#include "slaud.h" #include // To reduce CPU load on the Steam Link, we need to accumulate several frames // before submitting for playback. Higher frames per submission saves more CPU // but increases audio latency. #define FRAMES_PER_SUBMISSION 4 SLAudioRenderer::SLAudioRenderer() : m_AudioContext(nullptr), m_AudioStream(nullptr), m_AudioBuffer(nullptr), m_AudioBufferBytesFilled(0) { SLAudio_SetLogFunction(SLAudioRenderer::slLogCallback, nullptr); } bool SLAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION* opusConfig) { m_AudioContext = SLAudio_CreateContext(); if (m_AudioContext == nullptr) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SLAudio_CreateContext() failed"); return false; } m_AudioBufferSize = SAMPLES_PER_FRAME * sizeof(short) * opusConfig->channelCount * FRAMES_PER_SUBMISSION; m_AudioStream = SLAudio_CreateStream(m_AudioContext, opusConfig->sampleRate, opusConfig->channelCount, m_AudioBufferSize, 1); if (m_AudioStream == nullptr) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SLAudio_CreateStream() failed"); return false; } SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Using SLAudio renderer"); return true; } void* SLAudioRenderer::getAudioBuffer(int* size) { SDL_assert(*size == m_AudioBufferSize / FRAMES_PER_SUBMISSION); if (m_AudioBuffer == nullptr) { m_AudioBufferBytesFilled = 0; m_AudioBuffer = (char*)SLAudio_BeginFrame(m_AudioStream); if (m_AudioBuffer == nullptr) { return nullptr; } } return (void*)&m_AudioBuffer[m_AudioBufferBytesFilled]; } SLAudioRenderer::~SLAudioRenderer() { if (m_AudioBuffer != nullptr) { // We had a buffer in flight when we quit. Just in case // SLAudio doesn't handle this properly, we'll zero and submit // it just to be safe. memset(m_AudioBuffer, 0, m_AudioBufferSize); SLAudio_SubmitFrame(m_AudioStream); } if (m_AudioStream != nullptr) { SLAudio_FreeStream(m_AudioStream); } if (m_AudioContext != nullptr) { SLAudio_FreeContext(m_AudioContext); } } bool SLAudioRenderer::submitAudio(int bytesWritten) { m_AudioBufferBytesFilled += bytesWritten; // Submit the buffer when it's full SDL_assert(m_AudioBufferBytesFilled <= m_AudioBufferSize); if (m_AudioBufferBytesFilled == m_AudioBufferSize) { SLAudio_SubmitFrame(m_AudioStream); m_AudioBuffer = nullptr; m_AudioBufferBytesFilled = 0; } return true; } void SLAudioRenderer::slLogCallback(void*, ESLAudioLog logLevel, const char *message) { SDL_LogPriority priority; switch (logLevel) { case k_ESLAudioLogError: priority = SDL_LOG_PRIORITY_ERROR; break; case k_ESLAudioLogWarning: priority = SDL_LOG_PRIORITY_WARN; break; case k_ESLAudioLogInfo: priority = SDL_LOG_PRIORITY_INFO; break; default: case k_ESLAudioLogDebug: priority = SDL_LOG_PRIORITY_DEBUG; break; } SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, priority, "SLAudio: %s", message); }