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

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#include "sdl.h"
#include <Limelight.h>
#include <SDL.h>
#include <QtGlobal>
SdlAudioRenderer::SdlAudioRenderer()
: m_AudioDevice(0),
m_AudioBuffer(nullptr)
{
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;
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// 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 = opusConfig->samplesPerFrame;
m_FrameSize = opusConfig->samplesPerFrame * sizeof(short) * opusConfig->channelCount;
m_FrameDurationMs = opusConfig->samplesPerFrame / 48;
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());
return false;
}
m_AudioBuffer = malloc(m_FrameSize);
if (m_AudioBuffer == nullptr) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to allocate audio buffer");
return false;
}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Desired audio buffer: %u samples (%lu bytes)",
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want.samples,
want.samples * sizeof(short) * want.channels);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Obtained audio buffer: %u samples (%u bytes)",
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have.samples,
have.size);
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// Start playback
SDL_PauseAudioDevice(m_AudioDevice, 0);
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return true;
}
SdlAudioRenderer::~SdlAudioRenderer()
{
if (m_AudioDevice != 0) {
// Stop playback
SDL_PauseAudioDevice(m_AudioDevice, 1);
SDL_CloseAudioDevice(m_AudioDevice);
}
if (m_AudioBuffer != nullptr) {
free(m_AudioBuffer);
}
SDL_QuitSubSystem(SDL_INIT_AUDIO);
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
}
void* SdlAudioRenderer::getAudioBuffer(int*)
{
return m_AudioBuffer;
}
bool SdlAudioRenderer::submitAudio(int bytesWritten)
{
if (bytesWritten == 0) {
// Nothing to do
return true;
}
// Don't queue if there's already more than 30 ms of audio data waiting
// in Moonlight's audio queue.
if (LiGetPendingAudioFrames() * m_FrameDurationMs > 30) {
return true;
}
// Provide backpressure on the queue to ensure too many frames don't build up
// in SDL's audio queue.
while (SDL_GetQueuedAudioSize(m_AudioDevice) / m_FrameSize > 10) {
SDL_Delay(1);
}
if (SDL_QueueAudio(m_AudioDevice, m_AudioBuffer, bytesWritten) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to queue audio sample: %s",
SDL_GetError());
}
return true;
}
int SdlAudioRenderer::getCapabilities()
{
// Direct submit can't be used because we use LiGetPendingAudioFrames()
return 0;
}