Add audio player
Play the decoded audio using SDL. The audio player frame sink receives the audio frames, resample them and write them to a byte buffer (introduced by this commit). On SDL audio callback (from an internal SDL thread), copy samples from this byte buffer to the SDL audio buffer. The byte buffer is protected by the SDL_AudioDeviceLock(), but it has been designed so that the producer and the consumer may write and read in parallel, provided that they don't access the same slices of the ring-buffer buffer. PR #3757 <https://github.com/Genymobile/scrcpy/pull/3757> Co-authored-by: Simon Chan <1330321+yume-chan@users.noreply.github.com>
This commit is contained in:
389
app/src/audio_player.c
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389
app/src/audio_player.c
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@@ -0,0 +1,389 @@
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#include "audio_player.h"
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#include <libavutil/opt.h>
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#include "util/log.h"
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#define SC_AUDIO_PLAYER_NDEBUG // comment to debug
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/** Downcast frame_sink to sc_audio_player */
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#define DOWNCAST(SINK) container_of(SINK, struct sc_audio_player, frame_sink)
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#define SC_AV_SAMPLE_FMT AV_SAMPLE_FMT_FLT
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#define SC_SDL_SAMPLE_FMT AUDIO_F32
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#define SC_AUDIO_OUTPUT_BUFFER_SAMPLES 240 // 5ms at 48000Hz
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static inline uint32_t
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bytes_to_samples(struct sc_audio_player *ap, size_t bytes) {
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assert(bytes % (ap->nb_channels * ap->out_bytes_per_sample) == 0);
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return bytes / (ap->nb_channels * ap->out_bytes_per_sample);
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}
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static inline size_t
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samples_to_bytes(struct sc_audio_player *ap, uint32_t samples) {
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return samples * ap->nb_channels * ap->out_bytes_per_sample;
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}
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static void SDLCALL
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sc_audio_player_sdl_callback(void *userdata, uint8_t *stream, int len_int) {
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struct sc_audio_player *ap = userdata;
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// This callback is called with the lock used by SDL_AudioDeviceLock(), so
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// the bytebuf is protected
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assert(len_int > 0);
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size_t len = len_int;
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#ifndef SC_AUDIO_PLAYER_NDEBUG
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LOGD("[Audio] SDL callback requests %" PRIu32 " samples",
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bytes_to_samples(ap, len));
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#endif
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size_t read_avail = sc_bytebuf_read_available(&ap->buf);
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if (!ap->played) {
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uint32_t buffered_samples = bytes_to_samples(ap, read_avail);
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// Part of the buffering is handled by inserting initial silence. The
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// remaining (margin) last samples will be handled by compensation.
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uint32_t margin = 30 * ap->sample_rate / 1000; // 30ms
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if (buffered_samples + margin < ap->target_buffering) {
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#ifndef SC_AUDIO_PLAYER_NDEBUG
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LOGD("[Audio] Inserting initial buffering silence: %" PRIu32
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" samples", bytes_to_samples(ap, len));
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#endif
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// Delay playback starting to reach the target buffering. Fill the
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// whole buffer with silence (len is small compared to the
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// arbitrary margin value).
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memset(stream, 0, len);
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return;
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}
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}
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size_t read = MIN(read_avail, len);
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if (read) {
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sc_bytebuf_read(&ap->buf, stream, read);
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}
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if (read < len) {
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size_t silence_bytes = len - read;
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uint32_t silence_samples = bytes_to_samples(ap, silence_bytes);
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// Insert silence. In theory, the inserted silent replaces the missing
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// samples, which will arrive later, so they should be dropped to keep
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// the latency minimal. However, this would cause very audible
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// glitches, so let the clock compensation restore the target latency.
