PulseAudio player seems to kinda work, it just doesn't report playback position yet

Originally committed to SVN as r1120.
This commit is contained in:
Niels Martin Hansen 2007-04-23 16:16:39 +00:00
parent 760cb49475
commit 15a5e39fff
1 changed files with 261 additions and 255 deletions

View File

@ -37,12 +37,12 @@
///////////
// Headers
#include <wx/wxprec.h>
#include <stdio.h>
#include "audio_player.h"
#include "audio_provider.h"
#include "utils.h"
#include "options.h"
#include <pulse/pulseaudio.h>
#include <pulse/simple.h>
//////////////
@ -50,54 +50,47 @@
class PulseAudioPlayer;
//////////
// Thread
class PulseAudioPlayerThread : public wxThread {
private:
wxMutex play_mutex; // held while playing
wxSemaphore play_notify; // posted when a playback operation is set up
wxSemaphore stop_notify; // when set, audio playback should stop asap
wxSemaphore shutdown_notify; // when set, thread should shutdown asap
wxMutex parameter_mutex;
AudioProvider *provider; // provides sample data!
pa_simple *s; // stream handle
int paerror;
volatile double volume; // volume to get audio at
volatile unsigned long start_frame; // first frame of playback
volatile unsigned long cur_frame; // last written frame + 1
volatile unsigned long end_frame; // last frame to play
void PlaybackLoop();
public:
PulseAudioPlayerThread(AudioProvider *_provider);
~PulseAudioPlayerThread();
wxThread::ExitCode Entry();
// The following methods are all thread safe
void Play(unsigned long _start_frame, unsigned long _num_frames); // Notify thread to stop any playback and instead play specified range
void SetEndPosition(unsigned long _end_frame); // Notify thread to use new end position
void Stop(); // Notify thread to stop audio playback
void StopWait(); // Notify thread to stop, and wait for it to do it
void Shutdown(); // Notify the thread to stop playback and die
void SetVolume(double new_volume); // Set volume
unsigned long GetStartPosition(); // Get first played back frame number
unsigned long GetEndPosition(); // Get last frame number to be played back
unsigned long GetCurrentPosition(); // Get currently played back frame number
bool IsPlaying();
};
//////////////////////
// Pulse Audio player
class PulseAudioPlayer : public AudioPlayer {
private:
float volume;
bool open;
bool is_playing;
PulseAudioPlayerThread *thread;
// Audio data info
unsigned long start_frame;
unsigned long cur_frame;
unsigned long end_frame;
unsigned long bpf; // bytes per frame
// Used for synchronising with async events
wxSemaphore context_notify;
wxSemaphore context_success;
volatile int context_success_val;
wxSemaphore stream_notify;
wxSemaphore stream_success;
volatile int stream_success_val;
// PulseAudio data
pa_threaded_mainloop *mainloop; // pulseaudio mainloop handle
pa_context *context; // connection context
volatile pa_context_state_t cstate;
pa_stream *stream;
volatile pa_stream_state_t sstate;
int paerror;
// Called by PA to notify about contetxt operation completion
static void pa_context_success(pa_context *c, int success, PulseAudioPlayer *thread);
// Called by PA to notify about other context-related stuff
static void pa_context_notify(pa_context *c, PulseAudioPlayer *thread);
// Called by PA when a stream operation completes
static void pa_stream_success(pa_stream *p, int success, PulseAudioPlayer *thread);
// Called by PA to request more data written to stream
static void pa_stream_write(pa_stream *p, size_t length, PulseAudioPlayer *thread);
// Called by PA to notify about other stream-related stuff
static void pa_stream_notify(pa_stream *p, PulseAudioPlayer *thread);
public:
PulseAudioPlayer();
@ -134,295 +127,308 @@ public:
///////////////
// Constructor
PulseAudioPlayer::PulseAudioPlayer() {
PulseAudioPlayer::PulseAudioPlayer()
{
volume = 1.0f;
thread = NULL;
paerror = 0;
open = false;
is_playing = false;
}
//////////////
// Destructor
PulseAudioPlayer::~PulseAudioPlayer() {
CloseStream();
PulseAudioPlayer::~PulseAudioPlayer()
{
if (open) CloseStream();
}
///////////////
// Open stream
void PulseAudioPlayer::OpenStream() {
CloseStream();
void PulseAudioPlayer::OpenStream()
{
printf("Opening PulseAudio stream\n");
