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📄 audio_sdl.cpp

📁 网络MPEG4IP流媒体开发源代码
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}// Used by the sync thread to see if resync is needed.// 0 - in sync.  > 0 - sync time we need. -1 - need to do sync uint64_t CSDLAudioSync::check_audio_sync (uint64_t current_time, int &have_eof){  if (get_eof() != 0) {    have_eof = m_audio_paused;    return (0);  }  // audio is initialized.  if (m_resync_required) {    if (m_audio_paused && m_buffer_filled[m_resync_buffer]) {      // Calculate the current time based on the latency      SDL_LockAudio();      if (m_use_SDL_delay) {	current_time +=SDL_AudioDelayMsec();      } else {	current_time += m_buffer_latency;      }      uint64_t cmptime;      int freed = 0;      // Compare with times in buffer - we may need to skip if we fell      // behind.      do {	cmptime = m_buffer_time[m_resync_buffer];	if (cmptime < current_time) {#ifdef DEBUG_SYNC	  audio_message(LOG_INFO, "Passed time " LLU " " LLU " %u", 			       cmptime, current_time, m_resync_buffer);#endif	  m_buffer_filled[m_resync_buffer] = 0;	  m_resync_buffer++;	  m_resync_buffer %= DECODE_BUFFERS_MAX;	  freed = 1;	}      } while (m_buffer_filled[m_resync_buffer] == 1 && 	       cmptime < current_time - 2);      SDL_UnlockAudio();      if (m_buffer_filled[m_resync_buffer] == 0) {	cmptime = 0;      } else {	if (cmptime >= current_time) {	  m_play_index = m_resync_buffer;	  m_resync_required = 0;	  play_audio();#ifdef DEBUG_SYNC	  audio_message(LOG_INFO, "Resynced audio at " LLU " %u %u", current_time, m_resync_buffer, m_play_index);#endif	  cmptime = 0;	}       }      if (freed != 0 && m_audio_waiting_buffer) {	m_audio_waiting_buffer = 0;	SDL_SemPost(m_audio_waiting);	//	audio_message(LOG_DEBUG, "post free passed time");      }      return cmptime;    } else {      return (0);    }  }  return (0);}// Audio callback from SDL.void CSDLAudioSync::audio_callback (Uint8 *stream, int ilen){  int freed_buffer = 0;  uint32_t len = (uint32_t)ilen;  uint64_t this_time;  int delay = 0;  if (m_resync_required) {    // resync required from codec side.  Shut down, and notify sync task    if (m_resync_buffer == m_play_index) {      SDL_PauseAudio(1);      m_audio_paused = 1;      m_psptr->wake_sync_thread();#ifdef DEBUG_SYNC      audio_message(LOG_DEBUG, "sempost");#endif      return;    }  }  m_play_time = m_psptr->get_current_time();  if (m_use_SDL_delay != 0) {    delay = SDL_AudioDelayMsec();    if (delay < 0) delay = 0;#ifdef DEBUG_DELAY    audio_message(LOG_DEBUG, "Audio delay is %d %llu", delay, m_play_time);#endif  }  if ((m_first_time == 0) &&      (m_use_SDL_delay == 0)) {    /*     * If we're not the first time, see if we're about a frame or more     * around the current time, with latency built in.  If not, skip     * the buffer.  This prevents us from playing past-due buffers.     */    int time_okay = 0;    this_time = 0;    while ((m_buffer_filled[m_play_index] == 1) &&	   (time_okay == 0)) {      uint64_t buffertime, playtime;      buffertime = m_buffer_time[m_play_index];      if (m_play_sample_index != 0) {	uint64_t temp;	temp = (uint64_t) m_play_sample_index * (uint64_t)m_msec_per_frame;	temp /= (uint64_t) m_buffer_size;	buffertime += temp;      }      if (m_use_SDL_delay != 0) 	playtime = m_play_time + delay; // m_buffer_latency;      else 	playtime = m_play_time + m_buffer_latency;      if (m_play_time != 0 && buffertime + m_msec_per_frame < playtime) {	audio_message(LOG_DEBUG, 		      "Skipped audio buffer " LLU "("LLU") at " LLU, 		      m_buffer_time[m_play_index],		      buffertime,		      playtime);	m_buffer_filled[m_play_index] = 0;	m_play_index++;	m_play_index %= DECODE_BUFFERS_MAX;	m_skipped_buffers++;	m_buffer_latency = 0; // recalculate...	