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#ifndef SC_AUDIO_PLAYER_NDEBUG
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LOGD("[Audio] Buffer underflow, inserting silence: %" PRIu32 " samples",
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silence_samples);
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#endif
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memset(stream + read, 0, silence_bytes);
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if (ap->received) {
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// Inserting additional samples immediately increases buffering
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ap->avg_buffering.avg += silence_samples;
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}
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}
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ap->played = true;
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}
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static uint8_t *
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sc_audio_player_get_swr_buf(struct sc_audio_player *ap, size_t min_samples) {
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size_t min_buf_size = samples_to_bytes(ap, min_samples);
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if (min_buf_size > ap->swr_buf_alloc_size) {
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size_t new_size = min_buf_size + 4096;
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uint8_t *buf = realloc(ap->swr_buf, new_size);
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if (!buf) {
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LOG_OOM();
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// Could not realloc to the requested size
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return NULL;
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}
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ap->swr_buf = buf;
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ap->swr_buf_alloc_size = new_size;
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}
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return ap->swr_buf;
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}
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static bool
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sc_audio_player_frame_sink_push(struct sc_frame_sink *sink,
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const AVFrame *frame) {
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struct sc_audio_player *ap = DOWNCAST(sink);
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SwrContext *swr_ctx = ap->swr_ctx;
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int64_t swr_delay = swr_get_delay(swr_ctx, ap->sample_rate);
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// No need to av_rescale_rnd(), input and output sample rates are the same
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// Add more space (256) for clock compensation
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int dst_nb_samples = swr_delay + frame->nb_samples + 256;
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uint8_t *swr_buf = sc_audio_player_get_swr_buf(ap, dst_nb_samples);
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if (!swr_buf) {
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return false;
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}
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int ret = swr_convert(swr_ctx, &swr_buf, dst_nb_samples,
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(const uint8_t **) frame->data, frame->nb_samples);
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if (ret < 0) {
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LOGE("Resampling failed: %d", ret);
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return false;
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}
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// swr_convert() returns the number of samples which would have been
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// written if the buffer was big enough.
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uint32_t samples_written = MIN(ret, dst_nb_samples);
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size_t swr_buf_size = samples_to_bytes(ap, samples_written);
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#ifndef SC_AUDIO_PLAYER_NDEBUG
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LOGD("[Audio] %" PRIu32 " samples written to buffer", samples_written);
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#endif
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// Since this function is the only writer, the current available space is
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// at least the previous available space. In practice, it should almost
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// always be possible to write without lock.
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bool lockless_write = swr_buf_size <= ap->previous_write_avail;
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if (lockless_write) {
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sc_bytebuf_prepare_write(&ap->buf, swr_buf, swr_buf_size);
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}
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SDL_LockAudioDevice(ap->device);
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size_t read_avail = sc_bytebuf_read_available(&ap->buf);
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uint32_t buffered_samples = bytes_to_samples(ap, read_avail);
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if (lockless_write) {
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sc_bytebuf_commit_write(&ap->buf, swr_buf_size);
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} else {
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// Take care to keep full samples
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size_t align = ap->nb_channels * ap->out_bytes_per_sample;
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size_t write_avail =
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sc_bytebuf_write_available(&ap->buf) / align * align;
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if (swr_buf_size > write_avail) {
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// Skip old samples
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size_t cap = sc_bytebuf_capacity(&ap->buf) / align * align;
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if (swr_buf_size > cap) {
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// Ignore the first bytes in swr_buf
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swr_buf += swr_buf_size - cap;
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swr_buf_size = cap;
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}
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assert(swr_buf_size > write_avail);
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if (swr_buf_size - write_avail > 0) {
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sc_bytebuf_skip(&ap->buf, swr_buf_size - write_avail);
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}
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}
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sc_bytebuf_write(&ap->buf, swr_buf, swr_buf_size);
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}
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buffered_samples += samples_written;
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assert(samples_to_bytes(ap, buffered_samples)
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== sc_bytebuf_read_available(&ap->buf));
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// Read with lock held, to be used after unlocking
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bool played = ap->played;
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if (played) {
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uint32_t max_buffered_samples = ap->target_buffering
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+ 12 * SC_AUDIO_OUTPUT_BUFFER_SAMPLES
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+ ap->target_buffering / 10;
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if (buffered_samples > max_buffered_samples) {
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uint32_t skip_samples = buffered_samples - max_buffered_samples;
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size_t skip_bytes = samples_to_bytes(ap, skip_samples);
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sc_bytebuf_skip(&ap->buf, skip_bytes);
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#ifndef SC_AUDIO_PLAYER_NDEBUG
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LOGD("[Audio] Buffering threshold exceeded, skipping %" PRIu32
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" samples", skip_samples);
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#endif
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}
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// Number of samples added (or removed, if negative) for compensation
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int32_t instant_compensation =
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(int32_t) samples_written - frame->nb_samples;
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// The compensation must apply instantly, it must not be smoothed
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ap->avg_buffering.avg += instant_compensation;
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// However, the buffering level must be smoothed
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sc_average_push(&ap->avg_buffering, buffered_samples);
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#ifndef SC_AUDIO_PLAYER_NDEBUG
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LOGD("[Audio] buffered_samples=%" PRIu32 " avg_buffering=%f",
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buffered_samples, sc_average_get(&ap->avg_buffering));
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#endif
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} else {
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// SDL playback not started yet, do not accumulate more than
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// max_initial_buffering samples, this would cause unnecessary delay
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// (and glitches to compensate) on start.
