mirror of
https://github.com/moonlight-stream/moonlight-ios.git
synced 2026-06-18 14:41:14 +00:00
Rewrite audio playback to simplify code, reduce allocations, and eliminate priority inversion on the queue lock. This completely eliminates clicks and pops in audio for me on my iPhone SE and the emulator.
This commit is contained in:
+81
-193
@@ -13,7 +13,7 @@
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#import <VideoToolbox/VideoToolbox.h>
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#include "Limelight.h"
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#include "opus.h"
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#include "opus_multistream.h"
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@implementation Connection {
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SERVER_INFORMATION _serverInfo;
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@@ -24,26 +24,25 @@
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}
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static NSLock* initLock;
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static OpusDecoder *opusDecoder;
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static OpusMSDecoder* opusDecoder;
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static id<ConnectionCallbacks> _callbacks;
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#define PCM_BUFFER_SIZE 1024
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#define OUTPUT_BUS 0
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struct AUDIO_BUFFER_QUEUE_ENTRY {
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struct AUDIO_BUFFER_QUEUE_ENTRY *next;
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int length;
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int offset;
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char data[0];
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};
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#define MAX_CHANNEL_COUNT 2
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#define FRAME_SIZE 240
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#define MAX_QUEUE_ENTRIES 10
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#define CIRCULAR_BUFFER_SIZE 32
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static short decodedPcmBuffer[512];
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static NSLock *audioLock;
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static struct AUDIO_BUFFER_QUEUE_ENTRY *audioBufferQueue;
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static int audioBufferQueueLength;
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static AudioComponentInstance audioUnit;
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static int audioBufferWriteIndex;
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static int audioBufferReadIndex;
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static int activeChannelCount;
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static short audioCircularBuffer[CIRCULAR_BUFFER_SIZE][FRAME_SIZE * MAX_CHANNEL_COUNT];
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#define AUDIO_QUEUE_BUFFERS 4
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static AudioQueueRef audioQueue;
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static AudioQueueBufferRef audioBuffers[AUDIO_QUEUE_BUFFERS];
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static VideoDecoderRenderer* renderer;
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int DrDecoderSetup(int videoFormat, int width, int height, int redrawRate, void* context, int drFlags)
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@@ -88,14 +87,19 @@ int ArInit(int audioConfiguration, POPUS_MULTISTREAM_CONFIGURATION opusConfig, v
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{
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int err;
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// Clear the circular buffer
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audioBufferWriteIndex = audioBufferReadIndex = 0;
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// We only support stereo for now
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assert(audioConfiguration == AUDIO_CONFIGURATION_STEREO);
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opusDecoder = opus_decoder_create(opusConfig->sampleRate,
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opusConfig->channelCount,
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&err);
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audioLock = [[NSLock alloc] init];
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activeChannelCount = opusConfig->channelCount;
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opusDecoder = opus_multistream_decoder_create(opusConfig->sampleRate,
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opusConfig->channelCount,
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opusConfig->streams,
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opusConfig->coupledStreams,
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opusConfig->mapping,
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&err);
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#if TARGET_OS_IPHONE
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// Configure the audio session for our app
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@@ -111,22 +115,6 @@ int ArInit(int audioConfiguration, POPUS_MULTISTREAM_CONFIGURATION opusConfig, v
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OSStatus status;
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AudioComponentDescription audioDesc;
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audioDesc.componentType = kAudioUnitType_Output;
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#if TARGET_OS_IPHONE
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audioDesc.componentSubType = kAudioUnitSubType_RemoteIO;
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#endif
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audioDesc.componentFlags = 0;
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audioDesc.componentFlagsMask = 0;
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audioDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
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status = AudioComponentInstanceNew(AudioComponentFindNext(NULL, &audioDesc), &audioUnit);
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if (status) {
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Log(LOG_E, @"Unable to instantiate new AudioComponent: %d", (int32_t)status);
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return status;
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}
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AudioStreamBasicDescription audioFormat = {0};
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audioFormat.mSampleRate = opusConfig->sampleRate;
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audioFormat.mBitsPerChannel = 16;
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@@ -138,41 +126,25 @@ int ArInit(int audioConfiguration, POPUS_MULTISTREAM_CONFIGURATION opusConfig, v
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audioFormat.mFramesPerPacket = audioFormat.mBytesPerPacket / audioFormat.mBytesPerFrame;
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audioFormat.mReserved = 0;
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status = AudioUnitSetProperty(audioUnit,
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kAudioUnitProperty_StreamFormat,
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kAudioUnitScope_Input,
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OUTPUT_BUS,
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&audioFormat,
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sizeof(audioFormat));
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if (status) {
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Log(LOG_E, @"Unable to set audio unit to input: %d", (int32_t)status);
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status = AudioQueueNewOutput(&audioFormat, FillOutputBuffer, nil, nil, nil, 0, &audioQueue);
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if (status != noErr) {
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NSLog(@"Error allocating output queue: %d\n", status);
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return status;
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}
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AURenderCallbackStruct callbackStruct = {0};
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callbackStruct.inputProc = playbackCallback;
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callbackStruct.inputProcRefCon = NULL;
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for (int i = 0; i < AUDIO_QUEUE_BUFFERS; i++) {
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status = AudioQueueAllocateBuffer(audioQueue, audioFormat.mBytesPerFrame * FRAME_SIZE, &audioBuffers[i]);
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if (status != noErr) {
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NSLog(@"Error allocating output buffer: %d\n", status);
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return status;
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}
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status = AudioUnitSetProperty(audioUnit,
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kAudioUnitProperty_SetRenderCallback,
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kAudioUnitScope_Input,
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OUTPUT_BUS,
