output: move functions into the AudioOutput struct
This commit is contained in:
@@ -1,4 +1,3 @@
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/*
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* Copyright (C) 2003-2014 The Music Player Daemon Project
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* http://www.musicpd.org
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@@ -19,8 +18,6 @@
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*/
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#include "config.h"
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#include "OutputControl.hxx"
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#include "OutputThread.hxx"
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#include "Internal.hxx"
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#include "OutputPlugin.hxx"
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#include "Domain.hxx"
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@@ -38,126 +35,97 @@ static constexpr unsigned REOPEN_AFTER = 10;
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struct notify audio_output_client_notify;
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/**
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* Waits for command completion.
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*
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* @param ao the #AudioOutput instance; must be locked
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*/
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static void ao_command_wait(AudioOutput *ao)
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void
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AudioOutput::WaitForCommand()
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{
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while (ao->command != AO_COMMAND_NONE) {
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ao->mutex.unlock();
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while (!IsCommandFinished()) {
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mutex.unlock();
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audio_output_client_notify.Wait();
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ao->mutex.lock();
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mutex.lock();
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}
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}
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/**
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* Sends a command to the #AudioOutput object, but does not wait for
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* completion.
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*
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* @param ao the #AudioOutput instance; must be locked
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*/
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static void ao_command_async(AudioOutput *ao,
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enum audio_output_command cmd)
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void
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AudioOutput::CommandAsync(audio_output_command cmd)
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{
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assert(ao->command == AO_COMMAND_NONE);
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ao->command = cmd;
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ao->cond.signal();
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}
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assert(IsCommandFinished());
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/**
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* Sends a command to the #AudioOutput object and waits for
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* completion.
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*
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* @param ao the #AudioOutput instance; must be locked
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*/
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static void
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ao_command(AudioOutput *ao, enum audio_output_command cmd)
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{
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ao_command_async(ao, cmd);
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ao_command_wait(ao);
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}
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/**
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* Lock the #AudioOutput object and execute the command
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* synchronously.
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*/
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static void
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ao_lock_command(AudioOutput *ao, enum audio_output_command cmd)
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{
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const ScopeLock protect(ao->mutex);
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ao_command(ao, cmd);
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command = cmd;
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cond.signal();
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}
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void
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audio_output_set_replay_gain_mode(AudioOutput *ao,
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ReplayGainMode mode)
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AudioOutput::CommandWait(audio_output_command cmd)
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{
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if (ao->replay_gain_filter != nullptr)
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replay_gain_filter_set_mode(ao->replay_gain_filter, mode);
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if (ao->other_replay_gain_filter != nullptr)
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replay_gain_filter_set_mode(ao->other_replay_gain_filter, mode);
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CommandAsync(cmd);
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WaitForCommand();
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}
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void
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audio_output_enable(AudioOutput *ao)
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AudioOutput::LockCommandWait(audio_output_command cmd)
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{
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if (!ao->thread.IsDefined()) {
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if (ao->plugin.enable == nullptr) {
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const ScopeLock protect(mutex);
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CommandWait(cmd);
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}
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void
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AudioOutput::SetReplayGainMode(ReplayGainMode mode)
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{
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if (replay_gain_filter != nullptr)
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replay_gain_filter_set_mode(replay_gain_filter, mode);
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if (other_replay_gain_filter != nullptr)
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replay_gain_filter_set_mode(other_replay_gain_filter, mode);
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}
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void
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AudioOutput::LockEnableWait()
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{
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if (!thread.IsDefined()) {
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if (plugin.enable == nullptr) {
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/* don't bother to start the thread now if the
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device doesn't even have a enable() method;
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just assign the variable and we're done */
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ao->really_enabled = true;
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really_enabled = true;
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return;
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}
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audio_output_thread_start(ao);
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StartThread();
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}
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ao_lock_command(ao, AO_COMMAND_ENABLE);
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LockCommandWait(AO_COMMAND_ENABLE);
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}
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void
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audio_output_disable(AudioOutput *ao)
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AudioOutput::LockDisableWait()
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{
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if (!ao->thread.IsDefined()) {
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if (ao->plugin.disable == nullptr)
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ao->really_enabled = false;
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if (!thread.IsDefined()) {
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if (plugin.disable == nullptr)
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really_enabled = false;
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else
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/* if there's no thread yet, the device cannot
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be enabled */
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assert(!ao->really_enabled);
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assert(!really_enabled);
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return;
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}
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ao_lock_command(ao, AO_COMMAND_DISABLE);
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LockCommandWait(AO_COMMAND_DISABLE);
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}
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/**
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* Object must be locked (and unlocked) by the caller.
