/**
 * Sends a chunk of silence to the audio outputs.  This is called when
 * there is not enough decoded data in the pipe yet, to prevent
 * underruns in the hardware buffers.
 *
 * The player lock is not held.
 */
static bool
player_send_silence(struct player *player)
{
	assert(audio_format_defined(&player->play_audio_format));

	struct music_chunk *chunk = music_buffer_allocate(player_buffer);
	if (chunk == NULL) {
		g_warning("Failed to allocate silence buffer");
		return false;
	}

#ifndef NDEBUG
	chunk->audio_format = player->play_audio_format;
#endif

	size_t frame_size =
		audio_format_frame_size(&player->play_audio_format);
	/* this formula ensures that we don't send
	   partial frames */
	unsigned num_frames = sizeof(chunk->data) / frame_size;

	chunk->times = -1.0; /* undefined time stamp */
	chunk->length = num_frames * frame_size;
	memset(chunk->data, 0, chunk->length);

	if (!audio_output_all_play(chunk)) {
		music_buffer_return(player_buffer, chunk);
		return false;
	}

	return true;
}
Ejemplo n.º 2
0
/**
 * Wrapper for audio_output_all_open().  Upon failure, it pauses the
 * player.
 *
 * @return true on success
 */
static bool
player_open_output(struct player *player)
{
	assert(audio_format_defined(&player->play_audio_format));
	assert(pc.state == PLAYER_STATE_PLAY ||
	       pc.state == PLAYER_STATE_PAUSE);

	if (audio_output_all_open(&player->play_audio_format, player_buffer)) {
		player->output_open = true;
		player->paused = false;

		player_lock();
		pc.state = PLAYER_STATE_PLAY;
		player_unlock();

		return true;
	} else {
		player->output_open = false;

		/* pause: the user may resume playback as soon as an
		   audio output becomes available */
		player->paused = true;

		player_lock();
		pc.error = PLAYER_ERROR_AUDIO;
		pc.state = PLAYER_STATE_PAUSE;
		player_unlock();

		return false;
	}
}
Ejemplo n.º 3
0
void decoder_initialized(G_GNUC_UNUSED struct decoder * decoder,
			 const struct audio_format *audio_format,
			 bool seekable, float total_time)
{
	assert(dc.state == DECODE_STATE_START);
	assert(decoder != NULL);
	assert(decoder->stream_tag == NULL);
	assert(decoder->decoder_tag == NULL);
	assert(!decoder->seeking);
	assert(audio_format != NULL);
	assert(audio_format_defined(audio_format));
	assert(audio_format_valid(audio_format));

	dc.in_audio_format = *audio_format;
	getOutputAudioFormat(audio_format, &dc.out_audio_format);

	dc.seekable = seekable;
	dc.total_time = total_time;

	dc.state = DECODE_STATE_DECODE;
	notify_signal(&pc.notify);

	g_debug("audio_format=%u:%u:%u, seekable=%s",
		dc.in_audio_format.sample_rate, dc.in_audio_format.bits,
		dc.in_audio_format.channels,
		seekable ? "true" : "false");

	if (!audio_format_equals(&dc.in_audio_format, &dc.out_audio_format))
		g_debug("converting to %u:%u:%u",
			dc.out_audio_format.sample_rate,
			dc.out_audio_format.bits,
			dc.out_audio_format.channels);
}
Ejemplo n.º 4
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void
decoder_initialized(struct decoder *decoder,
		    const struct audio_format *audio_format,
		    bool seekable, float total_time)
{
	struct decoder_control *dc = decoder->dc;
	struct audio_format_string af_string;

	assert(dc->state == DECODE_STATE_START);
	assert(dc->pipe != NULL);
	assert(decoder != NULL);
	assert(decoder->stream_tag == NULL);
	assert(decoder->decoder_tag == NULL);
	assert(!decoder->seeking);
	assert(audio_format != NULL);
	assert(audio_format_defined(audio_format));
	assert(audio_format_valid(audio_format));

	dc->in_audio_format = *audio_format;
	getOutputAudioFormat(audio_format, &dc->out_audio_format);

	dc->seekable = seekable;
	dc->total_time = total_time;

	decoder_lock(dc);
	dc->state = DECODE_STATE_DECODE;
	decoder_unlock(dc);

	player_lock_signal();

	g_debug("audio_format=%s, seekable=%s",
		audio_format_to_string(&dc->in_audio_format, &af_string),
		seekable ? "true" : "false");

	if (!audio_format_equals(&dc->in_audio_format,
				 &dc->out_audio_format))
		g_debug("converting to %s",
			audio_format_to_string(&dc->out_audio_format,
					       &af_string));
}
Ejemplo n.º 5
0
/**
 * Wrapper for audio_output_all_open().  Upon failure, it pauses the
 * player.
 *
 * @return true on success
 */
static bool
player_open_output(struct player *player)
{
	struct player_control *pc = player->pc;

	assert(audio_format_defined(&player->play_audio_format));
	assert(pc->state == PLAYER_STATE_PLAY ||
	       pc->state == PLAYER_STATE_PAUSE);

