/**
 * Plays a #music_chunk object (after applying software volume).  If
 * it contains a (stream) tag, copy it to the current song, so MPD's
 * playlist reflects the new stream tag.
 *
 * Player lock is not held.
 */
static bool
play_chunk(struct player_control *pc,
	   struct song *song, struct music_chunk *chunk,
	   const struct audio_format *format)
{
	assert(music_chunk_check_format(chunk, format));

	if (chunk->tag != NULL)
		update_song_tag(song, chunk->tag);

	if (chunk->length == 0) {
		music_buffer_return(player_buffer, chunk);
		return true;
	}

	player_lock(pc);
	pc->bit_rate = chunk->bit_rate;
	player_unlock(pc);

	/* send the chunk to the audio outputs */

	if (!audio_output_all_play(chunk))
		return false;

	pc->total_play_time += (double)chunk->length /
		audio_format_time_to_size(format);
	return true;
}
/**
 * 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;
}
コード例 #3
0
void
decoder_command_finished(struct decoder *decoder)
{
	struct decoder_control *dc = decoder->dc;

	decoder_lock(dc);

	assert(dc->command != DECODE_COMMAND_NONE);
	assert(dc->command != DECODE_COMMAND_SEEK ||
	       dc->seek_error || decoder->seeking);
	assert(dc->pipe != NULL);

	if (decoder->seeking) {
		decoder->seeking = false;

		/* delete frames from the old song position */

		if (decoder->chunk != NULL) {
			music_buffer_return(dc->buffer, decoder->chunk);
			decoder->chunk = NULL;
		}

		music_pipe_clear(dc->pipe, dc->buffer);

		decoder->timestamp = dc->seek_where;
	}

	dc->command = DECODE_COMMAND_NONE;
	decoder_unlock(dc);

	player_lock_signal();
}
コード例 #4
0
void
decoder_flush_chunk(struct decoder *decoder)
{
	struct decoder_control *dc = decoder->dc;

	assert(decoder != NULL);
	assert(decoder->chunk != NULL);

	if (music_chunk_is_empty(decoder->chunk))
		music_buffer_return(dc->buffer, decoder->chunk);
	else
		music_pipe_push(dc->pipe, decoder->chunk);

	decoder->chunk = NULL;
}
コード例 #5
0
ファイル: decoder_api.c プロジェクト: azuwis/mpd
void decoder_command_finished(G_GNUC_UNUSED struct decoder * decoder)
{
	assert(dc.command != DECODE_COMMAND_NONE);
	assert(dc.command != DECODE_COMMAND_SEEK ||
	       dc.seek_error || decoder->seeking);

	if (dc.command == DECODE_COMMAND_SEEK) {
		/* delete frames from the old song position */

		if (decoder->chunk != NULL) {
			music_buffer_return(dc.buffer, decoder->chunk);
			decoder->chunk = NULL;
		}

		music_pipe_clear(dc.pipe, dc.buffer);
	}

	dc.command = DECODE_COMMAND_NONE;
	notify_signal(&pc.notify);
}
/**
 * Obtains the next chunk from the music pipe, optionally applies
 * cross-fading, and sends it to all audio outputs.
 *
 * @return true on success, false on error (playback will be stopped)
 */
static bool
play_next_chunk(struct player *player)
{
	struct player_control *pc = player->pc;
	struct decoder_control *dc = player->dc;

	if (!audio_output_all_wait(pc, 64))
		/* the output pipe is still large enough, don't send
		   another chunk */
		return true;

	unsigned cross_fade_position;
	struct music_chunk *chunk = NULL;
	if (player->xfade == XFADE_ENABLED &&
	    player_dc_at_next_song(player) &&
	    (cross_fade_position = music_pipe_size(player->pipe))
	    <= player->cross_fade_chunks) {
		/* perform cross fade */
		struct music_chunk *other_chunk =
			music_pipe_shift(dc->pipe);

		if (!player->cross_fading) {
			/* beginning of the cross fade - adjust
			   crossFadeChunks which might be bigger than
			   the remaining number of chunks in the old
			   song */
			player->cross_fade_chunks = cross_fade_position;
			player->cross_fading = true;
		}

		if (other_chunk != NULL) {
			chunk = music_pipe_shift(player->pipe);
			assert(chunk != NULL);
			assert(chunk->other == NULL);

			/* don't send the tags of the new song (which
			   is being faded in) yet; postpone it until
			   the current song is faded out */
			player->cross_fade_tag =
				tag_merge_replace(player->cross_fade_tag,
						  other_chunk->tag);
			other_chunk->tag = NULL;

			if (isnan(pc->mixramp_delay_seconds)) {
				chunk->mix_ratio = ((float)cross_fade_position)
					     / player->cross_fade_chunks;
			} else {
				chunk->mix_ratio = nan("");
			}

			if (music_chunk_is_empty(other_chunk)) {
				/* the "other" chunk was a music_chunk
				   which had only a tag, but no music
				   data - we cannot cross-fade that;
				   but since this happens only at the
				   beginning of the new song, we can
				   easily recover by throwing it away
				   now */
				music_buffer_return(player_buffer,
						    other_chunk);
				other_chunk = NULL;
			}

			chunk->other = other_chunk;
		} else {
			/* there are not enough decoded chunks yet */

			decoder_lock(dc);

			if (decoder_is_idle(dc)) {
				/* the decoder isn't running, abort
				   cross fading */
				decoder_unlock(dc);

				player->xfade = XFADE_DISABLED;
			} else {
				/* wait for the decoder */
				decoder_signal(dc);
				player_wait_decoder(pc, dc);
				decoder_unlock(dc);

				return true;
			}
		}
	}

	if (chunk == NULL)
		chunk = music_pipe_shift(player->pipe);

	assert(chunk != NULL);

	/* insert the postponed tag if cross-fading is finished */

	if (player->xfade != XFADE_ENABLED && player->cross_fade_tag != NULL) {
		chunk->tag = tag_merge_replace(chunk->tag,
					       player->cross_fade_tag);
		player->cross_fade_tag = NULL;
	}

	/* play the current chunk */

	if (!play_chunk(player->pc, player->song, chunk,
			&player->play_audio_format)) {
		music_buffer_return(player_buffer, chunk);

		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->paused = true;

		player_unlock(pc);

		return false;
	}

	/* this formula should prevent that the decoder gets woken up
	   with each chunk; it is more efficient to make it decode a
	   larger block at a time */
	decoder_lock(dc);
	if (!decoder_is_idle(dc) &&
	    music_pipe_size(dc->pipe) <= (pc->buffered_before_play +
					 music_buffer_size(player_buffer) * 3) / 4)
		decoder_signal(dc);
	decoder_unlock(dc);

	return true;
}