mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 13:52:28 +00:00
198 lines
6.3 KiB
C++
198 lines
6.3 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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#define MIN_QUEUED_FRAMES 2
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#define MAX_QUEUED_FRAMES 4
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#define STOP_THE_WORLD_LIMIT 20
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#define DROP_RATIO_DENOM 32
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// This isn't accurate on macOS and Linux (PulseAudio),
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// since they both report supporting a large number of
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// channels, regardless of the actual output device.
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int SdlAudioRenderer::detectAudioConfiguration() const
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{
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SDL_AudioSpec want, have;
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SDL_AudioDeviceID dev;
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SDL_zero(want);
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want.freq = 48000;
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want.format = AUDIO_S16;
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want.channels = 6;
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want.samples = 1024;
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// Try to open for 5.1 surround sound, but allow SDL to tell us that's
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// not available.
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dev = SDL_OpenAudioDevice(NULL, 0, &want, &have, SDL_AUDIO_ALLOW_CHANNELS_CHANGE);
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if (dev == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to open audio device");
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// We'll probably have issues during audio stream init, but we'll
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// try anyway
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return AUDIO_CONFIGURATION_STEREO;
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}
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SDL_CloseAudioDevice(dev);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Audio device has %d channels", have.channels);
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if (have.channels > 2) {
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// We don't support quadraphonic or 7.1 surround, but SDL
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// should be able to downmix or upmix better from 5.1 than
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// from stereo, so use 5.1 in non-stereo cases.
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return AUDIO_CONFIGURATION_51_SURROUND;
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}
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else {
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return AUDIO_CONFIGURATION_STEREO;
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}
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}
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SdlAudioRenderer::SdlAudioRenderer()
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: m_AudioDevice(0),
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m_ChannelCount(0),
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m_PendingDrops(0),
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m_PendingHardDrops(0),
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m_SampleIndex(0),
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m_BaselinePendingData(0)
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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 = SAMPLES_PER_FRAME;
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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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SDL_QuitSubSystem(SDL_INIT_AUDIO);
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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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// SDL counts pending samples in the queued
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// audio size using the WASAPI backend. This
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// includes silence, which can throw off our
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// pending data count. Get a baseline so we
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// can exclude that data.
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m_BaselinePendingData = 0;
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#ifdef Q_OS_WIN32
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for (int i = 0; i < 100; i++) {
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m_BaselinePendingData = qMax(m_BaselinePendingData, SDL_GetQueuedAudioSize(m_AudioDevice));
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SDL_Delay(10);
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}
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#endif
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m_BaselinePendingData *= 2;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Baseline pending audio data: %d bytes",
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m_BaselinePendingData);
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m_ChannelCount = opusConfig->channelCount;
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m_SampleIndex = 0;
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m_PendingDrops = m_PendingHardDrops = 0;
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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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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::submitAudio(short* audioBuffer, int audioSize)
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{
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m_SampleIndex++;
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Uint32 queuedAudio = SDL_GetQueuedAudioSize(m_AudioDevice);
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if (queuedAudio > m_BaselinePendingData) {
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queuedAudio -= m_BaselinePendingData;
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}
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else {
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queuedAudio = 0;
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}
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Uint32 framesQueued = queuedAudio / (SAMPLES_PER_FRAME * m_ChannelCount * sizeof(short));
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// We must check this prior to the below checks to ensure we don't
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// underflow if framesQueued - m_PendingHardDrops < 0.
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if (framesQueued <= MIN_QUEUED_FRAMES) {
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m_PendingDrops = m_PendingHardDrops = 0;
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}
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// Pend enough drops to get us back to MIN_QUEUED_FRAMES, checking first
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// to ensure we don't underflow.
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else if (framesQueued > m_PendingHardDrops &&
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framesQueued - m_PendingHardDrops > STOP_THE_WORLD_LIMIT) {
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m_PendingHardDrops = framesQueued - MIN_QUEUED_FRAMES;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Pending hard drop of %u audio frames",
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m_PendingHardDrops);
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}
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// If we're under the stop the world limit, we can drop samples
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// gracefully over the next little while.
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else if (framesQueued > m_PendingHardDrops + m_PendingDrops &&
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framesQueued - m_PendingHardDrops - m_PendingDrops > MAX_QUEUED_FRAMES) {
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m_PendingDrops = framesQueued - MIN_QUEUED_FRAMES;
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}
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// Determine if this frame should be dropped
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if (m_PendingHardDrops != 0) {
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// Hard drops happen all at once to forcefully
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// resync with the source.
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m_PendingHardDrops--;
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return;
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}
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else if (m_PendingDrops != 0 && m_SampleIndex % DROP_RATIO_DENOM == 0) {
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// Normal drops are interspersed with the audio data
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// to hide the glitches.
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m_PendingDrops--;
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return;
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}
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if (SDL_QueueAudio(m_AudioDevice, audioBuffer, audioSize) < 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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}
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