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*/
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static bool
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audio_output_open(AudioOutput *ao,
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const AudioFormat audio_format,
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const MusicPipe &mp)
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inline bool
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AudioOutput::Open(const AudioFormat audio_format, const MusicPipe &mp)
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{
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bool open;
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assert(ao != nullptr);
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assert(ao->allow_play);
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assert(allow_play);
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assert(audio_format.IsValid());
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ao->fail_timer.Reset();
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fail_timer.Reset();
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if (ao->open && audio_format == ao->in_audio_format) {
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assert(ao->pipe == &mp ||
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(ao->always_on && ao->pause));
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if (open && audio_format == in_audio_format) {
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assert(pipe == &mp || (always_on && pause));
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if (ao->pause) {
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ao->chunk = nullptr;
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ao->pipe = ∓
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if (pause) {
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chunk = nullptr;
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pipe = ∓
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/* unpause with the CANCEL command; this is a
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hack, but suits well for forcing the thread
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@@ -166,160 +134,162 @@ audio_output_open(AudioOutput *ao,
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/* we're not using audio_output_cancel() here,
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because that function is asynchronous */
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ao_command(ao, AO_COMMAND_CANCEL);
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CommandWait(AO_COMMAND_CANCEL);
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}
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return true;
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}
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ao->in_audio_format = audio_format;
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ao->chunk = nullptr;
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in_audio_format = audio_format;
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chunk = nullptr;
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ao->pipe = ∓
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pipe = ∓
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if (!ao->thread.IsDefined())
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audio_output_thread_start(ao);
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if (!thread.IsDefined())
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StartThread();
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ao_command(ao, ao->open ? AO_COMMAND_REOPEN : AO_COMMAND_OPEN);
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open = ao->open;
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CommandWait(open ? AO_COMMAND_REOPEN : AO_COMMAND_OPEN);
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const bool open2 = open;
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if (open && ao->mixer != nullptr) {
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if (open2 && mixer != nullptr) {
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Error error;
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if (!mixer_open(ao->mixer, error))
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if (!mixer_open(mixer, error))
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FormatWarning(output_domain,
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"Failed to open mixer for '%s'",
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ao->name);
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"Failed to open mixer for '%s'", name);
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}
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return open;
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return open2;
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}
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/**
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* Same as audio_output_close(), but expects the lock to be held by
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* the caller.
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*/
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static void
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audio_output_close_locked(AudioOutput *ao)
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void
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AudioOutput::CloseWait()
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{
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assert(ao != nullptr);
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assert(ao->allow_play);
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assert(allow_play);
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if (ao->mixer != nullptr)
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mixer_auto_close(ao->mixer);
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if (mixer != nullptr)
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mixer_auto_close(mixer);
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assert(!ao->open || !ao->fail_timer.IsDefined());
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assert(!open || !fail_timer.IsDefined());
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if (ao->open)
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ao_command(ao, AO_COMMAND_CLOSE);
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if (open)
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CommandWait(AO_COMMAND_CLOSE);
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else
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ao->fail_timer.Reset();
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fail_timer.Reset();
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}
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bool
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audio_output_update(AudioOutput *ao,
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const AudioFormat audio_format,
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const MusicPipe &mp)
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AudioOutput::LockUpdate(const AudioFormat audio_format,
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const MusicPipe &mp)
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{
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const ScopeLock protect(ao->mutex);
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const ScopeLock protect(mutex);
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if (ao->enabled && ao->really_enabled) {
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if (ao->fail_timer.Check(REOPEN_AFTER * 1000)) {
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return audio_output_open(ao, audio_format, mp);
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if (enabled && really_enabled) {
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if (fail_timer.Check(REOPEN_AFTER * 1000)) {
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return Open(audio_format, mp);
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}
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} else if (audio_output_is_open(ao))
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audio_output_close_locked(ao);
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} else if (IsOpen())
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CloseWait();
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return false;
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}
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void
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audio_output_play(AudioOutput *ao)
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AudioOutput::LockPlay()
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{
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const ScopeLock protect(ao->mutex);
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const ScopeLock protect(mutex);
