mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-06-17 14:11:33 +00:00
Add SLAudio renderer for Steam Link
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@@ -5,18 +5,24 @@
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#include "renderers/soundioaudiorenderer.h"
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#endif
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#ifdef HAVE_SLAUDIO
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#include "renderers/slaud.h"
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#endif
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#include "renderers/sdl.h"
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#include <Limelight.h>
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IAudioRenderer* Session::createAudioRenderer()
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{
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#ifdef HAVE_SOUNDIO
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#if defined(HAVE_SOUNDIO)
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if (qgetenv("ML_AUDIO") == "SDL") {
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return new SdlAudioRenderer();
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}
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return new SoundIoAudioRenderer();
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#elif defined(HAVE_SLAUDIO)
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return new SLAudioRenderer();
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#else
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return new SdlAudioRenderer();
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#endif
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@@ -0,0 +1,58 @@
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#include "slaud.h"
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#include <SDL.h>
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SLAudioRenderer::SLAudioRenderer()
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: m_AudioContext(nullptr),
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m_AudioStream(nullptr)
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{
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}
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bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig)
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{
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m_AudioContext = SLAudio_CreateContext();
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if (m_AudioContext == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SLAudio_CreateContext() failed");
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return false;
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}
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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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SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount,
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1);
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if (m_AudioStream == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SLAudio_CreateStream() failed");
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return false;
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Using SLAudio renderer");
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return true;
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}
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SLAudioRenderer::~SLAudioRenderer()
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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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if (m_AudioContext != nullptr) {
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SLAudio_FreeContext(m_AudioContext);
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}
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}
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bool SLAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
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{
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void* outputBuffer = SLAudio_BeginFrame(m_AudioStream);
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if (outputBuffer != nullptr) {
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memcpy(outputBuffer, audioBuffer, audioSize);
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SLAudio_SubmitFrame(m_AudioStream);
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}
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return true;
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}
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@@ -0,0 +1,20 @@
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#pragma once
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#include "renderer.h"
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#include <SLAudio.h>
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class SLAudioRenderer : public IAudioRenderer
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{
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public:
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SLAudioRenderer();
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virtual ~SLAudioRenderer();
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virtual bool prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig);
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virtual bool submitAudio(short* audioBuffer, int audioSize);
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private:
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CSLAudioContext* m_AudioContext;
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CSLAudioStream* m_AudioStream;
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};
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