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&callbackStruct,
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sizeof(callbackStruct));
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if (status) {
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Log(LOG_E, @"Unable to set audio unit callback: %d", (int32_t)status);
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return status;
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FillOutputBuffer(nil, audioQueue, audioBuffers[i]);
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}
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status = AudioUnitInitialize(audioUnit);
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if (status) {
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Log(LOG_E, @"Unable to initialize audioUnit: %d", (int32_t)status);
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return status;
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}
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status = AudioOutputUnitStart(audioUnit);
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if (status) {
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Log(LOG_E, @"Unable to start audioUnit: %d", (int32_t)status);
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status = AudioQueueStart(audioQueue, nil);
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if (status != noErr) {
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NSLog(@"Error starting queue: %d\n", status);
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return status;
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}
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@@ -182,77 +154,44 @@ int ArInit(int audioConfiguration, POPUS_MULTISTREAM_CONFIGURATION opusConfig, v
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void ArCleanup(void)
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{
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if (opusDecoder != NULL) {
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opus_decoder_destroy(opusDecoder);
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opus_multistream_decoder_destroy(opusDecoder);
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opusDecoder = NULL;
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}
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OSStatus status = AudioOutputUnitStop(audioUnit);
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if (status) {
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Log(LOG_E, @"Unable to stop audioUnit: %d", (int32_t)status);
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}
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// Stop before disposing to avoid massive delay inside
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// AudioQueueDispose() (iOS bug?)
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AudioQueueStop(audioQueue, true);
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// Also frees buffers
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AudioQueueDispose(audioQueue, true);
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status = AudioUnitUninitialize(audioUnit);
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if (status) {
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Log(LOG_E, @"Unable to uninitialize audioUnit: %d", (int32_t)status);
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}
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#if TARGET_OS_IPHONE
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// Audio session is now inactive
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AVAudioSession* audioSession = [AVAudioSession sharedInstance];
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[audioSession setActive: YES error: nil];
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#endif
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// This is safe because we're guaranteed that nobody
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// is touching this list now
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struct AUDIO_BUFFER_QUEUE_ENTRY *entry;
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while (audioBufferQueue != NULL) {
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entry = audioBufferQueue;
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audioBufferQueue = entry->next;
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audioBufferQueueLength--;
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free(entry);
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}
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}
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void ArDecodeAndPlaySample(char* sampleData, int sampleLength)
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{
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int decodedLength = opus_decode(opusDecoder, (unsigned char*)sampleData, sampleLength, decodedPcmBuffer, PCM_BUFFER_SIZE / 2, 0);
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if (decodedLength > 0) {
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// Return of opus_decode is samples per channel
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decodedLength *= 4;
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int decodeLen;
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struct AUDIO_BUFFER_QUEUE_ENTRY *newEntry = malloc(sizeof(*newEntry) + decodedLength);
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if (newEntry != NULL) {
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newEntry->next = NULL;
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newEntry->length = decodedLength;
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newEntry->offset = 0;
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memcpy(newEntry->data, decodedPcmBuffer, decodedLength);
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// Check if there is space for this sample in the buffer. Again, this can race
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// but in the worst case, we'll not see the sample callback having consumed a sample.
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if (((audioBufferWriteIndex + 1) % CIRCULAR_BUFFER_SIZE) == audioBufferReadIndex) {
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return;
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}
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[audioLock lock];
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if (audioBufferQueueLength > MAX_QUEUE_ENTRIES) {
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Log(LOG_W, @"Audio player too slow. Dropping all decoded samples!");
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decodeLen = opus_multistream_decode(opusDecoder, (unsigned char *)sampleData, sampleLength,
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audioCircularBuffer[audioBufferWriteIndex], FRAME_SIZE, 0);
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if (decodeLen > 0) {
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// Use a full memory barrier to ensure the circular buffer is written before incrementing the index
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__sync_synchronize();
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// Clear all values from the buffer queue
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struct AUDIO_BUFFER_QUEUE_ENTRY *entry;
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while (audioBufferQueue != NULL) {
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entry = audioBufferQueue;
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audioBufferQueue = entry->next;
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audioBufferQueueLength--;
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free(entry);
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}
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}
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if (audioBufferQueue == NULL) {
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audioBufferQueue = newEntry;
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}
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else {
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struct AUDIO_BUFFER_QUEUE_ENTRY *lastEntry = audioBufferQueue;
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while (lastEntry->next != NULL) {
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lastEntry = lastEntry->next;
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}
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lastEntry->next = newEntry;
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}
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audioBufferQueueLength++;
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[audioLock unlock];
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}
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// This can race with the reader in the sample callback, however this is a benign
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// race since we'll either read the original value of s_WriteIndex (which is safe,
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// we just won't consider this sample) or the new value of s_WriteIndex
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audioBufferWriteIndex = (audioBufferWriteIndex + 1) % CIRCULAR_BUFFER_SIZE;
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}
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}
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@@ -388,6 +327,7 @@ void ClLogMessage(const char* format, ...)
