assert(m_AudioBufferBytesFilled <= m_AudioBufferSize);
if (m_AudioBufferBytesFilled == m_AudioBufferSize) {
SLAudio_SubmitFrame(m_AudioStream);
m_AudioBuffer = nullptr;
m_AudioBufferBytesFilled = 0;
}
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return true;
}
void SLAudioRenderer::slLogCallback(void*, ESLAudioLog logLevel, const char *message)
{
SDL_LogPriority priority;
switch (logLevel)
{
case k_ESLAudioLogError:
priority = SDL_LOG_PRIORITY_ERROR;
break;
case k_ESLAudioLogWarning:
priority = SDL_LOG_PRIORITY_WARN;
break;
case k_ESLAudioLogInfo:
priority = SDL_LOG_PRIORITY_INFO;
break;
default:
case k_ESLAudioLogDebug:
priority = SDL_LOG_PRIORITY_DEBUG;
break;
}
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION,
priority,
"SLAudio: %s",
message);
}