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📄 audio_sdl_old.cpp

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      m_psptr->wake_sync_thread();      return;    }#ifdef DEBUG_SYNC    audio_message(LOG_DEBUG, "No buffer in audio callback %u %u", 		  m_buffer_bytes_loaded, outBufferTotalBytes);#endif    m_consec_no_buffers++;    if (m_consec_no_buffers > 10) {      Our_SDL_PauseAudio(1);      m_audio_paused = 1;      m_resync_required = 1;      m_resync_buffer = m_play_index;      m_psptr->wake_sync_thread();    }    if (m_audio_waiting_buffer) {      m_audio_waiting_buffer = 0;      SDL_SemPost(m_audio_waiting);      //audio_message(LOG_DEBUG, "post no data");    }    audio_message(LOG_DEBUG, "return - no samples");    return;  }  // We have a valid buffer.  Push it to SDL.  m_consec_no_buffers = 0;  if (m_format == AUDIO_FMT_HW_AC3) {    Our_SDL_MixAudio(outStream, 		     (const unsigned char *)&m_sample_buffer[m_play_index][0],		     m_buffer_len[m_play_index],		     m_volume);    if (m_buffer_bytes_loaded > m_buffer_size) {      m_buffer_bytes_loaded -= m_buffer_size;    } else {      m_buffer_bytes_loaded = 0;    }    m_buffer_filled[m_play_index] = 0;    m_play_index++;    m_play_index %= DECODE_BUFFERS_MAX;    m_play_sample_index = 0;    freed_buffer = 1;    if (m_resync_required) {	// resync required from codec side.  Shut down, and notify sync task      if (m_resync_buffer == m_play_index) {	Our_SDL_PauseAudio(1);	m_audio_paused = 1;	m_psptr->wake_sync_thread();#ifdef DEBUG_SYNC	audio_message(LOG_DEBUG, "sempost");#endif	outBufferTotalBytes = 0;      }    }  } else {    while (outBufferTotalBytes > 0) {      uint32_t outBufferSamples, outBufferBytes;      uint32_t decodedBufferBytes, decodedBufferSamples;      // calculate number of bytes left in the decoded bytes ring      decodedBufferBytes = m_buffer_size - m_play_sample_index;      // samples from bytes      decodedBufferSamples = 	decodedBufferBytes / (m_channels * m_bytes_per_sample_input);          // See how many samples we can write into SDL buffers      outBufferSamples = outBufferTotalBytes / 	(m_got_channels * m_bytes_per_sample_output);      // Adjust bytes from decoded ring accordingly      if (outBufferSamples < decodedBufferSamples) {	decodedBufferBytes = 	  outBufferSamples * m_channels * m_bytes_per_sample_input;	decodedBufferSamples = outBufferSamples;      }      // Adjust bytes to copy      outBufferBytes = 	decodedBufferSamples * m_got_channels * m_bytes_per_sample_output;#ifdef DEBUG_SYNC      audio_message(LOG_DEBUG, "Playing "U64" offset %d",		    m_buffer_time[m_play_index], m_play_sample_index);#endif      if (m_convert_buffer) {	// Convert the buffer based on the number of samples	audio_convert_data(&m_sample_buffer[m_play_index][m_play_sample_index],			   decodedBufferSamples);	// Mix based on the number of bytes	Our_SDL_MixAudio(outStream, (const unsigned char *)m_convert_buffer, 			 outBufferBytes, m_volume);      } else {	Our_SDL_MixAudio(outStream, 			 (const unsigned char *)&m_sample_buffer[m_play_index][m_play_sample_index],			 outBufferBytes,			 m_volume);      }      outBufferTotalBytes -= outBufferBytes;      outStream += outBufferBytes;      if (decodedBufferBytes <= m_buffer_bytes_loaded)	m_buffer_bytes_loaded -= decodedBufferBytes;      else 	m_buffer_bytes_loaded = 0;      m_play_sample_index += decodedBufferBytes;      if (m_play_sample_index >= m_buffer_size) {#ifdef DEBUG_SYNC	audio_message(LOG_DEBUG, "finished with buffer %d %d", 		      m_play_index, m_buffer_bytes_loaded);#endif	m_buffer_filled[m_play_index] = 0;	m_play_index++;	m_play_index %= DECODE_BUFFERS_MAX;	m_play_sample_index = 0;	freed_buffer = 1;	if (m_resync_required) {	  // resync required from codec side.  