	GError *error = NULL;
	if (audio_output_all_open(&player->play_audio_format, player_buffer,
				  &error)) {
		player->output_open = true;
		player->paused = false;

		player_lock(pc);
		pc->state = PLAYER_STATE_PLAY;
		player_unlock(pc);

		return true;
	} else {
		g_warning("%s", error->message);

		player->output_open = false;

		/* pause: the user may resume playback as soon as an
		   audio output becomes available */
		player->paused = true;

		player_lock(pc);
		pc_set_error(pc, PLAYER_ERROR_OUTPUT, error);
		pc->state = PLAYER_STATE_PAUSE;
		player_unlock(pc);

		return false;
	}
}
/*
 * The main loop of the player thread, during playback.  This is
 * basically a state machine, which multiplexes data between the
 * decoder thread and the output threads.
 */
static void do_play(struct player_control *pc, struct decoder_control *dc)
{
	struct player player = {
		.pc = pc,
		.dc = dc,
		.buffering = true,
		.decoder_starting = false,
		.paused = false,
		.queued = true,
		.song = NULL,
		.xfade = XFADE_UNKNOWN,
		.cross_fading = false,
		.cross_fade_chunks = 0,
		.cross_fade_tag = NULL,
		.elapsed_time = 0.0,
	};

	player_unlock(pc);

	player.pipe = music_pipe_new();

	player_dc_start(&player, player.pipe);
	if (!player_wait_for_decoder(&player)) {
		player_dc_stop(&player);
		player_command_finished(pc);
		music_pipe_free(player.pipe);
		event_pipe_emit(PIPE_EVENT_PLAYLIST);
		player_lock(pc);
		return;
	}

	player_lock(pc);
	pc->state = PLAYER_STATE_PLAY;
	player_command_finished_locked(pc);

	while (true) {
		player_process_command(&player);
		if (pc->command == PLAYER_COMMAND_STOP ||
		    pc->command == PLAYER_COMMAND_EXIT ||
		    pc->command == PLAYER_COMMAND_CLOSE_AUDIO) {
			player_unlock(pc);
			audio_output_all_cancel();
			break;
		}

		player_unlock(pc);

		if (player.buffering) {
			/* buffering at the start of the song - wait
			   until the buffer is large enough, to
			   prevent stuttering on slow machines */

			if (music_pipe_size(player.pipe) < pc->buffered_before_play &&
			    !decoder_lock_is_idle(dc)) {
				/* not enough decoded buffer space yet */

				if (!player.paused &&
				    audio_format_defined(&player.play_audio_format) &&
				    audio_output_all_check() < 4 &&
				    !player_send_silence(&player))
					break;

				decoder_lock(dc);
				/* XXX race condition: check decoder again */
				player_wait_decoder(pc, dc);
				decoder_unlock(dc);
				player_lock(pc);
				continue;
			} else {
				/* buffering is complete */
				player.buffering = false;
			}
		}

		if (player.decoder_starting) {
			/* wait until the decoder is initialized completely */

			if (!player_check_decoder_startup(&player))
				break;

			player_lock(pc);
			continue;
		}

#ifndef NDEBUG
		/*
		music_pipe_check_format(&play_audio_format,
					player.next_song_chunk,
					&dc->out_audio_format);
		*/
#endif

		if (decoder_lock_is_idle(dc) && player.queued &&
		    dc->pipe == player.pipe) {
			/* the decoder has finished the current song;
			   make it decode the next song */

			assert(dc->pipe == NULL || dc->pipe == player.pipe);

			player_dc_start(&player, music_pipe_new());
		}

		if (player_dc_at_next_song(&player) &&
		    player.xfade == XFADE_UNKNOWN &&
		    !decoder_lock_is_starting(dc)) {
			/* enable cross fading in this song?  if yes,
			   calculate how many chunks will be required
			   for it */
			player.cross_fade_chunks =
				cross_fade_calc(pc->cross_fade_seconds, dc->total_time,
						pc->mixramp_db,
						pc->mixramp_delay_seconds,
						dc->replay_gain_db,
						dc->replay_gain_prev_db,
						dc->mixramp_start,
						dc->mixramp_prev_end,
						&dc->out_audio_format,
						&player.play_audio_format,
						music_buffer_size(player_buffer) -
						pc->buffered_before_play);
			if (player.cross_fade_chunks > 0) {
				player.xfade = XFADE_ENABLED;
				player.cross_fading = false;
			} else
				/* cross fading is disabled or the
				   next song is too short */
				player.xfade = XFADE_DISABLED;
		}

