Mercurial > hg > svapp
diff audio/AudioCallbackPlaySource.h @ 468:56acd9368532 bqaudioio
Initial work toward switching to bqaudioio library (so as to get I/O, not just O)
author | Chris Cannam |
---|---|
date | Tue, 04 Aug 2015 13:27:42 +0100 |
parents | audioio/AudioCallbackPlaySource.h@72c662fe7ea3 |
children | 0d725dd7f99c |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/audio/AudioCallbackPlaySource.h Tue Aug 04 13:27:42 2015 +0100 @@ -0,0 +1,407 @@ +/* -*- c-basic-offset: 4 indent-tabs-mode: nil -*- vi:set ts=8 sts=4 sw=4: */ + +/* + Sonic Visualiser + An audio file viewer and annotation editor. + Centre for Digital Music, Queen Mary, University of London. + This file copyright 2006 Chris Cannam and QMUL. + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License as + published by the Free Software Foundation; either version 2 of the + License, or (at your option) any later version. See the file + COPYING included with this distribution for more information. +*/ + +#ifndef _AUDIO_CALLBACK_PLAY_SOURCE_H_ +#define _AUDIO_CALLBACK_PLAY_SOURCE_H_ + +#include "base/RingBuffer.h" +#include "base/AudioPlaySource.h" +#include "base/PropertyContainer.h" +#include "base/Scavenger.h" + +#include <bqaudioio/ApplicationPlaybackSource.h> + +#include <QObject> +#include <QMutex> +#include <QWaitCondition> + +#include "base/Thread.h" +#include "base/RealTime.h" + +#include <samplerate.h> + +#include <set> +#include <map> + +namespace RubberBand { + class RubberBandStretcher; +} + +class Model; +class ViewManagerBase; +class AudioGenerator; +class PlayParameters; +class RealTimePluginInstance; +class AudioCallbackPlayTarget; + +/** + * AudioCallbackPlaySource manages audio data supply to callback-based + * audio APIs such as JACK or CoreAudio. It maintains one ring buffer + * per channel, filled during playback by a non-realtime thread, and + * provides a method for a realtime thread to pick up the latest + * available sample data from these buffers. + */ +class AudioCallbackPlaySource : public QObject, + public AudioPlaySource, + public breakfastquay::ApplicationPlaybackSource +{ + Q_OBJECT + +public: + AudioCallbackPlaySource(ViewManagerBase *, QString clientName); + virtual ~AudioCallbackPlaySource(); + + /** + * Add a data model to be played from. The source can mix + * playback from a number of sources including dense and sparse + * models. The models must match in sample rate, but they don't + * have to have identical numbers of channels. + */ + virtual void addModel(Model *model); + + /** + * Remove a model. + */ + virtual void removeModel(Model *model); + + /** + * Remove all models. (Silence will ensue.) + */ + virtual void clearModels(); + + /** + * Start making data available in the ring buffers for playback, + * from the given frame. If playback is already under way, reseek + * to the given frame and continue. + */ + virtual void play(sv_frame_t startFrame); + + /** + * Stop playback and ensure that no more data is returned. + */ + virtual void stop(); + + /** + * Return whether playback is currently supposed to be happening. + */ + virtual bool isPlaying() const { return m_playing; } + + /** + * Return the frame number that is currently expected to be coming + * out of the speakers. (i.e. compensating for playback latency.) + */ + virtual sv_frame_t getCurrentPlayingFrame(); + + /** + * Return the last frame that would come out of the speakers if we + * stopped playback right now. + */ + virtual sv_frame_t getCurrentBufferedFrame(); + + /** + * Return the frame at which playback is expected to end (if not looping). + */ + virtual sv_frame_t getPlayEndFrame() { return m_lastModelEndFrame; } + + /** + * Set the playback target. This should be called by the target + * class. + */ + virtual void setSystemPlaybackTarget(breakfastquay::SystemPlaybackTarget *); + + /** + * Set the block size of the target audio device. This should be + * called by the target class. + */ + virtual