mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-16 22:23:07 +00:00
115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
#include "slaud.h"
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#include <SDL.h>
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// To reduce CPU load on the Steam Link, we need to accumulate several frames
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// before submitting for playback. Higher frames per submission saves more CPU
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// but increases audio latency.
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#define FRAMES_PER_SUBMISSION 4
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SLAudioRenderer::SLAudioRenderer()
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: m_AudioContext(nullptr),
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m_AudioStream(nullptr),
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m_AudioBuffer(nullptr),
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m_AudioBufferBytesFilled(0)
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{
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SLAudio_SetLogFunction(SLAudioRenderer::slLogCallback, nullptr);
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}
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bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
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{
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m_AudioContext = SLAudio_CreateContext();
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if (m_AudioContext == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SLAudio_CreateContext() failed");
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return false;
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}
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m_AudioBufferSize = SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount * FRAMES_PER_SUBMISSION;
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m_AudioStream = SLAudio_CreateStream(m_AudioContext,
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opusConfig->sampleRate,
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opusConfig->channelCount,
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m_AudioBufferSize,
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1);
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if (m_AudioStream == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SLAudio_CreateStream() failed");
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return false;
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Using SLAudio renderer");
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return true;
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}
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SLAudioRenderer::~SLAudioRenderer()
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{
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if (m_AudioBufferBytesFilled != 0) {
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// We had a buffer in flight when we quit. Just in case
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// SLAudio doesn't handle this properly, we'll zero and submit
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// it just to be safe.
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memset(m_AudioBuffer, 0, m_AudioBufferSize);
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SLAudio_SubmitFrame(m_AudioStream);
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}
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if (m_AudioStream != nullptr) {
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SLAudio_FreeStream(m_AudioStream);
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}
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if (m_AudioContext != nullptr) {
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SLAudio_FreeContext(m_AudioContext);
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}
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}
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bool SLAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
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{
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if (m_AudioBufferBytesFilled == 0) {
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// Get a new audio buffer from SLAudio
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m_AudioBuffer = (char*)SLAudio_BeginFrame(m_AudioStream);
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if (m_AudioBuffer == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SLAudio_BeginFrame() failed");
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return true;
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}
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}
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// Accumulate several frames of audio before submitting to reduce CPU load
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SDL_assert(audioSize <= m_AudioBufferSize - m_AudioBufferBytesFilled);
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memcpy(&m_AudioBuffer[m_AudioBufferBytesFilled], audioBuffer, audioSize);
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m_AudioBufferBytesFilled += audioSize;
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// Submit the buffer when it's full
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if (m_AudioBufferBytesFilled == m_AudioBufferSize) {
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SLAudio_SubmitFrame(m_AudioStream);
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m_AudioBufferBytesFilled = 0;
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}
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return true;
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}
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void SLAudioRenderer::slLogCallback(void *context, ESLAudioLog logLevel, const char *message)
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{
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SDL_LogPriority priority;
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switch (logLevel)
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{
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case k_ESLAudioLogError:
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priority = SDL_LOG_PRIORITY_ERROR;
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break;
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case k_ESLAudioLogWarning:
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priority = SDL_LOG_PRIORITY_WARN;
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break;
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case k_ESLAudioLogInfo:
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priority = SDL_LOG_PRIORITY_INFO;
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break;
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default:
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case k_ESLAudioLogDebug:
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priority = SDL_LOG_PRIORITY_DEBUG;
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break;
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}
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION,
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priority,
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"SLAudio: %s",
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message);
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}
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