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:
Romain Vimont
2023-03-03 00:43:20 +01:00
parent e1333f6f3b
commit fbe0f951e1
8 changed files with 583 additions and 5 deletions

View File

@@ -13,6 +13,7 @@
# include <windows.h>
#endif
#include "audio_player.h"
#include "controller.h"
#include "decoder.h"
#include "delay_buffer.h"
@@ -41,6 +42,7 @@
struct scrcpy {
struct sc_server server;
struct sc_screen screen;
struct sc_audio_player audio_player;
struct sc_demuxer video_demuxer;
struct sc_demuxer audio_demuxer;
struct sc_decoder video_decoder;
@@ -386,9 +388,16 @@ scrcpy(struct scrcpy_options *options) {
}
// Initialize SDL video in addition if display is enabled
if (options->display && SDL_Init(SDL_INIT_VIDEO)) {
LOGE("Could not initialize SDL: %s", SDL_GetError());
goto end;
if (options->display) {
if (SDL_Init(SDL_INIT_VIDEO)) {
LOGE("Could not initialize SDL video: %s", SDL_GetError());
goto end;
}
if (options->audio && SDL_Init(SDL_INIT_AUDIO)) {
LOGE("Could not initialize SDL audio: %s", SDL_GetError());
goto end;
}
}
sdl_configure(options->display, options->disable_screensaver);
@@ -676,6 +685,12 @@ aoa_hid_end:
}
sc_frame_source_add_sink(src, &s->screen.frame_sink);
if (options->audio) {
sc_audio_player_init(&s->audio_player, SC_TICK_FROM_MS(50));
sc_frame_source_add_sink(&s->audio_decoder.frame_source,
&s->audio_player.frame_sink);
}
}
#ifdef HAVE_V4L2