if (open) CloseStream();
// Get provider
AudioProvider *provider = GetProvider();
try {
thread = new PulseAudioPlayerThread(provider);
thread->Create();
thread->Run();
// Initialise a mainloop
printf("Initialising threaded main loop\n");
mainloop = pa_threaded_mainloop_new();
if (!mainloop) {
throw _T("Failed to initialise PulseAudio threaded mainloop object");
}
catch (const char *e) {
wxLogError(_T("Failed to initialise PulseAudio: %s"), wxString(e, wxConvLocal).c_str());
printf("Starting main loop\n");
pa_threaded_mainloop_start(mainloop);
// Create context
printf("Creating context\n");
context = pa_context_new(pa_threaded_mainloop_get_api(mainloop), "Aegisub");
if (!context) {
pa_threaded_mainloop_free(mainloop);
throw _T("Failed to create PulseAudio context");
}
pa_context_set_state_callback(context, (pa_context_notify_cb_t)pa_context_notify, this);
// Connect the context
printf("Connecting context\n");
pa_context_connect(context, NULL, 0, NULL);
// Wait for connection
while (true) {
context_notify.Wait();
if (cstate == PA_CONTEXT_READY) {
break;
} else if (cstate == PA_CONTEXT_FAILED) {
// eww
paerror = pa_context_errno(context);
pa_context_unref(context);
pa_threaded_mainloop_stop(mainloop);
pa_threaded_mainloop_free(mainloop);
wxString s(pa_strerror(paerror), wxConvUTF8);
throw s.c_str();
}
// otherwise loop once more
}
printf("Context connected\n");
// Set up stream
bpf = provider->GetChannels() * provider->GetBytesPerSample();
pa_sample_spec ss;
ss.format = PA_SAMPLE_S16LE; // FIXME
ss.rate = provider->GetSampleRate();
ss.channels = provider->GetChannels();
pa_channel_map map;
pa_channel_map_init_auto(&map, ss.channels, PA_CHANNEL_MAP_DEFAULT);
printf("Creating stream\n");
stream = pa_stream_new(context, "Sound", &ss, &map);
if (!stream) {
// argh!
pa_context_disconnect(context);
pa_context_unref(context);
pa_threaded_mainloop_stop(mainloop);
pa_threaded_mainloop_free(mainloop);
throw _T("PulseAudio could not create stream");
}
pa_stream_set_state_callback(stream, (pa_stream_notify_cb_t)pa_stream_notify, this);
pa_stream_set_write_callback(stream, (pa_stream_request_cb_t)pa_stream_write, this);
// Connext stream
printf("Connecting playback stream\n");
paerror = pa_stream_connect_playback(stream, NULL, NULL, PA_STREAM_INTERPOLATE_TIMING|PA_STREAM_NOT_MONOTONOUS|PA_STREAM_AUTO_TIMING_UPDATE, NULL, NULL);
if (paerror) {
printf("PulseAudio reported error: %s\n", pa_strerror(paerror));
wxString s(pa_strerror(paerror), wxConvUTF8);
throw s.c_str();
}
while (true) {
stream_notify.Wait();
if (sstate == PA_STREAM_READY) {
break;
} else if (sstate == PA_STREAM_FAILED) {
printf("Stream connection failed for some reason\n");
throw _T("Something went wrong connecting the stream");
}
}
printf("Connected playback stream, now playing\n\n");
// Hopefully this marks success
printf("Finished opening PulseAudio\n\n");
open = true;
}
////////////////
// Close stream
void PulseAudioPlayer::CloseStream() {
if (!thread) return;
void PulseAudioPlayer::CloseStream()
{
if (!open) return;
printf("Closing PuseAudio\n");
thread->Shutdown();
thread->Wait();
thread = 0;
if (is_playing) Stop();
// Hope for the best and just do things as quickly as possible
pa_stream_disconnect(stream);
pa_stream_unref(stream);
pa_context_disconnect(context);
pa_context_unref(context);
pa_threaded_mainloop_stop(mainloop);
pa_threaded_mainloop_free(mainloop);
printf("Closed PulseAudio\n");
open = false;
}
////////
// Play
void PulseAudioPlayer::Play(__int64 start,__int64 count) {
// Make sure that it's stopped
thread->Stop();
void PulseAudioPlayer::Play(__int64 start,__int64 count)
{
printf("Starting PulseAudio playback\n");
if (!open) OpenStream();
if (is_playing) Stop();
thread->Play(start, count);
start_frame = start;
cur_frame = start;
end_frame = start + count;
printf("start=%lu end=%lu\n", start_frame, end_frame);
is_playing = true;
PulseAudioPlayer::pa_stream_write(stream, pa_stream_writable_size(stream), this);
pa_operation *op = pa_stream_trigger(stream, (pa_stream_success_cb_t)pa_stream_success, this);
stream_success.Wait();
pa_operation_unref(op);
}
////////
// Stop
void PulseAudioPlayer::Stop(bool timerToo) {