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assert(ao->allow_play);
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assert(allow_play);
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if (audio_output_is_open(ao) && !ao->in_playback_loop &&
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!ao->woken_for_play) {
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ao->woken_for_play = true;
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ao->cond.signal();
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if (IsOpen() && !in_playback_loop && !woken_for_play) {
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woken_for_play = true;
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cond.signal();
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}
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}
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void audio_output_pause(AudioOutput *ao)
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void
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AudioOutput::LockPauseAsync()
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{
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if (ao->mixer != nullptr && ao->plugin.pause == nullptr)
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if (mixer != nullptr && plugin.pause == nullptr)
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/* the device has no pause mode: close the mixer,
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unless its "global" flag is set (checked by
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mixer_auto_close()) */
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mixer_auto_close(ao->mixer);
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mixer_auto_close(mixer);
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const ScopeLock protect(ao->mutex);
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const ScopeLock protect(mutex);
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assert(ao->allow_play);
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if (audio_output_is_open(ao))
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ao_command_async(ao, AO_COMMAND_PAUSE);
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assert(allow_play);
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if (IsOpen())
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CommandAsync(AO_COMMAND_PAUSE);
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}
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void
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audio_output_drain_async(AudioOutput *ao)
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AudioOutput::LockDrainAsync()
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{
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const ScopeLock protect(ao->mutex);
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const ScopeLock protect(mutex);
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assert(ao->allow_play);
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if (audio_output_is_open(ao))
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ao_command_async(ao, AO_COMMAND_DRAIN);
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assert(allow_play);
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if (IsOpen())
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CommandAsync(AO_COMMAND_DRAIN);
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}
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void audio_output_cancel(AudioOutput *ao)
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void
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AudioOutput::LockCancelAsync()
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{
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const ScopeLock protect(ao->mutex);
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const ScopeLock protect(mutex);
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if (audio_output_is_open(ao)) {
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ao->allow_play = false;
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ao_command_async(ao, AO_COMMAND_CANCEL);
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if (IsOpen()) {
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allow_play = false;
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CommandAsync(AO_COMMAND_CANCEL);
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}
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}
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void
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audio_output_allow_play(AudioOutput *ao)
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AudioOutput::LockAllowPlay()
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{
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const ScopeLock protect(ao->mutex);
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const ScopeLock protect(mutex);
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ao->allow_play = true;
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if (audio_output_is_open(ao))
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ao->cond.signal();
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allow_play = true;
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if (IsOpen())
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cond.signal();
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}
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void
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audio_output_release(AudioOutput *ao)
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AudioOutput::LockRelease()
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{
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if (ao->always_on)
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audio_output_pause(ao);
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if (always_on)
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LockPauseAsync();
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else
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audio_output_close(ao);
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LockCloseWait();
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}
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void audio_output_close(AudioOutput *ao)
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void
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AudioOutput::LockCloseWait()
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{
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assert(ao != nullptr);
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assert(!ao->open || !ao->fail_timer.IsDefined());
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assert(!open || !fail_timer.IsDefined());
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const ScopeLock protect(ao->mutex);
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audio_output_close_locked(ao);
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const ScopeLock protect(mutex);
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CloseWait();
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}
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void audio_output_finish(AudioOutput *ao)
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void
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AudioOutput::StopThread()
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{
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audio_output_close(ao);
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assert(thread.IsDefined());
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assert(allow_play);
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assert(!ao->fail_timer.IsDefined());
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if (ao->thread.IsDefined()) {
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assert(ao->allow_play);
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ao_lock_command(ao, AO_COMMAND_KILL);
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ao->thread.Join();
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}
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audio_output_free(ao);
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LockCommandWait(AO_COMMAND_KILL);
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thread.Join();
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}
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void
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AudioOutput::Finish()
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{
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LockCloseWait();
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assert(!fail_timer.IsDefined());
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if (thread.IsDefined())
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StopThread();
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audio_output_free(this);
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}
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