mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 13:52:28 +00:00
122 lines
3.4 KiB
C++
122 lines
3.4 KiB
C++
#include "sdl.h"
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#include <Limelight.h>
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#include <SDL.h>
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#include <QtGlobal>
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SdlAudioRenderer::SdlAudioRenderer()
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: m_AudioDevice(0),
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m_AudioBuffer(nullptr)
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{
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SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
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if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_AUDIO) failed: %s",
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SDL_GetError());
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SDL_assert(SDL_WasInit(SDL_INIT_AUDIO));
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}
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}
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bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
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{
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SDL_AudioSpec want, have;
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SDL_zero(want);
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want.freq = opusConfig->sampleRate;
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want.format = AUDIO_S16;
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want.channels = opusConfig->channelCount;
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// This is supposed to be a power of 2, but our
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// frames contain a non-power of 2 number of samples,
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// so the slop would require buffering another full frame.
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// Specifying non-Po2 seems to work for our supported platforms.
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want.samples = opusConfig->samplesPerFrame;
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m_FrameSize = opusConfig->samplesPerFrame * sizeof(short) * opusConfig->channelCount;
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m_AudioDevice = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
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if (m_AudioDevice == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to open audio device: %s",
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SDL_GetError());
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return false;
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}
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m_AudioBuffer = malloc(m_FrameSize);
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if (m_AudioBuffer == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to allocate audio buffer");
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return false;
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Desired audio buffer: %u samples (%lu bytes)",
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want.samples,
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want.samples * sizeof(short) * want.channels);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Obtained audio buffer: %u samples (%u bytes)",
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have.samples,
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have.size);
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// Start playback
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SDL_PauseAudioDevice(m_AudioDevice, 0);
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return true;
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}
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SdlAudioRenderer::~SdlAudioRenderer()
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{
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if (m_AudioDevice != 0) {
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// Stop playback
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SDL_PauseAudioDevice(m_AudioDevice, 1);
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SDL_CloseAudioDevice(m_AudioDevice);
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}
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if (m_AudioBuffer != nullptr) {
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free(m_AudioBuffer);
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}
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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
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}
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void* SdlAudioRenderer::getAudioBuffer(int*)
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{
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return m_AudioBuffer;
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}
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bool SdlAudioRenderer::submitAudio(int bytesWritten)
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{
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if (bytesWritten == 0) {
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// Nothing to do
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return true;
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}
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// Don't queue if there's already more than 30 ms of audio data waiting
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// in Moonlight's audio queue.
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if (LiGetPendingAudioDuration() > 30) {
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return true;
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}
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// Provide backpressure on the queue to ensure too many frames don't build up
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// in SDL's audio queue.
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while (SDL_GetQueuedAudioSize(m_AudioDevice) / m_FrameSize > 10) {
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SDL_Delay(1);
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}
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if (SDL_QueueAudio(m_AudioDevice, m_AudioBuffer, bytesWritten) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to queue audio sample: %s",
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SDL_GetError());
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}
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return true;
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}
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int SdlAudioRenderer::getCapabilities()
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{
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// Direct submit can't be used because we use LiGetPendingAudioDuration()
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return CAPABILITY_SUPPORTS_ARBITRARY_AUDIO_DURATION;
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}
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