if (thread) thread->Stop();
void PulseAudioPlayer::Stop(bool timerToo)
{
if (!is_playing) return;
printf("Stopping PulseAudio\n");
if (timerToo && displayTimer) {
displayTimer->Stop();
}
is_playing = false;
pa_operation *op = pa_stream_cork(stream, 0, (pa_stream_success_cb_t)pa_stream_success, this);
stream_success.Wait();
pa_operation_unref(op);
start_frame = 0;
cur_frame = 0;
end_frame = 0;
// Flush the stream of data
printf("Draining stream\n");
op = pa_stream_flush(stream, (pa_stream_success_cb_t)pa_stream_success, this);
stream_success.Wait();
pa_operation_unref(op);
// Then disconnect it
/*printf("Disconnecting stream\n");
paerror = pa_stream_disconnect(stream);
if (paerror) {
printf("PulseAudio reported error: %s\n", pa_strerror(paerror));
wxString s(pa_strerror(paerror), wxConvUTF8);
throw s.c_str();
}
while (true) {
stream_notify.Wait();
if (sstate == PA_STREAM_TERMINATED) {
break;
} else if (sstate == PA_STREAM_FAILED) {
printf("Stream stopping failed\n");
throw _T("Something went wrong disconnecting the stream?!");
}
}*/
// And unref it
printf("Stopped stream\n\n");
}
bool PulseAudioPlayer::IsPlaying()
{
return thread && thread->IsPlaying();
return is_playing;
}
///////////
// Set end
void PulseAudioPlayer::SetEndPosition(__int64 pos) {
if (thread) thread->SetEndPosition(pos);
void PulseAudioPlayer::SetEndPosition(__int64 pos)
{
end_frame = pos;
}
////////////////////////
// Set current position
void PulseAudioPlayer::SetCurrentPosition(__int64 pos) {
assert(false); // not supported (yet?)
// I believe this isn't used anywhere. I hope not.
void PulseAudioPlayer::SetCurrentPosition(__int64 pos)
{
cur_frame = pos;
}
__int64 PulseAudioPlayer::GetStartPosition()
{
if (thread) return thread->GetStartPosition();
return 0;
return start_frame;
}
__int64 PulseAudioPlayer::GetEndPosition()
{
if (thread) return thread->GetEndPosition();
return 0;
return end_frame;
}
////////////////////////
// Get current position
__int64 PulseAudioPlayer::GetCurrentPosition() {
if (thread) return thread->GetCurrentPosition();
return 0;
}
//////////////////////
// Thread constructor
PulseAudioPlayerThread::PulseAudioPlayerThread(AudioProvider *_provider)
: wxThread(wxTHREAD_JOINABLE)
, play_notify(0, 1)
, stop_notify(0, 1)
, shutdown_notify(0, 1)
, provider(_provider)
__int64 PulseAudioPlayer::GetCurrentPosition()
{
pa_sample_spec ss;
ss.format = PA_SAMPLE_S16LE;
ss.channels = provider->GetChannels();
ss.rate = provider->GetSampleRate();
s = pa_simple_new(
NULL, // default server
"Aegisub", // application name
PA_STREAM_PLAYBACK,
NULL, // default device
"Sound", // stream description
&ss, // sample format
NULL, // default channel map
NULL, // default buffering attributes
&paerror // store error code
);
if (!s) throw pa_strerror(paerror);
// TODO: use pulse functions
return cur_frame;
}
/////////////////////
// Thread destructor
PulseAudioPlayerThread::~PulseAudioPlayerThread() {
pa_simple_free(s);
}
//////////////////////
// Thread entry point
wxThread::ExitCode PulseAudioPlayerThread::Entry()
// Called by PA to notify about contetxt operation completion
void PulseAudioPlayer::pa_context_success(pa_context *c, int success, PulseAudioPlayer *thread)
{
// Loop as long as we aren't told to shutdown
while (shutdown_notify.TryWait() == wxSEMA_BUSY) {
// Wait for a playback operation
if (play_notify.WaitTimeout(100) == wxSEMA_NO_ERROR) {
// So playback was posted... now play something
play_mutex.Lock();
PlaybackLoop();
play_mutex.Unlock();
}
cur_frame = cur_frame / 2;
thread->context_success_val = success;
thread->context_success.Post();
}
// Called by PA to notify about other context-related stuff
void PulseAudioPlayer::pa_context_notify(pa_context *c, PulseAudioPlayer *thread)
{
thread->cstate = pa_context_get_state(thread->context);
//printf("Context state change: %d\n", thread->cstate);
thread->context_notify.Post();
}
// Called by PA when an operation completes
void PulseAudioPlayer::pa_stream_success(pa_stream *p, int success, PulseAudioPlayer *thread)
{
thread->stream_success_val = success;
thread->stream_success.Post();
}
// Called by PA to request more data (and other things?)
