📄 audio_sdl.cpp
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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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