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uint32_t max_initial_buffering = ap->target_buffering
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+ 2 * SC_AUDIO_OUTPUT_BUFFER_SAMPLES;
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if (buffered_samples > max_initial_buffering) {
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uint32_t skip_samples = buffered_samples - max_initial_buffering;
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size_t skip_bytes = samples_to_bytes(ap, skip_samples);
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sc_bytebuf_skip(&ap->buf, skip_bytes);
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#ifndef SC_AUDIO_PLAYER_NDEBUG
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LOGD("[Audio] Playback not started, skipping %" PRIu32 " samples",
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skip_samples);
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#endif
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}
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}
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ap->previous_write_avail = sc_bytebuf_write_available(&ap->buf);
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ap->received = true;
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SDL_UnlockAudioDevice(ap->device);
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if (played) {
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ap->samples_since_resync += samples_written;
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if (ap->samples_since_resync >= ap->sample_rate) {
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// Recompute compensation every second
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ap->samples_since_resync = 0;
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float avg = sc_average_get(&ap->avg_buffering);
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int diff = ap->target_buffering - avg;
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if (diff < 0 && buffered_samples < ap->target_buffering) {
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// Do not accelerate if the instant buffering level is below
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// the average, this would increase underflow
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diff = 0;
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}
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// Compensate the diff over 4 seconds (but will be recomputed after
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// 1 second)
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int distance = 4 * ap->sample_rate;
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// Limit compensation rate to 2%
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int abs_max_diff = distance / 50;
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diff = CLAMP(diff, -abs_max_diff, abs_max_diff);
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#ifndef SC_AUDIO_PLAYER_NDEBUG
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LOGD("[Audio] Average buffering=%f, compensation %d", avg, diff);
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#endif
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int ret = swr_set_compensation(swr_ctx, diff, distance);
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if (ret < 0) {
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LOGW("Resampling compensation failed: %d", ret);
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// not fatal
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}
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}
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}
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return true;
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}
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static bool
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sc_audio_player_frame_sink_open(struct sc_frame_sink *sink,
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const AVCodecContext *ctx) {
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struct sc_audio_player *ap = DOWNCAST(sink);
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SDL_AudioSpec desired = {
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.freq = ctx->sample_rate,
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.format = SC_SDL_SAMPLE_FMT,
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.channels = ctx->ch_layout.nb_channels,
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.samples = SC_AUDIO_OUTPUT_BUFFER_SAMPLES,
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.callback = sc_audio_player_sdl_callback,
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.userdata = ap,
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};
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SDL_AudioSpec obtained;
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ap->device = SDL_OpenAudioDevice(NULL, 0, &desired, &obtained, 0);
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if (!ap->device) {
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LOGE("Could not open audio device: %s", SDL_GetError());
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return false;
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}
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SwrContext *swr_ctx = swr_alloc();
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if (!swr_ctx) {
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LOG_OOM();
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goto error_close_audio_device;
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}
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ap->swr_ctx = swr_ctx;
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assert(ctx->sample_rate > 0);
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assert(ctx->ch_layout.nb_channels > 0);
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assert(!av_sample_fmt_is_planar(SC_AV_SAMPLE_FMT));
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int out_bytes_per_sample = av_get_bytes_per_sample(SC_AV_SAMPLE_FMT);
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assert(out_bytes_per_sample > 0);