		if (player.paused) {
			player_lock(pc);

			if (pc->command == PLAYER_COMMAND_NONE)
				player_wait(pc);
			continue;
		} else if (!music_pipe_empty(player.pipe)) {
			/* at least one music chunk is ready - send it
			   to the audio output */

			play_next_chunk(&player);
		} else if (audio_output_all_check() > 0) {
			/* not enough data from decoder, but the
			   output thread is still busy, so it's
			   okay */

			/* XXX synchronize in a better way */
			g_usleep(10000);
		} else if (player_dc_at_next_song(&player)) {
			/* at the beginning of a new song */

			if (!player_song_border(&player))
				break;
		} else if (decoder_lock_is_idle(dc)) {
			/* check the size of the pipe again, because
			   the decoder thread may have added something
			   since we last checked */
			if (music_pipe_empty(player.pipe)) {
				/* wait for the hardware to finish
				   playback */
				audio_output_all_drain();
				break;
			}
		} else {
			/* the decoder is too busy and hasn't provided
			   new PCM data in time: send silence (if the
			   output pipe is empty) */
			if (!player_send_silence(&player))
				break;
		}

		player_lock(pc);
	}

	player_dc_stop(&player);

	music_pipe_clear(player.pipe, player_buffer);
	music_pipe_free(player.pipe);

	if (player.cross_fade_tag != NULL)
		tag_free(player.cross_fade_tag);

	player_lock(pc);

	if (player.queued) {
		assert(pc->next_song != NULL);
		pc->next_song = NULL;
	}

	pc->state = PLAYER_STATE_STOP;

	player_unlock(pc);

	event_pipe_emit(PIPE_EVENT_PLAYLIST);

	player_lock(pc);
}

static gpointer
player_task(gpointer arg)
{
	struct player_control *pc = arg;

	struct decoder_control *dc = dc_new(pc->cond);
	decoder_thread_start(dc);

	player_buffer = music_buffer_new(pc->buffer_chunks);

	player_lock(pc);

	while (1) {
		switch (pc->command) {
		case PLAYER_COMMAND_QUEUE:
			assert(pc->next_song != NULL);

			do_play(pc, dc);
			break;

		case PLAYER_COMMAND_STOP:
			player_unlock(pc);
			audio_output_all_cancel();
			player_lock(pc);

			/* fall through */

		case PLAYER_COMMAND_SEEK:
		case PLAYER_COMMAND_PAUSE:
			pc->next_song = NULL;
			player_command_finished_locked(pc);
			break;

		case PLAYER_COMMAND_CLOSE_AUDIO:
			player_unlock(pc);

			audio_output_all_release();

			player_lock(pc);
			player_command_finished_locked(pc);

#ifndef NDEBUG
			/* in the DEBUG build, check for leaked
			   music_chunk objects by freeing the
			   music_buffer */
			music_buffer_free(player_buffer);
			player_buffer = music_buffer_new(pc->buffer_chunks);
#endif

			break;

		case PLAYER_COMMAND_UPDATE_AUDIO:
			player_unlock(pc);
			audio_output_all_enable_disable();
			player_lock(pc);
			player_command_finished_locked(pc);
			break;

		case PLAYER_COMMAND_EXIT:
			player_unlock(pc);

			dc_quit(dc);
			dc_free(dc);
			audio_output_all_close();
			music_buffer_free(player_buffer);

			player_command_finished(pc);
			return NULL;

		case PLAYER_COMMAND_CANCEL:
			pc->next_song = NULL;
			player_command_finished_locked(pc);
			break;

		case PLAYER_COMMAND_REFRESH:
			/* no-op when not playing */
			player_command_finished_locked(pc);
			break;

		case PLAYER_COMMAND_NONE:
			player_wait(pc);
			break;
		}
	}
}

void
player_create(struct player_control *pc)
{
	assert(pc->thread == NULL);

