void player_play_file(struct track_info *ti) { player_lock(); __producer_set_file(ti); if (producer_status == PS_UNLOADED) { __consumer_stop(); goto out; } /* PS_STOPPED */ __producer_play(); /* PS_UNLOADED,PS_PLAYING */ if (producer_status == PS_UNLOADED) { __consumer_stop(); goto out; } /* PS_PLAYING */ if (consumer_status == CS_STOPPED) { __consumer_play(); if (consumer_status == CS_STOPPED) __producer_stop(); } else { op_drop(); change_sf(1); } out: __player_status_changed(); if (producer_status == PS_PLAYING) __prebuffer(); player_unlock(); }
static void player_command(struct player_control *pc, enum player_command cmd) { player_lock(pc); player_command_locked(pc, cmd); player_unlock(pc); }
void pc_set_border_pause(struct player_control *pc, bool border_pause) { player_lock(pc); pc->border_pause = border_pause; player_unlock(pc); }
/** * This is the "PLAYLIST" event handler. It is invoked by the player * thread whenever it requests a new queued song, or when it exits. */ void playlist_sync(struct playlist *playlist) { if (!playlist->playing) /* this event has reached us out of sync: we aren't playing anymore; ignore the event */ return; player_lock(); enum player_state pc_state = pc_get_state(); const struct song *pc_next_song = pc.next_song; player_unlock(); if (pc_state == PLAYER_STATE_STOP) /* the player thread has stopped: check if playback should be restarted with the next song. That can happen if the playlist isn't filling the queue fast enough */ playlist_resume_playback(playlist); else { /* check if the player thread has already started playing the queued song */ if (pc_next_song == NULL && playlist->queued != -1) playlist_song_started(playlist); /* make sure the queued song is always set (if possible) */ if (pc.next_song == NULL && playlist->queued < 0) playlist_update_queued_song(playlist, NULL); } }
void pc_clear_error(void) { player_lock(); pc.error = PLAYER_ERROR_NOERROR; pc.errored_song = NULL; player_unlock(); }
void player_stop(void) { player_lock(); __consumer_stop(); __producer_stop(); __player_status_changed(); player_unlock(); }
/** * After the decoder has been started asynchronously, wait for the * "START" command to finish. The decoder may not be initialized yet, * i.e. there is no audio_format information yet. * * The player lock is not held. */ static bool player_wait_for_decoder(struct player *player) { struct player_control *pc = player->pc; struct decoder_control *dc = player->dc; assert(player->queued || pc->command == PLAYER_COMMAND_SEEK); assert(pc->next_song != NULL); player->queued = false; if (decoder_lock_has_failed(dc)) { player_lock(pc); pc->errored_song = dc->song; pc->error = PLAYER_ERROR_FILE; pc->next_song = NULL; player_unlock(pc); return false; } player->song = pc->next_song; player->elapsed_time = 0.0; /* set the "starting" flag, which will be cleared by player_check_decoder_startup() */ player->decoder_starting = true; player_lock(pc); /* update player_control's song information */ pc->total_time = song_get_duration(pc->next_song); pc->bit_rate = 0; audio_format_clear(&pc->audio_format); /* clear the queued song */ pc->next_song = NULL; player_unlock(pc); /* call syncPlaylistWithQueue() in the main thread */ event_pipe_emit(PIPE_EVENT_PLAYLIST); return true; }
void pc_enqueue_song(struct player_control *pc, struct song *song) { assert(song != NULL); player_lock(pc); pc_enqueue_song_locked(pc, song); player_unlock(pc); }
void pc_enqueue_song(struct song *song) { assert(song != NULL); player_lock(); pc_enqueue_song_locked(song); player_unlock(); }