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av_opt_set_chlayout(swr_ctx, "in_chlayout", &ctx->ch_layout, 0);
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av_opt_set_chlayout(swr_ctx, "out_chlayout", &ctx->ch_layout, 0);
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av_opt_set_int(swr_ctx, "in_sample_rate", ctx->sample_rate, 0);
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av_opt_set_int(swr_ctx, "out_sample_rate", ctx->sample_rate, 0);
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av_opt_set_sample_fmt(swr_ctx, "in_sample_fmt", ctx->sample_fmt, 0);
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av_opt_set_sample_fmt(swr_ctx, "out_sample_fmt", SC_AV_SAMPLE_FMT, 0);
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int ret = swr_init(swr_ctx);
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if (ret) {
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LOGE("Failed to initialize the resampling context");
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goto error_free_swr_ctx;
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}
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ap->sample_rate = ctx->sample_rate;
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ap->nb_channels = ctx->ch_layout.nb_channels;
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ap->out_bytes_per_sample = out_bytes_per_sample;
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ap->target_buffering = ap->target_buffering_delay * ap->sample_rate
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/ SC_TICK_FREQ;
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// Use a ring-buffer of the target buffering size plus 1 second between the
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// producer and the consumer. It's too big on purpose, to guarantee that
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// the producer and the consumer will be able to access it in parallel
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// without locking.
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size_t bytebuf_samples = ap->target_buffering + ap->sample_rate;
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size_t bytebuf_size = samples_to_bytes(ap, bytebuf_samples);
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bool ok = sc_bytebuf_init(&ap->buf, bytebuf_size);
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if (!ok) {
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goto error_free_swr_ctx;
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}
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size_t initial_swr_buf_size = samples_to_bytes(ap, 4096);
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ap->swr_buf = malloc(initial_swr_buf_size);
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if (!ap->swr_buf) {
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LOG_OOM();
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goto error_destroy_bytebuf;
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}
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ap->swr_buf_alloc_size = initial_swr_buf_size;
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ap->previous_write_avail = sc_bytebuf_write_available(&ap->buf);
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// Samples are produced and consumed by blocks, so the buffering must be
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// smoothed to get a relatively stable value.
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sc_average_init(&ap->avg_buffering, 32);
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ap->samples_since_resync = 0;
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ap->received = false;
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ap->played = false;
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SDL_PauseAudioDevice(ap->device, 0);
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return true;
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error_destroy_bytebuf:
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sc_bytebuf_destroy(&ap->buf);
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error_free_swr_ctx:
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swr_free(&ap->swr_ctx);
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error_close_audio_device:
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SDL_CloseAudioDevice(ap->device);
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return false;
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}
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static void
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sc_audio_player_frame_sink_close(struct sc_frame_sink *sink) {
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struct sc_audio_player *ap = DOWNCAST(sink);
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assert(ap->device);
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SDL_PauseAudioDevice(ap->device, 1);
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SDL_CloseAudioDevice(ap->device);
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free(ap->swr_buf);
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sc_bytebuf_destroy(&ap->buf);
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swr_free(&ap->swr_ctx);
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}
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void
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sc_audio_player_init(struct sc_audio_player *ap, sc_tick target_buffering) {
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ap->target_buffering_delay = target_buffering;
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static const struct sc_frame_sink_ops ops = {
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.open = sc_audio_player_frame_sink_open,
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.close = sc_audio_player_frame_sink_close,
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.push = sc_audio_player_frame_sink_push,
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};
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ap->frame_sink.ops = &ops;
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}
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