overte-HifiExperiments/libraries/audio/src/AudioInjector.cpp
2014-06-30 15:33:31 -07:00

142 lines
5.2 KiB
C++

//
// AudioInjector.cpp
// libraries/audio/src
//
// Created by Stephen Birarda on 1/2/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <QtCore/QDataStream>
#include <NodeList.h>
#include <PacketHeaders.h>
#include <SharedUtil.h>
#include <UUID.h>
#include "AbstractAudioInterface.h"
#include "AudioRingBuffer.h"
#include "AudioInjector.h"
AudioInjector::AudioInjector(QObject* parent) :
QObject(parent),
_sound(NULL),
_options(),
_shouldStop(false)
{
}
AudioInjector::AudioInjector(Sound* sound, const AudioInjectorOptions& injectorOptions) :
_sound(sound),
_options(injectorOptions),
_shouldStop(false)
{
}
const uchar MAX_INJECTOR_VOLUME = 0xFF;
void AudioInjector::injectAudio() {
QByteArray soundByteArray = _sound->getByteArray();
// make sure we actually have samples downloaded to inject
if (soundByteArray.size()) {
// give our sample byte array to the local audio interface, if we have it, so it can be handled locally
if (_options.getLoopbackAudioInterface()) {
// assume that localAudioInterface could be on a separate thread, use Qt::AutoConnection to handle properly
QMetaObject::invokeMethod(_options.getLoopbackAudioInterface(), "handleAudioByteArray",
Qt::AutoConnection,
Q_ARG(QByteArray, soundByteArray));
}
NodeList* nodeList = NodeList::getInstance();
// setup the packet for injected audio
QByteArray injectAudioPacket = byteArrayWithPopulatedHeader(PacketTypeInjectAudio);
QDataStream packetStream(&injectAudioPacket, QIODevice::Append);
// pack some placeholder sequence number for now
int numPreSequenceNumberBytes = injectAudioPacket.size();
packetStream << (quint16)0;
// pack stream identifier (a generated UUID)
packetStream << QUuid::createUuid();
// pack the flag for loopback
uchar loopbackFlag = (uchar) (!_options.getLoopbackAudioInterface());
packetStream << loopbackFlag;
// pack the position for injected audio
packetStream.writeRawData(reinterpret_cast<const char*>(&_options.getPosition()), sizeof(_options.getPosition()));
// pack our orientation for injected audio
packetStream.writeRawData(reinterpret_cast<const char*>(&_options.getOrientation()), sizeof(_options.getOrientation()));
// pack zero for radius
float radius = 0;
packetStream << radius;
// pack 255 for attenuation byte
quint8 volume = MAX_INJECTOR_VOLUME * _options.getVolume();
packetStream << volume;
QElapsedTimer timer;
timer.start();
int nextFrame = 0;
int currentSendPosition = 0;
int numPreAudioDataBytes = injectAudioPacket.size();
bool shouldLoop = _options.getLoop();
// loop to send off our audio in NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL byte chunks
quint16 outgoingInjectedAudioSequenceNumber = 0;
while (currentSendPosition < soundByteArray.size() && !_shouldStop) {
int bytesToCopy = std::min(NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL,
soundByteArray.size() - currentSendPosition);
// resize the QByteArray to the right size
injectAudioPacket.resize(numPreAudioDataBytes + bytesToCopy);
// pack the sequence number
memcpy(injectAudioPacket.data() + numPreSequenceNumberBytes, &outgoingInjectedAudioSequenceNumber, sizeof(quint16));
// copy the next NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL bytes to the packet
memcpy(injectAudioPacket.data() + numPreAudioDataBytes, soundByteArray.data() + currentSendPosition, bytesToCopy);
// grab our audio mixer from the NodeList, if it exists
SharedNodePointer audioMixer = nodeList->soloNodeOfType(NodeType::AudioMixer);
// send off this audio packet
nodeList->writeDatagram(injectAudioPacket, audioMixer);
outgoingInjectedAudioSequenceNumber++;
currentSendPosition += bytesToCopy;
// send two packets before the first sleep so the mixer can start playback right away
if (currentSendPosition != bytesToCopy && currentSendPosition < soundByteArray.size()) {
// not the first packet and not done
// sleep for the appropriate time
int usecToSleep = (++nextFrame * BUFFER_SEND_INTERVAL_USECS) - timer.nsecsElapsed() / 1000;
if (usecToSleep > 0) {
usleep(usecToSleep);
}
}
if (shouldLoop && currentSendPosition == soundByteArray.size()) {
currentSendPosition = 0;
}
}
}
emit finished();
}