void setSystemPlaybackBlockSize(int blockSize); + + /** + * Get the block size of the target audio device. This may be an + * estimate or upper bound, if the target has a variable block + * size; the source should behave itself even if this value turns + * out to be inaccurate. + */ + int getTargetBlockSize() const; + + /** + * Set the playback latency of the target audio device, in frames + * at the target sample rate. This is the difference between the + * frame currently "leaving the speakers" and the last frame (or + * highest last frame across all channels) requested via + * getSamples(). The default is zero. + */ + void setSystemPlaybackLatency(int); + + /** + * Get the playback latency of the target audio device. + */ + sv_frame_t getTargetPlayLatency() const; + + /** + * Specify that the target audio device has a fixed sample rate + * (i.e. cannot accommodate arbitrary sample rates based on the + * source). If the target sets this to something other than the + * source sample rate, this class will resample automatically to + * fit. + */ + void setSystemPlaybackSampleRate(int); + + /** + * Return the sample rate set by the target audio device (or the + * source sample rate if the target hasn't set one). + */ + virtual sv_samplerate_t getTargetSampleRate() const; + + /** + * Set the current output levels for metering (for call from the + * target) + */ + void setOutputLevels(float left, float right); + + /** + * Return the current (or thereabouts) output levels in the range + * 0.0 -> 1.0, for metering purposes. + */ + virtual bool getOutputLevels(float &left, float &right); + + /** + * Get the number of channels of audio that in the source models. + * This may safely be called from a realtime thread. Returns 0 if + * there is no source yet available. + */ + int getSourceChannelCount() const; + + /** + * Get the number of channels of audio that will be provided + * to the play target. This may be more than the source channel + * count: for example, a mono source will provide 2 channels + * after pan. + * This may safely be called from a realtime thread. Returns 0 if + * there is no source yet available. + */ + int getTargetChannelCount() const; + + /** + * ApplicationPlaybackSource equivalent of the above. + */ + virtual int getApplicationChannelCount() const { + return getTargetChannelCount(); + } + + /** + * Get the actual sample rate of the source material. This may + * safely be called from a realtime thread. Returns 0 if there is + * no source yet available. + */ + virtual sv_samplerate_t getSourceSampleRate() const; + + /** + * ApplicationPlaybackSource equivalent of the above. + */ + virtual int getApplicationSampleRate() const { + return int(round(getSourceSampleRate())); + } + + /** + * Get "count" samples (at the target sample rate) of the mixed + * audio data, in all channels. This may safely be called from a + * realtime thread. + */ + virtual void getSourceSamples(int count, float **buffer); + + /** + * Set the time stretcher factor (i.e. playback speed). + */ + void setTimeStretch(double factor); + + /** + * Set the resampler quality, 0 - 2 where 0 is fastest and 2 is + * highest quality. + */ + void setResampleQuality(int q); + + /** + * Set a single real-time plugin as a processing effect for + * auditioning during playback. + * + * The plugin must have been initialised with + * getTargetChannelCount() channels and a getTargetBlockSize() + * sample frame processing block size. + * + * This playback source takes ownership of the plugin, which will + * be deleted at some point after the following call to + * setAuditioningEffect (depending on real-time constraints). + * + * Pass a null pointer to remove the current auditioning plugin, + * if any. + */ + void setAuditioningEffect(Auditionable *plugin); + + /** + * Specify that only the given set of models should be played. + */ + void setSoloModelSet(std::set<Model *>s); + + /** + * Specify that all models