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Implemented a stable solution to video stream muting and clearing.
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@ -19,7 +19,9 @@ std::vector<std::shared_ptr<Sound>> AudioManager::sSoundVector;
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SDL_AudioDeviceID AudioManager::sAudioDevice = 0;
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SDL_AudioSpec AudioManager::sAudioFormat;
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SDL_AudioStream* AudioManager::sConversionStream;
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bool AudioManager::sMuteStream = false;
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bool AudioManager::sHasAudioDevice = true;
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bool AudioManager::mIsClearingStream = false;
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AudioManager::AudioManager()
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{
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@ -115,8 +117,6 @@ void AudioManager::init()
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if (Settings::getInstance()->getInt("SoundVolumeVideos") < 0)
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Settings::getInstance()->setInt("SoundVolumeVideos", 0);
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// Use the default sample rate initially, this will possibly be changed by the
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// video player when a video is started.
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setupAudioStream(sRequestedAudioFormat.freq);
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}
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@ -163,10 +163,13 @@ void AudioManager::mixAudio(void* /*unused*/, Uint8* stream, int len)
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soundIt++;
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}
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// Process video stream audio generated by VideoFFmpegComponent.
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int streamLength = SDL_AudioStreamAvailable(sConversionStream);
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int streamLength = 0;
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if (streamLength == 0) {
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// Process video stream audio generated by VideoFFmpegComponent.
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if (!mIsClearingStream)
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streamLength = SDL_AudioStreamAvailable(sConversionStream);
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if (streamLength <= 0 || mIsClearingStream) {
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// If nothing is playing, pause the device until there is more audio to output.
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if (!stillPlaying)
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SDL_PauseAudioDevice(sAudioDevice, 1);
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@ -186,7 +189,7 @@ void AudioManager::mixAudio(void* /*unused*/, Uint8* stream, int len)
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int processedLength = SDL_AudioStreamGet(sConversionStream,
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static_cast<void*>(&converted.at(0)), chunkLength);
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if (processedLength == -1) {
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if (processedLength < 0) {
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LOG(LogError) << "AudioManager::mixAudio(): Couldn't convert sound chunk:";
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LOG(LogError) << SDL_GetError();
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return;
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@ -197,9 +200,17 @@ void AudioManager::mixAudio(void* /*unused*/, Uint8* stream, int len)
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// "/ processedLength / streamLength: " << chunkLength << " / " <<
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// " / " << processedLength << " / " << streamLength;
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// This mute flag is used to make sure that the audio buffer already sent to the
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// stream is not played when the video player has been stopped. Otherwise there would
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// be a short time period when the audio would keep playing after the video was stopped
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// and before the stream was cleared in clearStream().
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if (sMuteStream) {
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SDL_MixAudioFormat(stream, &converted.at(0), sAudioFormat.format, processedLength, 0);
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}
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else {
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SDL_MixAudioFormat(stream, &converted.at(0), sAudioFormat.format, processedLength,
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static_cast<int>(Settings::getInstance()->
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getInt("SoundVolumeVideos") * 1.28f));
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static_cast<int>(Settings::getInstance()->getInt("SoundVolumeVideos") * 1.28f));
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}
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// If nothing is playing, pause the device until there is more audio to output.
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if (!stillPlaying && SDL_AudioStreamAvailable(sConversionStream) == 0)
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@ -264,6 +275,9 @@ void AudioManager::setupAudioStream(int sampleRate)
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void AudioManager::processStream(const void* samples, unsigned count)
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{
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if (mIsClearingStream)
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return;
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if (SDL_AudioStreamPut(sConversionStream, samples, count * sizeof(Uint8)) == -1) {
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LOG(LogError) << "Failed to put samples in the conversion stream:";
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LOG(LogError) << SDL_GetError();
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@ -276,5 +290,24 @@ void AudioManager::processStream(const void* samples, unsigned count)
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void AudioManager::clearStream()
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{
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SDL_AudioStreamClear(sConversionStream);
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// The SDL_AudioStreamClear() function is unstable and causes random crashes, so
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// we have to implement a workaround instead where SDL_AudioStreamGet() is used
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// to empty the stream.
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// SDL_AudioStreamClear(sConversionStream);
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mIsClearingStream = true;
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int streamSize;
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int length = sAudioFormat.samples * 4;
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while ((streamSize = SDL_AudioStreamAvailable(sConversionStream)) > 0) {
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std::vector<Uint8> readBuffer(length);
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int processedLength = SDL_AudioStreamGet(sConversionStream,
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static_cast<void*>(&readBuffer.at(0)), length);
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if (processedLength <= 0) {
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break;
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}
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}
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mIsClearingStream = false;
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}
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@ -35,7 +35,10 @@ public:
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void processStream(const void* samples, unsigned count);
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void clearStream();
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bool getHasAudioDevice() { return sHasAudioDevice; };
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void muteStream() { sMuteStream = true; }
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void unmuteStream() { sMuteStream = false; }
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bool getHasAudioDevice() { return sHasAudioDevice; }
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static SDL_AudioDeviceID sAudioDevice;
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static SDL_AudioSpec sAudioFormat;
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@ -48,7 +51,9 @@ private:
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static SDL_AudioStream* sConversionStream;
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static std::vector<std::shared_ptr<Sound>> sSoundVector;
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static std::shared_ptr<AudioManager> sInstance;
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static bool sMuteStream;
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static bool sHasAudioDevice;
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static bool mIsClearingStream;
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};
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#endif // ES_CORE_AUDIO_MANAGER_H
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