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_arCallbacks.init = ArInit;
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_arCallbacks.cleanup = ArCleanup;
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_arCallbacks.decodeAndPlaySample = ArDecodeAndPlaySample;
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_arCallbacks.capabilities = CAPABILITY_DIRECT_SUBMIT;
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LiInitializeConnectionCallbacks(&_clCallbacks);
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_clCallbacks.stageStarting = ClStageStarting;
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@@ -402,87 +342,35 @@ void ClLogMessage(const char* format, ...)
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return self;
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}
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static OSStatus playbackCallback(void *inRefCon,
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AudioUnitRenderActionFlags *ioActionFlags,
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const AudioTimeStamp *inTimeStamp,
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UInt32 inBusNumber,
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UInt32 inNumberFrames,
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AudioBufferList *ioData) {
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// Notes: ioData contains buffers (may be more than one!)
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// Fill them up as much as you can. Remember to set the size value in each buffer to match how
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// much data is in the buffer.
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static void FillOutputBuffer(void *aqData,
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AudioQueueRef inAQ,
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AudioQueueBufferRef inBuffer) {
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inBuffer->mAudioDataByteSize = activeChannelCount * FRAME_SIZE * sizeof(short);
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bool ranOutOfData = false;
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for (int i = 0; i < ioData->mNumberBuffers; i++) {
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ioData->mBuffers[i].mNumberChannels = 2;
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assert(inBuffer->mAudioDataByteSize == inBuffer->mAudioDataBytesCapacity);
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if (ranOutOfData) {
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ioData->mBuffers[i].mDataByteSize = 0;
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continue;
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}
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// If the indexes aren't equal, we have a sample
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if (audioBufferWriteIndex != audioBufferReadIndex) {
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// Copy data to the audio buffer
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memcpy(inBuffer->mAudioData,
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audioCircularBuffer[audioBufferReadIndex],
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inBuffer->mAudioDataByteSize);
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if (ioData->mBuffers[i].mDataByteSize != 0) {
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int thisBufferOffset = 0;
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// Use a full memory barrier to ensure the circular buffer is read before incrementing the index
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__sync_synchronize();
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FillBufferAgain:
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// Make sure there's data to write
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if (ioData->mBuffers[i].mDataByteSize - thisBufferOffset == 0) {
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continue;
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}
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struct AUDIO_BUFFER_QUEUE_ENTRY *audioEntry = NULL;
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[audioLock lock];
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if (audioBufferQueue != NULL) {
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// Dequeue this entry temporarily
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audioEntry = audioBufferQueue;
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audioBufferQueue = audioBufferQueue->next;
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audioBufferQueueLength--;
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}
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[audioLock unlock];
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if (audioEntry == NULL) {
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// No data left
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ranOutOfData = true;
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ioData->mBuffers[i].mDataByteSize = thisBufferOffset;
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continue;
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}
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// Figure out how much data we can write
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int min = MIN(ioData->mBuffers[i].mDataByteSize - thisBufferOffset, audioEntry->length);
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// Copy data to the audio buffer
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memcpy(&ioData->mBuffers[i].mData[thisBufferOffset], &audioEntry->data[audioEntry->offset], min);
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thisBufferOffset += min;
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if (min < audioEntry->length) {
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// This entry still has unused data
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audioEntry->length -= min;
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audioEntry->offset += min;
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// Requeue the entry
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[audioLock lock];
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audioEntry->next = audioBufferQueue;
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audioBufferQueue = audioEntry;
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audioBufferQueueLength++;
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[audioLock unlock];
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}
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else {
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// This entry is fully depleted so free it
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free(audioEntry);
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// Try to grab another sample to fill this buffer with
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goto FillBufferAgain;
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}
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ioData->mBuffers[i].mDataByteSize = thisBufferOffset;
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}
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// This can race with the reader in the AudDecDecodeAndPlaySample function. This is
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// not a problem because at worst, it just won't see that we've consumed this sample yet.
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audioBufferReadIndex = (audioBufferReadIndex + 1) % CIRCULAR_BUFFER_SIZE;
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}
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else {
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// No data, so play silence
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memset(inBuffer->mAudioData, 0, inBuffer->mAudioDataByteSize);
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}
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return noErr;
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AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, NULL);
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}
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-(void) main
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{
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[initLock lock];
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