This PR will fix#271.
special thanks to @coroner21 who contributed a nice way to score hardware supported format in #292
Also, The DSD related code are all guarded with ENABLE_DSD flag.
- Update the mixer to set on device property instead of audio unit property. When user choose "hardware" as mixer type, they will be able to change the hardware device volume instead of the software (AudioUnit) volume.
- We don't use square root scale in volume calculation as previous code did. This will make the volume level in line with system volume meter --- That is, MPD will have the same percentage volume reading compared to System Setting (Either in "System Preference" or in "Audio Midi Setup" app)
From: Christian Kröner <ckroener@gmx.net>
This just copies the necessary bits and pieces from the ALSA plugin and applies them to OSXOutput based on dop config setting. It only changes the OSXOutput plugin as needed for DoP (further changes to support additionally e.g. integer mode or setting the physical device mode require rather a complete rewrite of the output plugin).
Fortunately the Core Audio API is by default bit perfect and supports DoP with minimal changes (setting the sampling rate accordingly after ensuring that the physical mode supports at least 24 bits per channel seems to be enough). This was tested on an Amanero Combo384 device hooked up to a ES9018 DAC.
USAGE (try only on DACs that support DoP):
- Add dop "yes" option to mpdconf
- Be sure to set at least 24bits per channel before playing some DSD file (using Audio-MIDI-Setup)
- Based on the dop setting, MPD will change the sample rate as required and output DoP signal to the DAC
- Hog mode is recommended to ensure that no other program will try to mix some output with the DoP stream (resulting in bad noise)
- Alternatively set the default output device to another device (e.g. the built-in output) to avoid having other audio interfere with DSD playback
[mk: the following text was copied from
https://github.com/MusicPlayerDaemon/MPD/pull/167]
For certain format (hi-res files) and normal buffer size hardware, The
hardware may at once consume most of the buffers. However, in Delay()
function, MPD is supposed to wait for 25 ms after the next try. it
will create a hiccup. The negative impact is much major than
increasing the latency.
I understand larger buffers come at a price. That's why in my earlier
commit last year I significantly reduced it. However, the buffer size
in CoreAudio is set according to the hardware, which is super small
latency. For instance, the system audio of 2015 generation of macbook
pro has maximum buffer size of 4096 samples, which is just 0.09s for
44.1k framerate, or 0.04s for 96k frames --- . compare to the 0.5 sec
latency alsa plugin has, even if we quadruple it, it's still super
tiny.
Fixes build failure on OS X, closes#44. With the other plugins,
that's not critical, because those use the AudioOutputWrapper, which
hides this problem.
In e068d62 I added code that zeros the remainder of the output buffer
if there are not enough input frames available. I have now learned
that we can signal to the caller of the render callback how much data
is in the output buffers. In practice, the input buffer is so large
that it does not matter so much how we handle input buffer underruns,
but I suppose that saying 'there is no data' is better than 'here is
some silence for you'.