audio/internal/readerdriver: Reimplement Windows audio with the common players

Updates #1710
Updates #1768
This commit is contained in:
Hajime Hoshi 2021-07-21 22:44:43 +09:00
parent c87e0df8a4
commit 045b14ba21
3 changed files with 91 additions and 508 deletions

View File

@ -15,18 +15,14 @@
package readerdriver
import (
"io"
"runtime"
"fmt"
"sync"
"unsafe"
"golang.org/x/sys/windows"
)
// The common players in players_unix.go are not used on Windows.
// Mixing on Go side can cause bigger delays (#1710).
const headerBufferSize = 2048
const headerBufferSize = 4096
func IsAvailable() bool {
return true
@ -34,18 +30,18 @@ func IsAvailable() bool {
type header struct {
waveOut uintptr
buffer []byte
buffer []float32
waveHdr *wavehdr
}
func newHeader(waveOut uintptr, bufferSize int) (*header, error) {
func newHeader(waveOut uintptr, bufferSizeInBytes int) (*header, error) {
h := &header{
waveOut: waveOut,
buffer: make([]byte, bufferSize),
buffer: make([]float32, bufferSizeInBytes/4),
}
h.waveHdr = &wavehdr{
lpData: uintptr(unsafe.Pointer(&h.buffer[0])),
dwBufferLength: uint32(bufferSize),
dwBufferLength: uint32(bufferSizeInBytes),
}
if err := waveOutPrepareHeader(waveOut, h.waveHdr); err != nil {
return nil, err
@ -53,10 +49,7 @@ func newHeader(waveOut uintptr, bufferSize int) (*header, error) {
return h, nil
}
func (h *header) Write(data []byte) error {
if n := len(h.buffer) - len(data); n > 0 {
data = append(data, make([]byte, n)...)
}
func (h *header) Write(data []float32) error {
copy(h.buffer, data)
if err := waveOutWrite(h.waveOut, h.waveHdr); err != nil {
return err
@ -76,8 +69,17 @@ type context struct {
sampleRate int
channelNum int
bitDepthInBytes int
waveOut uintptr
headers []*header
cond *sync.Cond
players *players
}
var theContext *context
func NewContext(sampleRate, channelNum, bitDepthInBytes int) (Context, chan struct{}, error) {
ready := make(chan struct{})
close(ready)
@ -86,420 +88,72 @@ func NewContext(sampleRate, channelNum, bitDepthInBytes int) (Context, chan stru
sampleRate: sampleRate,
channelNum: channelNum,
bitDepthInBytes: bitDepthInBytes,
cond: sync.NewCond(&sync.Mutex{}),
players: newPlayers(),
}
theContext = c
const bitsPerSample = 32
nBlockAlign := c.channelNum * bitsPerSample / 8
f := &waveformatex{
wFormatTag: waveFormatIEEEFloat,
nChannels: uint16(c.channelNum),
nSamplesPerSec: uint32(c.sampleRate),
nAvgBytesPerSec: uint32(c.sampleRate * nBlockAlign),
wBitsPerSample: bitsPerSample,
nBlockAlign: uint16(nBlockAlign),
}
// TOOD: What about using an event instead of a callback? PortAudio and other libraries do that.
w, err := waveOutOpen(f, waveOutOpenCallback)
const elementNotFound = 1168
if e, ok := err.(*winmmError); ok && e.errno == elementNotFound {
// TODO: No device was found. Return the dummy device (hajimehoshi/oto#77).
// TODO: Retry to open the device when possible.
return nil, nil, err
}
if err != nil {
return nil, nil, err
}
c.waveOut = w
c.headers = make([]*header, 0, 4)
for len(c.headers) < cap(c.headers) {
h, err := newHeader(c.waveOut, headerBufferSize)
if err != nil {
return nil, nil, err
}
c.headers = append(c.headers, h)
}
go c.loop()
return c, ready, nil
}
func (c *context) Suspend() error {
return thePlayers.suspend()
if err := waveOutPause(c.waveOut); err != nil {
return err
}
return nil
}
func (c *context) Resume() error {
return thePlayers.resume()
}
// TODO: Ensure at least one header is queued?
type players struct {
players map[uintptr]*playerImpl
toResume map[*playerImpl]struct{}
cond *sync.Cond
}
func (p *players) add(player *playerImpl, waveOut uintptr) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
if p.players == nil {
p.players = map[uintptr]*playerImpl{}
}
runLoop := len(p.players) == 0
p.players[waveOut] = player
if runLoop {
// Use the only one loop. Windows' context switching is not efficent and
// using too many goroutines might be problematic.