Shut down, and notify sync task	  if (m_resync_buffer == m_play_index) {	    Our_SDL_PauseAudio(1);	    m_audio_paused = 1;	    m_psptr->wake_sync_thread();#ifdef DEBUG_SYNC	    audio_message(LOG_DEBUG, "sempost");#endif	    outBufferTotalBytes = 0;	  }	}      }    }  }      // Increment past this buffer.  if (m_first_time != 0) {    // First time through - tell the sync task we've started, so it can    // keep sync time.    m_first_time = 0;    if (m_use_SDL_delay != 0)       m_buffer_latency = delay;    else      m_buffer_latency = 0;    m_psptr->audio_is_ready(m_buffer_latency, this_time);    m_consec_wrong_latency = 0;    m_wrong_latency_total = 0;  }   else if (m_do_sync) {#define ALLOWED_LATENCY 2    if (m_use_SDL_delay != 0) {      // Here, we're using the delay value from the audio buffers,      // rather than the calculated time...      // Okay - now we check for latency changes.      index_time = delay + m_play_time;      if (this_time > index_time + ALLOWED_LATENCY || 	  this_time < index_time - ALLOWED_LATENCY) {#ifdef DEBUG_SYNC_CHANGES	audio_message(LOG_DEBUG, 		      "potential change - index time "U64" time "U64" delay %d", 		      index_time, this_time, delay);#endif	if (m_consec_wrong_latency == 0) {	  m_consec_wrong_latency = 1;	} else {	  m_consec_wrong_latency++;	  int64_t test;	  test = this_time - index_time;	  m_wrong_latency_total += test;	  int64_t div;	  div = m_wrong_latency_total / (int64_t)(m_consec_wrong_latency - 1);#ifdef DEBUG_SYNC_CHANGES	  audio_message(LOG_DEBUG, "values are "D64" "D64" %d", 			test, div, m_consec_wrong_latency);#endif	  if (test > ALLOWED_LATENCY || test < -ALLOWED_LATENCY) {	    if (m_consec_wrong_latency > 5) {	      m_consec_wrong_latency = 0;	      m_wrong_latency_total = 0;	      if (test < -10000) {		audio_message(LOG_ERR, "Latency error - test is "D64,			      test);	      } else {		m_psptr->adjust_start_time(test);	      }	    }	  } else {	    // average wrong latency is not greater than allowed latency	    m_consec_wrong_latency = 0;	    m_wrong_latency_total = 0;	  }	}      } else {	m_consec_wrong_latency = 0;	m_wrong_latency_total = 0;      }    } else {      // We're using the calculate latency values - they're not very      // accurate, but better than nothing...      // we have a latency number - see if it really is correct      uint64_t index_time = delay + m_play_time;#if DEBUG_SYNC      audio_message(LOG_DEBUG, 		    "latency - time " U64 " index " U64 " latency " U64 " %u", 		    this_time, index_time, m_buffer_latency, m_buffer_bytes_loaded);#endif      if (this_time > index_time + ALLOWED_LATENCY || 	  this_time < index_time - ALLOWED_LATENCY) {	m_consec_wrong_latency++;	m_wrong_latency_total += this_time - index_time;	int64_t test;	test = m_wrong_latency_total / m_consec_wrong_latency;	if (test > ALLOWED_LATENCY || test < -ALLOWED_LATENCY) {	  if (m_consec_wrong_latency > 20) {	    m_consec_wrong_latency = 0;	    if (test < 0 && test + m_buffer_latency > 0) {	      m_buffer_latency = 0;	    } else {	      m_buffer_latency += test; 	    }	    m_psptr->audio_is_ready(m_buffer_latency, this_time);	    audio_message(LOG_INFO, "Latency off by " D64 " - now is " U64, 				 test, m_buffer_latency);	  }	} else {	  // average wrong latency is not greater 5 or less -5	  m_consec_wrong_latency = 0;	  m_wrong_latency_total = 0;	}      } else {	m_consec_wrong_latency = 0;	m_wrong_latency_total = 0;      }    }  } else {#ifdef DEBUG_SYNC    audio_message(LOG_DEBUG, "playing "U64" "U64" latency "U64, 		  this_time, m_play_time, m_buffer_latency);#endif  }  // If we had the decoder task waiting, signal it.  if (freed_buffer != 0 && m_audio_waiting_buffer) {    m_audio_waiting_buffer = 0;    SDL_SemPost(m_audio_waiting);    //audio_message(LOG_DEBUG, "post freed");  }}void CSDLAudioSync::play_audio (void){  m_first_time = 1;  //m_resync_required = 0;  m_audio_paused = 0;  m_play_sample_index = 0;  Our_SDL_PauseAudio(0);}// Called from the sync thread when we want to stop.  Pause the audio,// and indicate that we're not to fill any more buffers - this should let// the decode thread get back to receive the pause message.  Only called// when pausing - could cause m_dont_fill race conditions if called on playvoid CSDLAudioSync::flush_sync_buffers (void){  // we don't need to signal the decode task right now -   // Go ahead   clear_eof();  Our_SDL_PauseAudio(1);  m_dont_fill = 1;  if (m_audio_waiting_buffer) {    m_audio_waiting_buffer = 0;    SDL_SemPost(m_audio_waiting);    //audio_message(LOG_DEBUG, "post flush sync");      }  //  player_debug_message("Flushed sync");}// this is called from the decode thread.  It gets called on entry into pause,// and entry into play.  This way, m_dont_fill race conditions are resolved.void CSDLAudioSync::flush_decode_buffers (void){  int locked = 0;  if (m_audio_initialized != 0) {    locked = 1;    Our_SDL_LockAudio();  }  m_dont_fill = 0;  m_first_filled = 1;  for (int ix = 0; ix < DECODE_BUFFERS_MAX; ix++) {    m_buffer_filled[ix] = 0;  }  m_buffer_offset_on = 0;  m_play_index = m_fill_index = 0;  m_audio_paused = 1;  m_resync_buffer = 0;  m_buffer_bytes_loaded = 0;  if (locked)    Our_SDL_UnlockAudio();  //player_debug_message("flushed decode");}void CSDLAudioSync::set_volume (int volume){  m_volume = (volume * SDL_MIX_MAXVOLUME)/100;}static void c_audio_config (void *ifptr, int freq, 			    int chans, audio_format_t format, uint32_t max_samples){  ((CSDLAudioSync *)ifptr)->set_config(freq,				    chans,				    format,				    max_samples);}static uint8_t *c_get_audio_buffer (void *ifptr){  return ((CSDLAudioSync *)ifptr)->get_audio_buffer();}static void c_filled_audio_buffer (void *ifptr,				   uint32_t freq_ts, 				   uint64_t ts,				   int resync_req){  ((CSDLAudioSync *)ifptr)->filled_audio_buffer(ts, 					     resync_req);}static void c_load_audio_buffer (void *ifptr, 				 const uint8_t *from, 				 uint32_t bytes, 				 uint32_t freq_ts,				 uint64_t ts, 				 int resync){  ((CSDLAudioSync *)ifptr)->load_audio_buffer(from,					      bytes,					      ts, 					      resync);}  static audio_vft_t audio_vft = {  message,  c_audio_config,  c_get_audio_buffer,  c_filled_audio_buffer,  c_load_audio_buffer,  NULL,};CAudioSync *create_audio_sync (CPlayerSession *psptr, int volume){  return new CSDLAudioSync(psptr, volume);}audio_vft_t *get_audio_vft (void){  audio_vft.pConfig = &config;  return &audio_vft;}int do_we_have_audio (void) {  char buffer[80];  if (Our_SDL_AudioInit(getenv("SDL_AUDIODRIVER")) < 0) {    return (0);  }   if (Our_SDL_AudioDriverName(buffer, sizeof(buffer)) == NULL) {    return (0);  }  //  Our_SDL_CloseAudio();  return (1);}/* end audio.cpp */

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