void player_init(const struct player_callbacks *callbacks) { int rc; #ifdef REALTIME_SCHEDULING pthread_attr_t attr; #endif pthread_attr_t *attrp = NULL; /* This mutex is locked inside of the mpris implementation which is * called into from many different places. It is not trivial to see if * those places do already hold this lock and so the mpris functions * always acquires it. To avoid deadlocks in the places where the lock * is already held by the calling context, we use a recursive mutex. */ cmus_mutex_init_recursive(&player_info.mutex); /* 1 s is 176400 B (0.168 MB) * 10 s is 1.68 MB */ buffer_nr_chunks = 10 * 44100 * 16 / 8 * 2 / CHUNK_SIZE; buffer_init(); player_cbs = callbacks; #ifdef REALTIME_SCHEDULING rc = pthread_attr_init(&attr); BUG_ON(rc); rc = pthread_attr_setschedpolicy(&attr, SCHED_RR); if (rc) { d_print("could not set real-time scheduling priority: %s\n", strerror(rc)); } else { struct sched_param param; d_print("using real-time scheduling\n"); param.sched_priority = sched_get_priority_max(SCHED_RR); d_print("setting priority to %d\n", param.sched_priority); rc = pthread_attr_setschedparam(&attr, ¶m); BUG_ON(rc); attrp = &attr; } #endif rc = pthread_create(&producer_thread, NULL, producer_loop, NULL); BUG_ON(rc); rc = pthread_create(&consumer_thread, attrp, consumer_loop, NULL); if (rc && attrp) { d_print("could not create thread using real-time scheduling: %s\n", strerror(rc)); rc = pthread_create(&consumer_thread, NULL, consumer_loop, NULL); } BUG_ON(rc); /* update player_info.cont etc. */ player_lock(); _player_status_changed(); player_unlock(); }
char * pc_get_error_message(struct player_control *pc) { player_lock(pc); char *message = pc->error_type != PLAYER_ERROR_NONE ? g_strdup(pc->error->message) : NULL; player_unlock(pc); return message; }
void player_set_rg_preamp(double db) { player_lock(); replaygain_preamp = db; player_info_lock(); update_rg_scale(); player_info_unlock(); player_unlock(); }
void player_set_rg_limit(int limit) { player_lock(); replaygain_limit = limit; player_info_lock(); update_rg_scale(); player_info_unlock(); player_unlock(); }
void player_set_buffer_chunks(unsigned int nr_chunks) { player_lock(); __producer_stop(); __consumer_stop(); buffer_nr_chunks = nr_chunks; buffer_init(); __player_status_changed(); player_unlock(); }
void pc_clear_error(struct player_control *pc) { player_lock(pc); if (pc->error_type != PLAYER_ERROR_NONE) { pc->error_type = PLAYER_ERROR_NONE; g_error_free(pc->error); } player_unlock(pc); }
void pc_enqueue_song(struct song *song) { assert(song != NULL); player_lock(); assert(pc.next_song == NULL); pc.next_song = song; player_command_locked(PLAYER_COMMAND_QUEUE); player_unlock(); }
void pc_pause(struct player_control *pc) { player_lock(pc); if (pc->state != PLAYER_STATE_STOP) { player_command_locked(pc, PLAYER_COMMAND_PAUSE); idle_add(IDLE_PLAYER); } player_unlock(pc); }
void pc_pause(void) { player_lock(); if (pc.state != PLAYER_STATE_STOP) { player_command_locked(PLAYER_COMMAND_PAUSE); idle_add(IDLE_PLAYER); } player_unlock(); }
void player_set_rg(enum replaygain rg) { player_lock(); /* don't mess with scale_pos if soft_vol or replaygain is already enabled */ if (!soft_vol && !replaygain) scale_pos = consumer_pos; replaygain = rg; player_info_lock(); update_rg_scale(); player_info_unlock(); player_unlock(); }
/** * 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; } }
