Serenity Operating System
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1/* 2 * Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org> 3 * Copyright (c) 2022, kleines Filmröllchen <filmroellchen@serenityos.org> 4 * 5 * SPDX-License-Identifier: BSD-2-Clause 6 */ 7 8#pragma once 9 10#include <AK/Concepts.h> 11#include <AK/FixedArray.h> 12#include <AK/NonnullOwnPtr.h> 13#include <AK/OwnPtr.h> 14#include <LibAudio/Queue.h> 15#include <LibAudio/UserSampleQueue.h> 16#include <LibCore/EventLoop.h> 17#include <LibCore/Object.h> 18#include <LibIPC/ConnectionToServer.h> 19#include <LibThreading/Mutex.h> 20#include <LibThreading/Thread.h> 21#include <Userland/Services/AudioServer/AudioClientEndpoint.h> 22#include <Userland/Services/AudioServer/AudioServerEndpoint.h> 23 24namespace Audio { 25 26class ConnectionToServer final 27 : public IPC::ConnectionToServer<AudioClientEndpoint, AudioServerEndpoint> 28 , public AudioClientEndpoint { 29 IPC_CLIENT_CONNECTION(ConnectionToServer, "/tmp/session/%sid/portal/audio"sv) 30public: 31 virtual ~ConnectionToServer() override; 32 33 // Both of these APIs are for convenience and when you don't care about real-time behavior. 34 // They will not work properly in conjunction with realtime_enqueue. 35 // If you don't refill the buffer in time with this API, the last shared buffer write is zero-padded to play all of the samples. 36 template<ArrayLike<Sample> Samples> 37 ErrorOr<void> async_enqueue(Samples&& samples) 38 { 39 return async_enqueue(TRY(FixedArray<Sample>::create(samples.span()))); 40 } 41 42 ErrorOr<void> async_enqueue(FixedArray<Sample>&& samples); 43 44 void clear_client_buffer(); 45 46 // Returns immediately with the appropriate status if the buffer is full; use in conjunction with remaining_buffers to get low latency. 47 ErrorOr<void, AudioQueue::QueueStatus> realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples); 48 ErrorOr<void> blocking_realtime_enqueue(Array<Sample, AUDIO_BUFFER_SIZE> samples, Function<void()> wait_function); 49 50 // This information can be deducted from the shared audio buffer. 51 unsigned total_played_samples() const; 52 // How many samples remain in m_enqueued_samples. 53 unsigned remaining_samples(); 54 // How many buffers (i.e. short sample arrays) the server hasn't played yet. 55 // Non-realtime code needn't worry about this. 56 size_t remaining_buffers() const; 57 58 virtual void die() override; 59 60 Function<void(bool muted)> on_main_mix_muted_state_change; 61 Function<void(double volume)> on_main_mix_volume_change; 62 Function<void(double volume)> on_client_volume_change; 63 64private: 65 ConnectionToServer(NonnullOwnPtr<Core::LocalSocket>); 66 67 virtual void main_mix_muted_state_changed(bool) override; 68 virtual void main_mix_volume_changed(double) override; 69 virtual void client_volume_changed(double) override; 70 71 // We use this to perform the audio enqueuing on the background thread's event loop 72 virtual void custom_event(Core::CustomEvent&) override; 73 74 // FIXME: This should be called every time the sample rate changes, but we just cautiously call it on every non-realtime enqueue. 75 void update_good_sleep_time(); 76 77 // Shared audio buffer: both server and client constantly read and write to/from this. 78 // This needn't be mutex protected: it's internally multi-threading aware. 79 OwnPtr<AudioQueue> m_buffer; 80 81 // The queue of non-realtime audio provided by the user. 82 NonnullOwnPtr<UserSampleQueue> m_user_queue; 83 84 NonnullRefPtr<Threading::Thread> m_background_audio_enqueuer; 85 Core::EventLoop* m_enqueuer_loop { nullptr }; 86 Threading::Mutex m_enqueuer_loop_destruction; 87 88 // A good amount of time to sleep when the queue is full. 89 // (Only used for non-realtime enqueues) 90 timespec m_good_sleep_time {}; 91}; 92 93}