should be played as normal (if not + * muted). + */ + void clearSoloModelSet(); + + std::string getClientName() const { return m_clientName; } + +signals: + void modelReplaced(); + + void playStatusChanged(bool isPlaying); + + void sampleRateMismatch(sv_samplerate_t requested, + sv_samplerate_t available, + bool willResample); + + void audioOverloadPluginDisabled(); + void audioTimeStretchMultiChannelDisabled(); + + void activity(QString); + +public slots: + void audioProcessingOverload(); + +protected slots: + void selectionChanged(); + void playLoopModeChanged(); + void playSelectionModeChanged(); + void playParametersChanged(PlayParameters *); + void preferenceChanged(PropertyContainer::PropertyName); + void modelChangedWithin(sv_frame_t startFrame, sv_frame_t endFrame); + +protected: + ViewManagerBase *m_viewManager; + AudioGenerator *m_audioGenerator; + std::string m_clientName; + + class RingBufferVector : public std::vector<RingBuffer<float> *> { + public: + virtual ~RingBufferVector() { + while (!empty()) { + delete *begin(); + erase(begin()); + } + } + }; + + std::set<Model *> m_models; + RingBufferVector *m_readBuffers; + RingBufferVector *m_writeBuffers; + sv_frame_t m_readBufferFill; + sv_frame_t m_writeBufferFill; + Scavenger<RingBufferVector> m_bufferScavenger; + int m_sourceChannelCount; + sv_frame_t m_blockSize; + sv_samplerate_t m_sourceSampleRate; + sv_samplerate_t m_targetSampleRate; + sv_frame_t m_playLatency; + breakfastquay::SystemPlaybackTarget *m_target; + double m_lastRetrievalTimestamp; + sv_frame_t m_lastRetrievedBlockSize; + bool m_trustworthyTimestamps; + sv_frame_t m_lastCurrentFrame; + bool m_playing; + bool m_exiting; + sv_frame_t m_lastModelEndFrame; + int m_ringBufferSize; + float m_outputLeft; + float m_outputRight; + RealTimePluginInstance *m_auditioningPlugin; + bool m_auditioningPluginBypassed; + Scavenger<RealTimePluginInstance> m_pluginScavenger; + sv_frame_t m_playStartFrame; + bool m_playStartFramePassed; + RealTime m_playStartedAt; + + RingBuffer<float> *getWriteRingBuffer(int c) { + if (m_writeBuffers && c < (int)m_writeBuffers->size()) { + return (*m_writeBuffers)[c]; + } else { + return 0; + } + } + + RingBuffer<float> *getReadRingBuffer(int c) { + RingBufferVector *rb = m_readBuffers; + if (rb && c < (int)rb->size()) { + return (*rb)[c]; + } else { + return 0; + } + } + + void clearRingBuffers(bool haveLock = false, int count = 0); + void unifyRingBuffers(); + + RubberBand::RubberBandStretcher *m_timeStretcher; + RubberBand::RubberBandStretcher *m_monoStretcher; + double m_stretchRatio; + bool m_stretchMono; + + int m_stretcherInputCount; + float **m_stretcherInputs; + sv_frame_t *m_stretcherInputSizes; + + // Called from fill thread, m_playing true, mutex held + // Return true if work done + bool fillBuffers(); + + // Called from fillBuffers. Return the number of frames written, + // which will be count or fewer. Return in the frame argument the + // new buffered frame position (which may be earlier than the + // frame argument passed in, in the case of looping). + sv_frame_t mixModels(sv_frame_t &frame, sv_frame_t count, float **buffers); + + // Called from getSourceSamples. + void applyAuditioningEffect(sv_frame_t count, float **buffers); + + // Ranges of current selections, if play selection is active + std::vector<RealTime> m_rangeStarts; + std::vector<RealTime> m_rangeDurations; + void rebuildRangeLists(); + + sv_frame_t getCurrentFrame(RealTime outputLatency); + + class FillThread : public Thread + { + public: + FillThread(AudioCallbackPlaySource &source) : + Thread(Thread::NonRTThread), + m_source(source) { } + + virtual void run(); + + protected: + AudioCallbackPlaySource &m_source; + }; + + QMutex m_mutex; + QWaitCondition m_condition; + FillThread *m_fillThread; + SRC_STATE *m_converter; + SRC_STATE *m_crapConverter; // for use when playing very fast + int m_resampleQuality; + void initialiseConverter(); +}; + +#endif + +