m_first_time = 0;	m_play_sample_index = 0;	uint32_t diff;	diff = m_buffer_size - m_play_sample_index;	if (m_samples_loaded >= diff) {	  m_samples_loaded -= diff;	} else {		  m_samples_loaded = 0;	}	m_consec_wrong_latency = 0;  // reset all latency calcs..	m_wrong_latency_total = 0;      } else {	time_okay = 1;	this_time = buffertime;      }    }  } else {    uint64_t temp = 0;    this_time = m_buffer_time[m_play_index];    if ((m_first_time == 0) && (m_play_sample_index != 0)) {      temp = (uint64_t) m_play_sample_index * (uint64_t)m_msec_per_frame;      temp /= (uint64_t) m_buffer_size;      this_time += temp;    }#if 0    audio_message(LOG_DEBUG, "time %llu %llu", m_buffer_time[m_play_index],		  temp);#endif  }  // Do we have a buffer ?  If no, see if we need to stop.  if (m_samples_loaded == 0) {    if (get_eof()) {      SDL_PauseAudio(1);      m_audio_paused = 1;      m_psptr->wake_sync_thread();      return;    }#ifdef DEBUG_SYNC    audio_message(LOG_DEBUG, "No buffer in audio callback %u %u", 		  m_samples_loaded, len);#endif    m_consec_no_buffers++;    if (m_consec_no_buffers > 10) {      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;  while (len > 0) {    uint32_t thislen;    thislen = m_buffer_size - m_play_sample_index;    if (len < thislen) thislen = len;#ifdef DEBUG_SYNC    audio_message(LOG_DEBUG, "Playing "LLU" offset %d",		  m_buffer_time[m_play_index], m_play_sample_index);#endif    SDL_MixAudio(stream, 		 (const unsigned char *)&m_sample_buffer[m_play_index][m_play_sample_index],		 thislen,		 m_volume);    len -= thislen;    stream += thislen;    if (thislen <= m_samples_loaded)      m_samples_loaded -= thislen;    else       m_samples_loaded = 0;    m_play_sample_index += thislen;    if (m_play_sample_index >= m_buffer_size) {#ifdef DEBUG_SYNC      audio_message(LOG_DEBUG, "finished with buffer %d %d", 		    m_play_index, m_samples_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) {	  SDL_PauseAudio(1);	  m_audio_paused = 1;	  m_psptr->wake_sync_thread();#ifdef DEBUG_SYNC	  audio_message(LOG_DEBUG, "sempost");#endif	  len = 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.      uint64_t 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 "LLU" time "LLU" 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 %lld %lld %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) abort();	      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 " LLU " index " LLU " latency " LLU " %u", 		    this_time, index_time, m_buffer_latency, m_samples_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 " LLD " - now is " LLU, 				 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 %llu %llu latency %llu", 		  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;  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();  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;    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_samples_loaded = 0;  if (locked)    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, int format, uint32_t max_buffer_size){  ((CSDLAudioSync *)ifptr)->set_config(freq,				    chans,				    format,				    max_buffer_size);}static uint8_t *c_get_audio_buffer (void *ifptr){  return ((CSDLAudioSync *)ifptr)->get_audio_buffer();}static void c_filled_audio_buffer (void *ifptr,				   uint64_t ts,				   int resync_req){  ((CSDLAudioSync *)ifptr)->filled_audio_buffer(ts, 					     resync_req);}static void c_load_audio_buffer (void *ifptr, 				     uint8_t *from, 				     uint32_t bytes, 				     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};CAudioSync *create_audio_sync (CPlayerSession *psptr, int volume){  return new CSDLAudioSync(psptr, volume);}audio_vft_t *get_audio_vft (void){  return &audio_vft;}int do_we_have_audio (void) {  char buffer[80];  if (SDL_Init(SDL_INIT_AUDIO | SDL_INIT_NOPARACHUTE) < 0) {    return (0);  }   if (SDL_AudioDriverName(buffer, sizeof(buffer)) == NULL) {    return (0);  }  return (1);}/* end audio.cpp */

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