void player_init(const struct player_callbacks *callbacks) { int rc; #ifdef REALTIME_SCHEDULING pthread_attr_t attr; #endif pthread_attr_t *attrp = NULL; /* 1 s is 176400 B (0.168 MB) * 10 s is 1.68 MB */ buffer_nr_chunks = 10 * 44100 * 16 / 8 * 2 / CHUNK_SIZE; buffer_init(); player_cbs = callbacks; #ifdef REALTIME_SCHEDULING rc = pthread_attr_init(&attr); BUG_ON(rc); rc = pthread_attr_setschedpolicy(&attr, SCHED_RR); if (rc) { d_print("could not set real-time scheduling priority: %s\n", strerror(rc)); } else { struct sched_param param; d_print("using real-time scheduling\n"); param.sched_priority = sched_get_priority_max(SCHED_RR); d_print("setting priority to %d\n", param.sched_priority); rc = pthread_attr_setschedparam(&attr, ¶m); BUG_ON(rc); attrp = &attr; } #endif rc = pthread_create(&producer_thread, NULL, producer_loop, NULL); BUG_ON(rc); rc = pthread_create(&consumer_thread, attrp, consumer_loop, NULL); if (rc && attrp) { d_print("could not create thread using real-time scheduling: %s\n", strerror(rc)); rc = pthread_create(&consumer_thread, NULL, consumer_loop, NULL); } BUG_ON(rc); /* update player_info.cont etc. */ player_lock(); __player_status_changed(); player_unlock(); }
void player_play(void) { int prebuffer; player_lock(); if (producer_status == PS_PLAYING && ip_is_remote(ip)) { /* seeking not allowed */ player_unlock(); return; } prebuffer = consumer_status == CS_STOPPED; __producer_play(); if (producer_status == PS_PLAYING) { __consumer_play(); if (consumer_status != CS_PLAYING) __producer_stop(); } else { __consumer_stop(); } __player_status_changed(); if (consumer_status == CS_PLAYING && prebuffer) __prebuffer(); player_unlock(); }
void player_exit(void) { int rc; player_lock(); consumer_running = 0; pthread_cond_broadcast(&consumer_playing); producer_running = 0; pthread_cond_broadcast(&producer_playing); player_unlock(); rc = pthread_join(consumer_thread, NULL); BUG_ON(rc); rc = pthread_join(producer_thread, NULL); BUG_ON(rc); buffer_free(); }
void pc_get_status(struct player_status *status) { player_lock(); player_command_locked(PLAYER_COMMAND_REFRESH); status->state = pc.state; if (pc.state != PLAYER_STATE_STOP) { status->bit_rate = pc.bit_rate; status->audio_format = pc.audio_format; status->total_time = pc.total_time; status->elapsed_time = pc.elapsed_time; } player_unlock(); }
bool pc_seek(struct song *song, float seek_time) { assert(song != NULL); player_lock(); pc.next_song = song; pc.seek_where = seek_time; player_command_locked(PLAYER_COMMAND_SEEK); player_unlock(); assert(pc.next_song == NULL); idle_add(IDLE_PLAYER); return true; }
void pc_play(struct song *song) { assert(song != NULL); player_lock(); if (pc.state != PLAYER_STATE_STOP) player_command_locked(PLAYER_COMMAND_STOP); assert(pc.next_song == NULL); pc_enqueue_song_locked(song); assert(pc.next_song == NULL); player_unlock(); idle_add(IDLE_PLAYER); }
bool pc_seek(struct player_control *pc, struct song *song, float seek_time) { assert(song != NULL); player_lock(pc); if (pc->next_song != NULL) song_free(pc->next_song); pc->next_song = song; pc->seek_where = seek_time; player_command_locked(pc, PLAYER_COMMAND_SEEK); player_unlock(pc); assert(pc->next_song == NULL); idle_add(IDLE_PLAYER); return true; }
void pc_set_pause(struct player_control *pc, bool pause_flag) { player_lock(pc); switch (pc->state) { case PLAYER_STATE_STOP: break; case PLAYER_STATE_PLAY: if (pause_flag) pc_pause_locked(pc); break; case PLAYER_STATE_PAUSE: if (!pause_flag) pc_pause_locked(pc); break; } player_unlock(pc); }
void pc_set_pause(bool pause_flag) { player_lock(); switch (pc.state) { case PLAYER_STATE_STOP: break; case PLAYER_STATE_PLAY: if (pause_flag) pc_pause_locked(); break; case PLAYER_STATE_PAUSE: if (!pause_flag) pc_pause_locked(); break; } player_unlock(); }
/* * 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); }