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#include "soundio/soundmanager.h"
#include <portaudio.h>
#include <QLibrary>
#include <QtDebug>
#include <cstring> // for memcpy and strcmp
#include "control/controlobject.h"
#include "control/controlproxy.h"
#include "engine/enginebuffer.h"
#include "engine/enginemaster.h"
#include "engine/sidechain/enginenetworkstream.h"
#include "engine/sidechain/enginesidechain.h"
#include "moc_soundmanager.cpp"
#include "soundio/sounddevice.h"
#include "soundio/sounddevicenetwork.h"
#include "soundio/sounddevicenotfound.h"
#include "soundio/sounddeviceportaudio.h"
#include "soundio/soundmanagerutil.h"
#include "util/cmdlineargs.h"
#include "util/compatibility.h"
#include "util/defs.h"
#include "util/sample.h"
#include "util/sleep.h"
#include "util/version.h"
#include "vinylcontrol/defs_vinylcontrol.h"
typedef PaError (*SetJackClientName)(const char *name);
namespace {
#define CPU_OVERLOAD_DURATION 500 // in ms
struct DeviceMode {
SoundDevicePointer pDevice;
bool isInput;
bool isOutput;
};
#ifdef __LINUX__
const unsigned int kSleepSecondsAfterClosingDevice = 5;
#endif
} // anonymous namespace
SoundManager::SoundManager(UserSettingsPointer pConfig,
EngineMaster* pMaster)
: m_pMaster(pMaster),
m_pConfig(pConfig),
m_paInitialized(false),
m_config(this),
m_pErrorDevice(nullptr),
m_underflowHappened(0),
m_underflowUpdateCount(0) {
// TODO(xxx) some of these ControlObject are not needed by soundmanager, or are unused here.
// It is possible to take them out?
m_pControlObjectSoundStatusCO = new ControlObject(
ConfigKey("[SoundManager]", "status"));
m_pControlObjectSoundStatusCO->set(SOUNDMANAGER_DISCONNECTED);
m_pControlObjectVinylControlGainCO = new ControlObject(
ConfigKey(VINYL_PREF_KEY, "gain"));
m_pMasterAudioLatencyOverloadCount = new ControlProxy("[Master]",
"audio_latency_overload_count");
m_pMasterAudioLatencyOverload = new ControlProxy("[Master]",
"audio_latency_overload");
//Hack because PortAudio samplerate enumeration is slow as hell on Linux (ALSA dmix sucks, so we can't blame PortAudio)
m_samplerates.push_back(44100);
m_samplerates.push_back(48000);
m_samplerates.push_back(96000);
m_pNetworkStream = QSharedPointer<EngineNetworkStream>(
new EngineNetworkStream(2, 0));
queryDevices();
if (!m_config.readFromDisk()) {
m_config.loadDefaults(this, SoundManagerConfig::ALL);
}
checkConfig();
m_config.writeToDisk(); // in case anything changed by applying defaults
}
SoundManager::~SoundManager() {
// Clean up devices.
const bool sleepAfterClosing = false;
clearDeviceList(sleepAfterClosing);
if (m_paInitialized) {
Pa_Terminate();
m_paInitialized = false;
}
// vinyl control proxies and input buffers are freed in closeDevices, called
// by clearDeviceList -- bkgood
delete m_pControlObjectSoundStatusCO;
delete m_pControlObjectVinylControlGainCO;
delete m_pMasterAudioLatencyOverloadCount;
delete m_pMasterAudioLatencyOverload;
}
QList<SoundDevicePointer> SoundManager::getDeviceList(
const QString& filterAPI, bool bOutputDevices, bool bInputDevices) const {
//qDebug() << "SoundManager::getDeviceList";
if (filterAPI == "None") {
return QList<SoundDevicePointer>();
}
// Create a list of sound devices filtered to match given API and
// input/output.
QList<SoundDevicePointer> filteredDeviceList;
for (const auto& pDevice: m_devices) {
// Skip devices that don't match the API, don't have input channels when
// we want input devices, or don't have output channels when we want
// output devices. If searching for both input and output devices,
// make sure to include any devices that have >0 channels.
bool hasOutputs = pDevice->getNumOutputChannels() >= 0;
bool hasInputs = pDevice->getNumInputChannels() >= 0;
if (pDevice->getHostAPI() != filterAPI ||
(bOutputDevices && !bInputDevices && !hasOutputs) ||
(bInputDevices && !bOutputDevices && !hasInputs) ||
(!hasInputs && !hasOutputs)) {
continue;
}
filteredDeviceList.push_back(pDevice);
}
return filteredDeviceList;
}
QList<QString> SoundManager::getHostAPIList() const {
QList<QString> apiList;
for (PaHostApiIndex i = 0; i < Pa_GetHostApiCount(); i++) {
const PaHostApiInfo* api = Pa_GetHostApiInfo(i);
if (api && QString(api->name) != "skeleton implementation") {
apiList.push_back(api->name);
}
}
return apiList;
}
void SoundManager::closeDevices(bool sleepAfterClosing) {
//qDebug() << "SoundManager::closeDevices()";
bool closed = false;
for (const auto& pDevice: qAsConst(m_devices)) {
if (pDevice->isOpen()) {
// NOTE(rryan): As of 2009 (?) it has been safe to close() a SoundDevice
// while callbacks are active.
pDevice->close();
closed = true;
}
}
if (closed && sleepAfterClosing) {
#ifdef __LINUX__
// Sleep for 5 sec to allow asynchronously sound APIs like "pulse" to free
// its resources as well
sleep(kSleepSecondsAfterClosingDevice);
#endif
}
// TODO(rryan): Should we do this before SoundDevice::close()? No! Because
// then the callback may be running when we call
// onInputDisconnected/onOutputDisconnected.
for (const auto& pDevice: qAsConst(m_devices)) {
for (const auto& in: pDevice->inputs()) {
// Need to tell all registered AudioDestinations for this AudioInput
// that the input was disconnected.
for (auto it = m_registeredDestinations.constFind(in);
it != m_registeredDestinations.constEnd() && it.key() == in; ++it) {
it.value()->onInputUnconfigured(in);
m_pMaster->onInputDisconnected(in);
}
}
for (const auto& out: pDevice->outputs()) {
// Need to tell all registered AudioSources for this AudioOutput
// that the output was disconnected.
for (auto it = m_registeredSources.constFind(out);
it != m_registeredSources.constEnd() && it.key() == out; ++it) {
it.value()->onOutputDisconnected(out);
}
}
}
while (!m_inputBuffers.isEmpty()) {
CSAMPLE* pBuffer = m_inputBuffers.takeLast();
if (pBuffer != nullptr) {
SampleUtil::free(pBuffer);
}
}
m_inputBuffers.clear();
// Indicate to the rest of Mixxx that sound is disconnected.
m_pControlObjectSoundStatusCO->set(SOUNDMANAGER_DISCONNECTED);
}
void SoundManager::clearDeviceList(bool sleepAfterClosing) {
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