📄 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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