mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-04-23 16:39:02 +00:00
Decode directly into the audio renderer's buffer to avoid a copy
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@@ -9,9 +9,7 @@
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SLAudioRenderer::SLAudioRenderer()
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: m_AudioContext(nullptr),
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m_AudioStream(nullptr),
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m_AudioBuffer(nullptr),
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m_AudioBufferBytesFilled(0)
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m_AudioStream(nullptr)
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{
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SLAudio_SetLogFunction(SLAudioRenderer::slLogCallback, nullptr);
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}
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@@ -25,7 +23,7 @@ bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* o
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return false;
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}
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m_AudioBufferSize = SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount * FRAMES_PER_SUBMISSION;
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m_AudioBufferSize = SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount;
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m_AudioStream = SLAudio_CreateStream(m_AudioContext,
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opusConfig->sampleRate,
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opusConfig->channelCount,
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@@ -43,16 +41,14 @@ bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* o
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return true;
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}
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void* SLAudioRenderer::getAudioBuffer(int* size)
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{
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SDL_assert(*size == m_AudioBufferSize);
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return SLAudio_BeginFrame(m_AudioStream);
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}
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SLAudioRenderer::~SLAudioRenderer()
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{
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if (m_AudioBufferBytesFilled != 0) {
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// We had a buffer in flight when we quit. Just in case
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// SLAudio doesn't handle this properly, we'll zero and submit
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// it just to be safe.
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memset(m_AudioBuffer, 0, m_AudioBufferSize);
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SLAudio_SubmitFrame(m_AudioStream);
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}
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if (m_AudioStream != nullptr) {
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SLAudio_FreeStream(m_AudioStream);
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}
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@@ -62,28 +58,9 @@ SLAudioRenderer::~SLAudioRenderer()
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}
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}
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bool SLAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
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bool SLAudioRenderer::submitAudio(int)
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{
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if (m_AudioBufferBytesFilled == 0) {
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// Get a new audio buffer from SLAudio
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m_AudioBuffer = (char*)SLAudio_BeginFrame(m_AudioStream);
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if (m_AudioBuffer == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SLAudio_BeginFrame() failed");
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return true;
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}
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}
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// Accumulate several frames of audio before submitting to reduce CPU load
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SDL_assert(audioSize <= m_AudioBufferSize - m_AudioBufferBytesFilled);
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memcpy(&m_AudioBuffer[m_AudioBufferBytesFilled], audioBuffer, audioSize);
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m_AudioBufferBytesFilled += audioSize;
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// Submit the buffer when it's full
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if (m_AudioBufferBytesFilled == m_AudioBufferSize) {
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SLAudio_SubmitFrame(m_AudioStream);
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m_AudioBufferBytesFilled = 0;
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}
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SLAudio_SubmitFrame(m_AudioStream);
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return true;
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}
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