go p.loop()
}
}
func (p *players) remove(waveOut uintptr) {
p.cond.L.Lock()
defer p.cond.L.Unlock()
pl, ok := p.players[waveOut]
if !ok {
return
}
delete(p.players, waveOut)
delete(p.toResume, pl)
p.cond.Signal()
}
func (p *players) suspend() error {
p.cond.L.Lock()
defer p.cond.L.Unlock()
for _, pl := range p.players {
if !pl.IsPlaying() {
continue
}
pl.Pause()
if p.toResume == nil {
p.toResume = map[*playerImpl]struct{}{}
}
p.toResume[pl] = struct{}{}
if err := waveOutRestart(c.waveOut); err != nil {
return err
}
return nil
}
func (p *players) resume() error {
p.cond.L.Lock()
defer p.cond.L.Unlock()
for pl := range p.toResume {
pl.Play()
delete(p.toResume, pl)
}
return nil
}
func (p *players) shouldWait() bool {
if len(p.players) == 0 {
return false
}
for _, pl := range p.players {
if pl.canProceed() {
return false
func (c *context) isHeaderAvailable() bool {
for _, h := range c.headers {
if !h.IsQueued() {
return true
}
}
return true
}
func (p *players) wait() bool {
p.cond.L.Lock()
defer p.cond.L.Unlock()
for p.shouldWait() {
p.cond.Wait()
}
return len(p.players) > 0
}
func (p *players) loop() {
for {
if !p.wait() {
return
}
p.cond.L.Lock()
for _, pl := range p.players {
pl.readAndWriteBuffer()
}
p.cond.L.Unlock()
}
}
var thePlayers = players{
cond: sync.NewCond(&sync.Mutex{}),
}
type player struct {
p *playerImpl
}
type playerImpl struct {
context *context
src io.Reader
err error
waveOut uintptr
state playerState
headers []*header
buf []byte
eof bool
volume float64
m sync.Mutex
}
func (c *context) NewPlayer(src io.Reader) Player {
p := &player{
p: &playerImpl{
context: c,
src: src,
volume: 1,
},
}
runtime.SetFinalizer(p, (*player).Close)
return p
}
func (p *player) Err() error {
return p.p.Err()
}
func (p *playerImpl) Err() error {
p.m.Lock()
defer p.m.Unlock()
return p.err
}
func (p *player) Play() {
p.p.Play()
}
func (p *playerImpl) Play() {
// Call Play asynchronously since playImpl might take long.
ch := make(chan struct{})
go func() {
p.m.Lock()
defer p.m.Unlock()
close(ch)
p.playImpl()
}()
// Wait until the mutex is locked in the above goroutine.
<-ch
}
func (p *playerImpl) playImpl() {
if p.err != nil {
return
}
if p.state != playerPaused {
return
}
if p.waveOut == 0 {
numBlockAlign := p.context.channelNum * p.context.bitDepthInBytes
f := &waveformatex{
wFormatTag: waveFormatPCM,
nChannels: uint16(p.context.channelNum),
nSamplesPerSec: uint32(p.context.sampleRate),
nAvgBytesPerSec: uint32(p.context.sampleRate * numBlockAlign),
wBitsPerSample: uint16(p.context.bitDepthInBytes * 8),
nBlockAlign: uint16(numBlockAlign),
}
// TOOD: What about using an event instead of a callback? PortAudio and other libraries do that.
w, err := waveOutOpen(f, waveOutOpenCallback)
const elementNotFound = 1168
if e, ok := err.(*winmmError); ok && e.errno == elementNotFound {
// TODO: No device was found. Return the dummy device (hajimehoshi/oto#77).
// TODO: Retry to open the device when possible.
p.setErrorImpl(err)
return
}
if err != nil {
p.setErrorImpl(err)
return
}
p.waveOut = w
p.headers = make([]*header, 0, 6)
for len(p.headers) < cap(p.headers) {
h, err := newHeader(p.waveOut, headerBufferSize)
if err != nil {
p.setErrorImpl(err)
return
}
p.headers = append(p.headers, h)
}
thePlayers.add(p, p.waveOut)
}
if p.eof && len(p.buf) == 0 {
return
}
// Set the state first as readAndWriteBufferImpl checks the current player state.
p.state = playerPlay
// Call readAndWriteBufferImpl to ensure at least one header is queued.
p.readAndWriteBufferImpl()
if err := waveOutRestart(p.waveOut); err != nil {
p.setErrorImpl(err)
return
}
// Switching goroutines is very inefficient on Windows. Avoid a dedicated goroutine for a player.
}
func (p *playerImpl) queuedHeadersNum() int {
var c int
for _, h := range p.headers {
if h.IsQueued() {
c++
}
}
return c
}
func (p *playerImpl) canProceed() bool {
p.m.Lock()
defer p.m.Unlock()
return p.queuedHeadersNum() < len(p.headers) && p.state == playerPlay
}
func (p *player) Pause() {
p.p.Pause()
}
func (p *playerImpl) Pause() {
p.m.Lock()
defer p.m.Unlock()
p.pauseImpl()
}
func (p *playerImpl) pauseImpl() {
if p.err != nil {
return
}
if p.state != playerPlay {
return
}
if p.waveOut == 0 {
return
}
// waveOutPause never return when there is no queued header.