	GError *e = NULL;
	pc->thread = g_thread_create(player_task, pc, true, &e);
	if (pc->thread == NULL)
		MPD_ERROR("Failed to spawn player task: %s", e->message);
}
/**
 * Player lock must be held before calling.
 */
static void player_process_command(struct player *player)
{
	struct player_control *pc = player->pc;
	G_GNUC_UNUSED struct decoder_control *dc = player->dc;

	switch (pc->command) {
	case PLAYER_COMMAND_NONE:
	case PLAYER_COMMAND_STOP:
	case PLAYER_COMMAND_EXIT:
	case PLAYER_COMMAND_CLOSE_AUDIO:
		break;

	case PLAYER_COMMAND_UPDATE_AUDIO:
		player_unlock(pc);
		audio_output_all_enable_disable();
		player_lock(pc);
		player_command_finished_locked(pc);
		break;

	case PLAYER_COMMAND_QUEUE:
		assert(pc->next_song != NULL);
		assert(!player->queued);
		assert(!player_dc_at_next_song(player));

		player->queued = true;
		player_command_finished_locked(pc);
		break;

	case PLAYER_COMMAND_PAUSE:
		player_unlock(pc);

		player->paused = !player->paused;
		if (player->paused) {
			audio_output_all_pause();
			player_lock(pc);

			pc->state = PLAYER_STATE_PAUSE;
		} else if (!audio_format_defined(&player->play_audio_format)) {
			/* the decoder hasn't provided an audio format
			   yet - don't open the audio device yet */
			player_lock(pc);

			pc->state = PLAYER_STATE_PLAY;
		} else if (audio_output_all_open(&player->play_audio_format, player_buffer)) {
			/* unpaused, continue playing */
			player_lock(pc);

			pc->state = PLAYER_STATE_PLAY;
		} else {
			/* the audio device has failed - rollback to
			   pause mode */
			pc->error = PLAYER_ERROR_AUDIO;

			player->paused = true;

			player_lock(pc);
		}

		player_command_finished_locked(pc);
		break;

	case PLAYER_COMMAND_SEEK:
		player_unlock(pc);
		player_seek_decoder(player);
		player_lock(pc);
		break;

	case PLAYER_COMMAND_CANCEL:
		if (pc->next_song == NULL) {
			/* the cancel request arrived too late, we're
			   already playing the queued song...  stop
			   everything now */
			pc->command = PLAYER_COMMAND_STOP;
			return;
		}

		if (player_dc_at_next_song(player)) {
			/* the decoder is already decoding the song -
			   stop it and reset the position */
			player_unlock(pc);
			player_dc_stop(player);
			player_lock(pc);
		}

		pc->next_song = NULL;
		player->queued = false;
		player_command_finished_locked(pc);
		break;

	case PLAYER_COMMAND_REFRESH:
		if (audio_format_defined(&player->play_audio_format) &&
		    !player->paused) {
			player_unlock(pc);
			audio_output_all_check();
			player_lock(pc);
		}

		pc->elapsed_time = audio_output_all_get_elapsed_time();
		if (pc->elapsed_time < 0.0)
			pc->elapsed_time = player->elapsed_time;

		player_command_finished_locked(pc);
		break;
	}
}
/**
 * The decoder has acknowledged the "START" command (see
 * player_wait_for_decoder()).  This function checks if the decoder
 * initialization has completed yet.
 *
 * The player lock is not held.
 */
static bool
player_check_decoder_startup(struct player *player)
{
	struct player_control *pc = player->pc;
	struct decoder_control *dc = player->dc;

	assert(player->decoder_starting);

	decoder_lock(dc);

	if (decoder_has_failed(dc)) {
		/* the decoder failed */
		decoder_unlock(dc);

		player_lock(pc);
		pc->errored_song = dc->song;
		pc->error = PLAYER_ERROR_FILE;
		player_unlock(pc);

		return false;
	} else if (!decoder_is_starting(dc)) {
		/* the decoder is ready and ok */

		decoder_unlock(dc);

		if (audio_format_defined(&player->play_audio_format) &&
		    !audio_output_all_wait(pc, 1))
			/* the output devices havn't finished playing
			   all chunks yet - wait for that */
			return true;

		player_lock(pc);
		pc->total_time = real_song_duration(dc->song, dc->total_time);
		pc->audio_format = dc->in_audio_format;
		player_unlock(pc);

		player->play_audio_format = dc->out_audio_format;
		player->decoder_starting = false;

		if (!player->paused &&
		    !audio_output_all_open(&dc->out_audio_format,
					   player_buffer)) {
			char *uri = song_get_uri(dc->song);
			g_warning("problems opening audio device "
				  "while playing \"%s\"", uri);
			g_free(uri);

			player_lock(pc);
			pc->error = PLAYER_ERROR_AUDIO;

			/* pause: the user may resume playback as soon
			   as an audio output becomes available */
			pc->state = PLAYER_STATE_PAUSE;
			player_unlock(pc);

			player->paused = true;
			return true;
		}

		return true;
	} else {
		/* the decoder is not yet ready; wait
		   some more */
		player_wait_decoder(pc, dc);
		decoder_unlock(dc);

		return true;
	}
}