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// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-3.0-only
#include "qambientsound.h"
#include <QtCore/qdebug.h>
#include <QtCore/qurl.h>
#include <QtMultimedia/qaudiodecoder.h>
#include <QtMultimedia/qaudiosink.h>
#include <QtMultimedia/private/qmultimedia_assume_p.h>
#include <QtSpatialAudio/private/qambientsound_p.h>
#include <QtSpatialAudio/private/qaudioengine_p.h>
#include <resonance_audio.h>
#include <memory>
QT_BEGIN_NAMESPACE
void QAmbientSoundPrivate::load()
{
decoder = std::make_unique<QAudioDecoder>();
buffers.clear();
currentBuffer = 0;
sourceDeviceFile.reset(nullptr);
bufPos = 0;
m_playing = false;
m_loading = true;
auto *ep = QAudioEnginePrivate::get(engine);
QAudioFormat f;
f.setSampleFormat(QAudioFormat::Float);
f.setSampleRate(ep->sampleRate);
f.setChannelConfig(nchannels == 2 ? QAudioFormat::ChannelConfigStereo : QAudioFormat::ChannelConfigMono);
decoder->setAudioFormat(f);
if (url.scheme().compare(u"qrc", Qt::CaseInsensitive) == 0) {
auto qrcFile = std::make_unique<QFile>(u':' + url.path());
if (!qrcFile->open(QFile::ReadOnly))
return;
sourceDeviceFile = std::move(qrcFile);
decoder->setSourceDevice(sourceDeviceFile.get());
} else {
decoder->setSource(url);
}
QObject::connect(decoder.get(), &QAudioDecoder::bufferReady, decoder.get(), [this] {
QT_MM_ASSUME(this);
QMutexLocker l(&mutex);
auto b = decoder->read();
buffers.append(b);
if (m_autoPlay)
m_playing = true;
});
QObject::connect(decoder.get(), &QAudioDecoder::finished, decoder.get(), [this] {
m_loading = false;
});
decoder->start();
}
void QAmbientSoundPrivate::getBuffer(float *buf, int nframes, int channels)
{
Q_ASSERT(channels == nchannels);
QMutexLocker l(&mutex);
if (!m_playing || currentBuffer >= buffers.size()) {
memset(buf, 0, channels * nframes * sizeof(float));
} else {
int frames = nframes;
float *ff = buf;
while (frames) {
if (currentBuffer < buffers.size()) {
const QAudioBuffer &b = buffers.at(currentBuffer);
// qDebug() << s << b.format().sampleRate() << b.format().channelCount() << b.format().sampleFormat();
auto *f = b.constData<float>() + bufPos*nchannels;
int toCopy = qMin(b.frameCount() - bufPos, frames);
memcpy(ff, f, toCopy*sizeof(float)*nchannels);
ff += toCopy*nchannels;
frames -= toCopy;
bufPos += toCopy;
Q_ASSERT(bufPos <= b.frameCount());
if (bufPos == b.frameCount()) {
++currentBuffer;
bufPos = 0;
}
} else {
// no more data available
if (m_loading)
qDebug() << "underrun" << frames << "frames when loading" << url;
memset(ff, 0, frames * channels * sizeof(float));
ff += frames * channels;
frames = 0;
}
if (!m_loading) {
if (currentBuffer == buffers.size()) {
currentBuffer = 0;
++m_currentLoop;
}
if (m_loops > 0 && m_currentLoop >= m_loops) {
m_playing = false;
m_currentLoop = 0;
}
}
}
Q_ASSERT(ff - buf == channels*nframes);
}
}
/*!
\class QAmbientSound
\inmodule QtSpatialAudio
\ingroup spatialaudio
\ingroup multimedia_audio
\brief A stereo overlay sound.
QAmbientSound represents a position and orientation independent sound.
It's commonly used for background sounds (e.g. music) that is supposed to be independent
of the listeners position and orientation.
*/
/*!