void PulseAudioPlayer::pa_stream_write(pa_stream *p, size_t length, PulseAudioPlayer *thread)
{
if (!thread->is_playing) return;
if (thread->cur_frame >= thread->end_frame) {
thread->is_playing = false;
printf("PA requested more buffer, but no more to stream\n");
return;
}
return 0;
printf("PA requested more buffer, %lu bytes\n", (unsigned long)length);
unsigned long bpf = thread->bpf;
unsigned long frames = length / thread->bpf;
unsigned long maxframes = thread->end_frame - thread->cur_frame;
if (frames > maxframes) frames = maxframes;
printf("Handing it %lu frames\n", frames);
void *buf = malloc(frames * bpf);
thread->provider->GetAudioWithVolume(buf, thread->cur_frame, frames, thread->volume);
::pa_stream_write(p, buf, frames*bpf, free, 0, PA_SEEK_RELATIVE);
thread->cur_frame += frames;
}
void PulseAudioPlayerThread::PlaybackLoop()
// Called by PA to notify about other stuff
void PulseAudioPlayer::pa_stream_notify(pa_stream *p, PulseAudioPlayer *thread)
{
// Bytes per frame
unsigned long bpf = provider->GetChannels() * provider->GetBytesPerSample();
// Number of frames in a read
unsigned long datalen = provider->GetSampleRate()/8;
// Read buffer
void *data = malloc(datalen * bpf);
unsigned long cur_pos = 0;
while (true) {
// Get/set parameters
parameter_mutex.Lock();
double vol = volume;
cur_frame = cur_pos;
unsigned long end_pos = end_frame;
parameter_mutex.Unlock();
// Check for stop
if (stop_notify.TryWait() != wxSEMA_BUSY) {
pa_simple_flush(s, &paerror);
break;
}
// Check for end of stream
if (cur_pos >= end_pos) {
pa_simple_drain(s, &paerror);
break;
}
// Write some frames
unsigned long to_read = datalen;
if (cur_pos + to_read > end_pos)
to_read = end_pos - cur_pos;
provider->GetAudioWithVolume(data, cur_pos, to_read, vol);
if (pa_simple_write(s, data, to_read*bpf, &paerror) < 0) break;
cur_pos += to_read;
}
free(data);
}
void PulseAudioPlayerThread::Play(unsigned long _start_frame, unsigned long _num_frames)
{
StopWait();
cur_frame = start_frame = _start_frame;
end_frame = start_frame + _num_frames;
play_notify.Post();
}
void PulseAudioPlayerThread::SetEndPosition(unsigned long _end_frame)
{
parameter_mutex.Lock();
end_frame = _end_frame;
parameter_mutex.Unlock();
}
////////////////////////
// Stop playback thread
void PulseAudioPlayerThread::Stop()
{
stop_notify.Post();
}
void PulseAudioPlayerThread::StopWait()
{
stop_notify.Post();
// Now wait for the play mutex to have been freed
play_mutex.Lock();
play_mutex.Unlock();
}
void PulseAudioPlayerThread::Shutdown()
{
Stop();
shutdown_notify.Post();
}
void PulseAudioPlayerThread::SetVolume(double new_volume)
{
parameter_mutex.Lock();
volume = new_volume;
parameter_mutex.Unlock();
}
unsigned long PulseAudioPlayerThread::GetStartPosition()
{
wxMutexLocker lock(parameter_mutex);
return start_frame;
}
unsigned long PulseAudioPlayerThread::GetEndPosition()
{
wxMutexLocker lock(parameter_mutex);
return end_frame;
}
unsigned long PulseAudioPlayerThread::GetCurrentPosition()
{
// Step 1: Get last written frame number
parameter_mutex.Lock();
unsigned long pos = cur_frame;
parameter_mutex.Unlock();
// Step 2: ???
// Step 3: Profit!
return pos;
}
bool PulseAudioPlayerThread::IsPlaying()
{
return play_mutex.TryLock() == wxMUTEX_BUSY;
thread->sstate = pa_stream_get_state(thread->stream);
//printf("Stream state change: %d\n", thread->sstate);
thread->stream_notify.Post();
}