mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 13:52:28 +00:00
247 lines
8.9 KiB
C++
247 lines
8.9 KiB
C++
#include "../session.h"
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#include "renderers/renderer.h"
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#ifdef HAVE_SOUNDIO
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#include "renderers/soundioaudiorenderer.h"
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#endif
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#ifdef HAVE_SLAUDIO
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#include "renderers/slaud.h"
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#endif
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#include "renderers/sdl.h"
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#include <Limelight.h>
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#define TRY_INIT_RENDERER(renderer, opusConfig) \
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{ \
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IAudioRenderer* __renderer = new renderer(); \
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if (__renderer->prepareForPlayback(opusConfig)) \
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return __renderer; \
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delete __renderer; \
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}
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IAudioRenderer* Session::createAudioRenderer(const POPUS_MULTISTREAM_CONFIGURATION opusConfig)
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{
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// Handle explicit ML_AUDIO setting and fail if the requested backend fails
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QString mlAudio = qgetenv("ML_AUDIO").toLower();
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if (mlAudio == "sdl") {
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TRY_INIT_RENDERER(SdlAudioRenderer, opusConfig)
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return nullptr;
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}
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#ifdef HAVE_SOUNDIO
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else if (mlAudio == "libsoundio") {
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TRY_INIT_RENDERER(SoundIoAudioRenderer, opusConfig)
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return nullptr;
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}
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#endif
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#if defined(HAVE_SLAUDIO)
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else if (mlAudio == "slaudio") {
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TRY_INIT_RENDERER(SLAudioRenderer, opusConfig)
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return nullptr;
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}
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#endif
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else if (!mlAudio.isEmpty()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Unknown audio backend: %s",
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SDL_getenv("ML_AUDIO"));
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return nullptr;
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}
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// -------------- Automatic backend selection below this line ---------------
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#if defined(HAVE_SLAUDIO)
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// Steam Link should always have SLAudio
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TRY_INIT_RENDERER(SLAudioRenderer, opusConfig)
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#endif
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// Default to SDL and use libsoundio as a fallback
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TRY_INIT_RENDERER(SdlAudioRenderer, opusConfig)
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#ifdef HAVE_SOUNDIO
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TRY_INIT_RENDERER(SoundIoAudioRenderer, opusConfig)
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#endif
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return nullptr;
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}
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int Session::getAudioRendererCapabilities(int audioConfiguration)
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{
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// Build a fake OPUS_MULTISTREAM_CONFIGURATION to give
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// the renderer the channel count and sample rate.
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OPUS_MULTISTREAM_CONFIGURATION opusConfig = {};
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opusConfig.sampleRate = 48000;
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opusConfig.samplesPerFrame = 240;
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opusConfig.channelCount = CHANNEL_COUNT_FROM_AUDIO_CONFIGURATION(audioConfiguration);
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IAudioRenderer* audioRenderer = createAudioRenderer(&opusConfig);
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if (audioRenderer == nullptr) {
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return 0;
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}
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int caps = audioRenderer->getCapabilities();
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delete audioRenderer;
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return caps;
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}
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bool Session::testAudio(int audioConfiguration)
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{
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// Build a fake OPUS_MULTISTREAM_CONFIGURATION to give
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// the renderer the channel count and sample rate.
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OPUS_MULTISTREAM_CONFIGURATION opusConfig = {};
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opusConfig.sampleRate = 48000;
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opusConfig.samplesPerFrame = 240;
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opusConfig.channelCount = CHANNEL_COUNT_FROM_AUDIO_CONFIGURATION(audioConfiguration);
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IAudioRenderer* audioRenderer = createAudioRenderer(&opusConfig);
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if (audioRenderer == nullptr) {
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return false;
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}
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delete audioRenderer;
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return true;
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}
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int Session::arInit(int /* audioConfiguration */,
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const POPUS_MULTISTREAM_CONFIGURATION opusConfig,
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void* /* arContext */, int /* arFlags */)
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{
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int error;
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SDL_memcpy(&s_ActiveSession->m_AudioConfig, opusConfig, sizeof(*opusConfig));
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s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer(&s_ActiveSession->m_AudioConfig);
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if (s_ActiveSession->m_AudioRenderer == nullptr) {
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return -2;
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}
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// Allow the chosen renderer to remap Opus channels as needed to ensure proper output
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s_ActiveSession->m_AudioRenderer->remapChannels(&s_ActiveSession->m_AudioConfig);
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// Create the Opus decoder with the renderer's preferred channel mapping
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s_ActiveSession->m_OpusDecoder =
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opus_multistream_decoder_create(s_ActiveSession->m_AudioConfig.sampleRate,
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s_ActiveSession->m_AudioConfig.channelCount,
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s_ActiveSession->m_AudioConfig.streams,
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s_ActiveSession->m_AudioConfig.coupledStreams,
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s_ActiveSession->m_AudioConfig.mapping,
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&error);
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if (s_ActiveSession->m_OpusDecoder == NULL) {
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delete s_ActiveSession->m_AudioRenderer;
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s_ActiveSession->m_AudioRenderer = nullptr;
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to create decoder: %d",
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error);
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return -1;
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Audio stream has %d channels",
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s_ActiveSession->m_AudioConfig.channelCount);
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return 0;
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}
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void Session::arCleanup()
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{
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delete s_ActiveSession->m_AudioRenderer;
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s_ActiveSession->m_AudioRenderer = nullptr;
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opus_multistream_decoder_destroy(s_ActiveSession->m_OpusDecoder);
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s_ActiveSession->m_OpusDecoder = nullptr;
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}
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void Session::arDecodeAndPlaySample(char* sampleData, int sampleLength)
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{
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int samplesDecoded;
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#ifndef STEAM_LINK
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// Set this thread to high priority to reduce the chance of missing
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// our sample delivery time. On Steam Link, this causes starvation
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// of other threads due to severely restricted CPU time available,
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// so we will skip it on that platform.