Creates a stereo sound source for \a engine.
*/
QAmbientSound::QAmbientSound(QAudioEngine *engine) : QObject(*new QAmbientSoundPrivate())
{
setEngine(engine);
}
QAmbientSound::~QAmbientSound()
{
setEngine(nullptr);
}
/*!
\property QAmbientSound::volume
Defines the volume of the sound.
Values between 0 and 1 will attenuate the sound, while values above 1
provide an additional gain boost.
*/
void QAmbientSound::setVolume(float volume)
{
Q_D(QAmbientSound);
if (d->volume == volume)
return;
d->volume = volume;
auto *ep = QAudioEnginePrivate::get(d->engine);
if (ep)
ep->resonanceAudio->api->SetSourceVolume(d->sourceId, d->volume);
emit volumeChanged();
}
float QAmbientSound::volume() const
{
Q_D(const QAmbientSound);
return d->volume;
}
void QAmbientSound::setSource(const QUrl &url)
{
Q_D(QAmbientSound);
if (d->url == url)
return;
d->url = url;
d->load();
emit sourceChanged();
}
/*!
\property QAmbientSound::source
The source file for the sound to be played.
*/
QUrl QAmbientSound::source() const
{
Q_D(const QAmbientSound);
return d->url;
}
/*!
\enum QAmbientSound::Loops
Lets you control the playback loop using the following values:
\value Infinite Loops infinitely
\value Once Stops playback after running once
*/
/*!
\property QAmbientSound::loops
Determines how many times the sound is played before the player stops.
Set to QAmbientSound::Infinite to play the current sound in
a loop forever.
The default value is \c 1.
*/
int QAmbientSound::loops() const
{
Q_D(const QAmbientSound);
return d->m_loops.loadRelaxed();
}
void QAmbientSound::setLoops(int loops)
{
Q_D(QAmbientSound);
int oldLoops = d->m_loops.fetchAndStoreRelaxed(loops);
if (oldLoops != loops)
emit loopsChanged();
}
/*!
\property QAmbientSound::autoPlay
Determines whether the sound should automatically start playing when a source
gets specified.
The default value is \c true.
*/
bool QAmbientSound::autoPlay() const
{
Q_D(const QAmbientSound);
return d->m_autoPlay.loadRelaxed();
}
void QAmbientSound::setAutoPlay(bool autoPlay)
{
Q_D(QAmbientSound);
bool old = d->m_autoPlay.fetchAndStoreRelaxed(autoPlay);
if (old != autoPlay)
emit autoPlayChanged();
}
/*!
Starts playing back the sound. Does nothing if the sound is already playing.
*/
void QAmbientSound::play()
{
Q_D(QAmbientSound);
d->play();
}
/*!
Pauses sound playback. Calling play() will continue playback.
*/
void QAmbientSound::pause()
{
Q_D(QAmbientSound);
d->pause();
}
/*!
Stops sound playback and resets the current position and current loop count to 0.
Calling play() will start playback at the beginning of the sound file.
*/
void QAmbientSound::stop()
{
Q_D(QAmbientSound);
d->stop();
}
/*!
\internal
*/
void QAmbientSound::setEngine(QAudioEngine *engine)
{
Q_D(QAmbientSound);
if (d->engine == engine)
return;
// Remove self from old engine (if necessary)
auto *ep = QAudioEnginePrivate::get(d->engine);
if (ep)
ep->removeStereoSound(this);
d->engine = engine;
// Add self to new engine if necessary
ep = QAudioEnginePrivate::get(d->engine);
if (ep) {
ep->addStereoSound(this);
ep->resonanceAudio->api->SetSourceVolume(d->sourceId, d->volume);
}
}
/*!
Returns the engine associated with this sound.
*/
QAudioEngine *QAmbientSound::engine() const
{
Q_D(const QAmbientSound);
return d->engine;
}
QT_END_NAMESPACE
#include "moc_qambientsound.cpp"
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