AudioServer: Clean up ClientAudioStream APIs

- Use Optional references instead of pointers
- Clean up some const and nullability weirdness
- Use proper error return value for get_next_sample
This commit is contained in:
kleines Filmröllchen 2023-08-11 15:57:31 +02:00 committed by Andrew Kaster
parent aacb4fc590
commit d905498fb6
3 changed files with 29 additions and 25 deletions

View file

@ -15,9 +15,9 @@ ClientAudioStream::ClientAudioStream(ConnectionFromClient& client)
{
}
ConnectionFromClient* ClientAudioStream::client()
Optional<ConnectionFromClient&> ClientAudioStream::client()
{
return m_client.ptr();
return m_client.has_value() ? *m_client : Optional<ConnectionFromClient&> {};
}
bool ClientAudioStream::is_connected() const
@ -25,14 +25,14 @@ bool ClientAudioStream::is_connected() const
return m_client && m_client->is_open();
}
bool ClientAudioStream::get_next_sample(Audio::Sample& sample, u32 audiodevice_sample_rate)
ErrorOr<Audio::Sample, ClientAudioStream::ErrorState> ClientAudioStream::get_next_sample(u32 audiodevice_sample_rate)
{
// Note: Even though we only check client state here, we will probably close the client much earlier.
if (!is_connected())
return false;
return ErrorState::ClientDisconnected;
if (m_paused)
return false;
return ErrorState::ClientUnderrun;
if (m_in_chunk_location >= m_current_audio_chunk.size()) {
auto result = m_buffer->dequeue();
@ -41,30 +41,26 @@ bool ClientAudioStream::get_next_sample(Audio::Sample& sample, u32 audiodevice_s
dbgln_if(AUDIO_DEBUG, "Audio client {} can't keep up!", m_client->client_id());
}
return false;
return ErrorState::ClientUnderrun;
}
// FIXME: Our resampler and the way we resample here are bad.
// Ideally, we should both do perfect band-corrected resampling,
// as well as carry resampling state over between buffers.
auto attempted_resample = Audio::ResampleHelper<Audio::Sample> {
m_sample_rate == 0 ? audiodevice_sample_rate : m_sample_rate, audiodevice_sample_rate
}
.try_resample(result.release_value());
if (attempted_resample.is_error())
return false;
auto maybe_resampled = Audio::ResampleHelper<Audio::Sample> { m_sample_rate == 0 ? audiodevice_sample_rate : m_sample_rate, audiodevice_sample_rate }
.try_resample(result.release_value());
if (maybe_resampled.is_error())
return ErrorState::ResamplingError;
// If the sample rate changes underneath us, we will still play the existing buffer unchanged until we're done.
// This is not a significant problem since the buffers are very small (~100 samples or less).
m_current_audio_chunk = attempted_resample.release_value();
m_current_audio_chunk = maybe_resampled.release_value();
m_in_chunk_location = 0;
}
sample = m_current_audio_chunk[m_in_chunk_location++];
return true;
return m_current_audio_chunk[m_in_chunk_location++];
}
void ClientAudioStream::set_buffer(OwnPtr<Audio::AudioQueue> buffer)
void ClientAudioStream::set_buffer(NonnullOwnPtr<Audio::AudioQueue> buffer)
{
m_buffer = move(buffer);
}

View file

@ -10,7 +10,6 @@
#include "ConnectionFromClient.h"
#include "FadingProperty.h"
#include <AK/Atomic.h>
#include <AK/Badge.h>
#include <AK/Debug.h>
#include <AK/RefCounted.h>
#include <AK/WeakPtr.h>
@ -20,22 +19,29 @@ namespace AudioServer {
class ClientAudioStream : public RefCounted<ClientAudioStream> {
public:
enum class ErrorState {
ClientDisconnected,
ClientPaused,
ClientUnderrun,
ResamplingError,
};
explicit ClientAudioStream(ConnectionFromClient&);
~ClientAudioStream() = default;
bool get_next_sample(Audio::Sample& sample, u32 audiodevice_sample_rate);
ErrorOr<Audio::Sample, ErrorState> get_next_sample(u32 audiodevice_sample_rate);
void clear();
bool is_connected() const;
ConnectionFromClient* client();
Optional<ConnectionFromClient&> client();
void set_buffer(OwnPtr<Audio::AudioQueue> buffer);
void set_buffer(NonnullOwnPtr<Audio::AudioQueue> buffer);
void set_paused(bool paused);
FadingProperty<double>& volume();
double volume() const;
void set_volume(double const volume);
void set_volume(double volume);
bool is_muted() const;
void set_muted(bool muted);
u32 sample_rate() const;

View file

@ -73,18 +73,20 @@ void Mixer::mix()
// Mix the buffers together into the output
for (auto& queue : active_mix_queues) {
if (!queue->client()) {
if (!queue->client().has_value()) {
queue->clear();
continue;
}
queue->volume().advance_time();
// FIXME: Perform sample extraction and mixing in two separate loops so they can be more easily vectorized.
for (auto& mixed_sample : mixed_buffer) {
Audio::Sample sample;
if (!queue->get_next_sample(sample, audiodevice_get_sample_rate()))
auto sample_or_error = queue->get_next_sample(audiodevice_get_sample_rate());
if (sample_or_error.is_error())
break;
if (queue->is_muted())
continue;
auto sample = sample_or_error.release_value();
sample.log_multiply(SAMPLE_HEADROOM);
sample.log_multiply(static_cast<float>(queue->volume()));
mixed_sample += sample;