/* * Copyright (C) 2003-2014 The Music Player Daemon Project * http://www.musicpd.org * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef MPD_OUTPUT_INTERNAL_HXX #define MPD_OUTPUT_INTERNAL_HXX #include "AudioFormat.hxx" #include "pcm/PcmBuffer.hxx" #include "pcm/PcmDither.hxx" #include "thread/Mutex.hxx" #include "thread/Cond.hxx" #include "thread/Thread.hxx" #include "system/PeriodClock.hxx" class Error; class Filter; class MusicPipe; struct config_param; struct PlayerControl; struct AudioOutputPlugin; enum audio_output_command { AO_COMMAND_NONE = 0, AO_COMMAND_ENABLE, AO_COMMAND_DISABLE, AO_COMMAND_OPEN, /** * This command is invoked when the input audio format * changes. */ AO_COMMAND_REOPEN, AO_COMMAND_CLOSE, AO_COMMAND_PAUSE, /** * Drains the internal (hardware) buffers of the device. This * operation may take a while to complete. */ AO_COMMAND_DRAIN, AO_COMMAND_CANCEL, AO_COMMAND_KILL }; struct AudioOutput { /** * The device's configured display name. */ const char *name; /** * The plugin which implements this output device. */ const AudioOutputPlugin &plugin; /** * The #mixer object associated with this audio output device. * May be nullptr if none is available, or if software volume is * configured. */ class Mixer *mixer; /** * Will this output receive tags from the decoder? The * default is true, but it may be configured to false to * suppress sending tags to the output. */ bool tags; /** * Shall this output always play something (i.e. silence), * even when playback is stopped? */ bool always_on; /** * Has the user enabled this device? */ bool enabled; /** * Is this device actually enabled, i.e. the "enable" method * has succeeded? */ bool really_enabled; /** * Is the device (already) open and functional? * * This attribute may only be modified by the output thread. * It is protected with #mutex: write accesses inside the * output thread and read accesses outside of it may only be * performed while the lock is held. */ bool open; /** * Is the device paused? i.e. the output thread is in the * ao_pause() loop. */ bool pause; /** * When this flag is set, the output thread will not do any * playback. It will wait until the flag is cleared. * * This is used to synchronize the "clear" operation on the * shared music pipe during the CANCEL command. */ bool allow_play; /** * True while the OutputThread is inside ao_play(). This * means the PlayerThread does not need to wake up the * OutputThread when new chunks are added to the MusicPipe, * because the OutputThread is already watching that. */ bool in_playback_loop; /** * Has the OutputThread been woken up to play more chunks? * This is set by audio_output_play() and reset by ao_play() * to reduce the number of duplicate wakeups. */ bool woken_for_play; /** * If not nullptr, the device has failed, and this timer is used * to estimate how long it should stay disabled (unless * explicitly reopened with "play"). */ PeriodClock fail_timer; /** * The configured audio format. */ AudioFormat config_audio_format; /** * The audio_format in which audio data is received from the * player thread (which in turn receives it from the decoder). */ AudioFormat in_audio_format; /** * The audio_format which is really sent to the device. This * is basically config_audio_format (if configured) or * in_audio_format, but may have been modified by * plugin->open(). */ AudioFormat out_audio_format; /** * The buffer used to allocate the cross-fading result. */ PcmBuffer cross_fade_buffer; /** * The dithering state for cross-fading two streams. */ PcmDither cross_fade_dither; /** * The filter object of this audio output. This is an * instance of chain_filter_plugin. */ Filter *filter; /** * The replay_gain_filter_plugin instance of this audio * output. */ Filter *replay_gain_filter; /** * The serial number of the last replay gain info. 0 means no * replay gain info was available. */ unsigned replay_gain_serial; /** * The replay_gain_filter_plugin instance of this audio * output, to be applied to the second chunk during * cross-fading. */ Filter *other_replay_gain_filter; /** * The serial number of the last replay gain info by the * "other" chunk during cross-fading. */ unsigned other_replay_gain_serial; /** * The convert_filter_plugin instance of this audio output. * It is the last item in the filter chain, and is responsible * for converting the input data into the appropriate format * for this audio output. */ Filter *convert_filter; /** * The thread handle, or nullptr if the output thread isn't * running. */ Thread thread; /** * The next command to be performed by the output thread. */ enum audio_output_command command; /** * The music pipe which provides music chunks to be played. */ const MusicPipe *pipe; /** * This mutex protects #open, #fail_timer, #chunk and * #chunk_finished. */ Mutex mutex; /** * This condition object wakes up the output thread after * #command has been set. */ Cond cond; /** * The PlayerControl object which "owns" this output. This * object is needed to signal command completion. */ PlayerControl *player_control; /** * The #music_chunk which is currently being played. All * chunks before this one may be returned to the * #music_buffer, because they are not going to be used by * this output anymore. */ const struct music_chunk *chunk; /** * Has the output finished playing #chunk? */ bool chunk_finished; AudioOutput(const AudioOutputPlugin &_plugin); ~AudioOutput(); }; /** * Notify object used by the thread's client, i.e. we will send a * notify signal to this object, expecting the caller to wait on it. */ extern struct notify audio_output_client_notify; static inline bool audio_output_is_open(const AudioOutput *ao) { return ao->open; } static inline bool audio_output_command_is_finished(const AudioOutput *ao) { return ao->command == AO_COMMAND_NONE; } AudioOutput * audio_output_new(const config_param ¶m, PlayerControl &pc, Error &error); bool ao_base_init(AudioOutput *ao, const config_param ¶m, Error &error); void audio_output_free(AudioOutput *ao); #endif