Example #1
0
static inline void full_unlock(struct obs_scene *scene)
{
	audio_unlock(scene);
	video_unlock(scene);
}
Example #2
0
static bool scene_audio_render(void *data, uint64_t *ts_out,
		struct obs_source_audio_mix *audio_output, uint32_t mixers,
		size_t channels, size_t sample_rate)
{
	uint64_t timestamp = 0;
	float *buf = NULL;
	struct obs_source_audio_mix child_audio;
	struct obs_scene *scene = data;
	struct obs_scene_item *item;

	audio_lock(scene);

	item = scene->first_item;
	while (item) {
		if (!obs_source_audio_pending(item->source)) {
			uint64_t source_ts =
				obs_source_get_audio_timestamp(item->source);

			if (!timestamp || source_ts < timestamp)
				timestamp = source_ts;
		}

		item = item->next;
	}

	if (!timestamp) {
		/* just process all pending audio actions if no audio playing,
		 * otherwise audio actions will just never be processed */
		item = scene->first_item;
		while (item) {
			process_all_audio_actions(item, sample_rate);
			item = item->next;
		}

		audio_unlock(scene);
		return false;
	}

	item = scene->first_item;
	while (item) {
		uint64_t source_ts;
		size_t pos, count;
		bool apply_buf;

		apply_buf = apply_scene_item_volume(item, &buf, timestamp,
				sample_rate);

		if (obs_source_audio_pending(item->source)) {
			item = item->next;
			continue;
		}

		source_ts = obs_source_get_audio_timestamp(item->source);
		pos = (size_t)ns_to_audio_frames(sample_rate,
				source_ts - timestamp);
		count = AUDIO_OUTPUT_FRAMES - pos;

		if (!apply_buf && !item->visible) {
			item = item->next;
			continue;
		}

		obs_source_get_audio_mix(item->source, &child_audio);
		for (size_t mix = 0; mix < MAX_AUDIO_MIXES; mix++) {
			if ((mixers & (1 << mix)) == 0)
				continue;

			for (size_t ch = 0; ch < channels; ch++) {
				float *out = audio_output->output[mix].data[ch];
				float *in = child_audio.output[mix].data[ch];

				if (apply_buf)
					mix_audio_with_buf(out, in, buf, pos,
							count);
				else
					mix_audio(out, in, pos, count);
			}
		}

		item = item->next;
	}

	*ts_out = timestamp;
	audio_unlock(scene);

	free(buf);
	return true;
}
Example #3
0
void audio_sync_end()
{
  audio_signal_callback();
  audio_unlock();
}