Mercurial > hg > svapp
view audio/AudioCallbackPlaySource.h @ 497:d1c70c680fa9 tony-2.0-integration
Adjust model update during recording or writing a new wave file. Formerly we were using the model's completion percentage to indicate write proportion and completion -- that's not a good idea because some layers will reasonably avoid rendering at all until a model reaches 100% completion (it's supposed to report only progress on the initial model generation, and the model shouldn't change during completion updates).
author | Chris Cannam |
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date | Tue, 13 Oct 2015 14:26:40 +0100 |
parents | f93820d36cb0 |
children | cd9dec2f47e8 |
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/* -*- 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 int 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