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if (s_ActiveSession->m_AudioSampleCount == 0) {
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if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Unable to set audio thread to high priority: %s",
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SDL_GetError());
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}
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}
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#endif
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// See if we need to drop this sample
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if (s_ActiveSession->m_DropAudioEndTime != 0) {
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if (SDL_TICKS_PASSED(SDL_GetTicks(), s_ActiveSession->m_DropAudioEndTime)) {
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// Avoid calling SDL_GetTicks() now
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s_ActiveSession->m_DropAudioEndTime = 0;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Audio drop window has ended");
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}
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else {
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// We're still in the drop window
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return;
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}
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}
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s_ActiveSession->m_AudioSampleCount++;
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// If audio is muted, don't decode or play the audio
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if (s_ActiveSession->m_AudioMuted) {
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return;
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}
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if (s_ActiveSession->m_AudioRenderer != nullptr) {
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int desiredSize = sizeof(short) * s_ActiveSession->m_AudioConfig.samplesPerFrame * s_ActiveSession->m_AudioConfig.channelCount;
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void* buffer = s_ActiveSession->m_AudioRenderer->getAudioBuffer(&desiredSize);
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if (buffer == nullptr) {
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return;
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}
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samplesDecoded = opus_multistream_decode(s_ActiveSession->m_OpusDecoder,
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(unsigned char*)sampleData,
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sampleLength,
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(short*)buffer,
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desiredSize / sizeof(short) / s_ActiveSession->m_AudioConfig.channelCount,
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0);
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// Update desiredSize with the number of bytes actually populated by the decoding operation
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if (samplesDecoded > 0) {
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SDL_assert(desiredSize >= (int)(sizeof(short) * samplesDecoded * s_ActiveSession->m_AudioConfig.channelCount));
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desiredSize = sizeof(short) * samplesDecoded * s_ActiveSession->m_AudioConfig.channelCount;
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}
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else {
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desiredSize = 0;
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}
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if (!s_ActiveSession->m_AudioRenderer->submitAudio(desiredSize)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Reinitializing audio renderer after failure");
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delete s_ActiveSession->m_AudioRenderer;
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s_ActiveSession->m_AudioRenderer = nullptr;
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}
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}
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// Only try to recreate the audio renderer every 200 samples (1 second)
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// to avoid thrashing if the audio device is unavailable. It is
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// safe to reinitialize here because we can't be torn down while
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// the audio decoder/playback thread is still alive.
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if (s_ActiveSession->m_AudioRenderer == nullptr && (s_ActiveSession->m_AudioSampleCount % 200) == 0) {
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// Since we're doing this inline and audio initialization takes time, we need
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// to drop samples to account for the time we've spent blocking audio rendering
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// so we return to real-time playback and don't accumulate latency.
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Uint32 audioReinitStartTime = SDL_GetTicks();
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s_ActiveSession->m_AudioRenderer = s_ActiveSession->createAudioRenderer(&s_ActiveSession->m_AudioConfig);
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Uint32 audioReinitStopTime = SDL_GetTicks();
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s_ActiveSession->m_DropAudioEndTime = audioReinitStopTime + (audioReinitStopTime - audioReinitStartTime);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Audio reinitialization took %d ms - starting drop window",
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audioReinitStopTime - audioReinitStartTime);
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}
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}
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