if p.queuedHeadersNum() > 0 {
if err := waveOutPause(p.waveOut); err != nil {
p.setErrorImpl(err)
return
}
}
p.state = playerPaused
}
func (p *player) Reset() {
p.p.Reset()
}
func (p *playerImpl) Reset() {
p.m.Lock()
defer p.m.Unlock()
p.resetImpl()
}
func (p *playerImpl) resetImpl() {
if p.err != nil {
return
}
if p.state == playerClosed {
return
}
if p.waveOut == 0 {
return
}
// waveOutReset and waveOutPause never return when there is no queued header.
if p.queuedHeadersNum() > 0 {
err := waveOutReset(p.waveOut)
if err != nil {
p.setErrorImpl(err)
return
}
err = waveOutPause(p.waveOut)
if err != nil {
p.setErrorImpl(err)
return
}
}
// Now all the headers are WHDR_DONE. Recreate the headers.
for i, h := range p.headers {
if err := h.Close(); err != nil {
p.setErrorImpl(err)
return
}
h, err := newHeader(p.waveOut, headerBufferSize)
if err != nil {
p.setErrorImpl(err)
return
}
p.headers[i] = h
}
p.state = playerPaused
p.buf = p.buf[:0]
p.eof = false
}
func (p *player) IsPlaying() bool {
return p.p.IsPlaying()
}
func (p *playerImpl) IsPlaying() bool {
p.m.Lock()
defer p.m.Unlock()
return p.state == playerPlay
}
func (p *player) Volume() float64 {
return p.p.Volume()
}
func (p *playerImpl) Volume() float64 {
p.m.Lock()
defer p.m.Unlock()
return p.volume
}
func (p *player) SetVolume(volume float64) {
p.p.SetVolume(volume)
}
func (p *playerImpl) SetVolume(volume float64) {
p.m.Lock()
defer p.m.Unlock()
p.volume = volume
}
func (p *player) UnplayedBufferSize() int {
return p.p.UnplayedBufferSize()
}
func (p *playerImpl) UnplayedBufferSize() int {
p.m.Lock()
defer p.m.Unlock()
return len(p.buf)
}
func (p *player) Close() error {
runtime.SetFinalizer(p, nil)
return p.p.Close()
}
func (p *playerImpl) Close() error {
p.m.Lock()
defer p.m.Unlock()
return p.closeImpl()
}
func (p *playerImpl) closeImpl() error {
p.state = playerClosed
if p.waveOut != 0 {
for _, h := range p.headers {
if err := h.Close(); err != nil && p.err == nil {
p.err = err
}
}
p.headers = p.headers[:0]
if err := waveOutClose(p.waveOut); err != nil && p.err == nil {
p.err = err
}
// This player's lock might block thePlayer's lock. Unlock this first.
p.m.Unlock()
thePlayers.remove(p.waveOut)
p.m.Lock()
p.waveOut = 0
}
return p.err
return false
}
var waveOutOpenCallback = windows.NewCallbackCDecl(func(hwo, uMsg, dwInstance, dwParam1, dwParam2 uintptr) uintptr {
@ -507,92 +161,36 @@ var waveOutOpenCallback = windows.NewCallbackCDecl(func(hwo, uMsg, dwInstance, d
if uMsg != womDone {
return 0
}
thePlayers.cond.Signal()
theContext.cond.Signal()
return 0
})
func (p *playerImpl) readAndWriteBuffer() {
p.m.Lock()
defer p.m.Unlock()
p.readAndWriteBufferImpl()
func (c *context) loop() {
buf32 := make([]float32, headerBufferSize/4)
for {
c.appendBuffer(buf32)
}
}
func (p *playerImpl) readAndWriteBufferImpl() {
if p.state != playerPlay {
return
func (c *context) appendBuffer(buf32 []float32) {
c.cond.L.Lock()
defer c.cond.L.Unlock()
for !c.isHeaderAvailable() {
c.cond.Wait()
}
for len(p.buf) < p.context.maxBufferSize() && !p.eof {
buf := make([]byte, p.context.maxBufferSize())
n, err := p.src.Read(buf)
if err != nil && err != io.EOF {
p.setErrorImpl(err)
return
}
p.buf = append(p.buf, buf[:n]...)
if err == io.EOF {
if len(p.buf) == 0 {
p.eof = true
}
break
}
for i := range buf32 {
buf32[i] = 0
}
c.players.read(buf32)
for _, h := range p.headers {
if len(p.buf) == 0 {
break
}
for _, h := range c.headers {
if h.IsQueued() {
continue
}
n := headerBufferSize
if n > len(p.buf) {
n = len(p.buf)
}
buf := p.buf[:n]
// Adjust the volume
if p.volume < 1 {
switch p.context.bitDepthInBytes {
case 1:
const (
max = 127
min = -128
offset = 128
)
for i, b := range buf {
x := int16(b) - offset
x = int16(float64(x) * p.volume)
if x > max {
x = max
}
if x < min {
x = min
}
buf[i] = byte(x + offset)
}
case 2:
const (
max = (1 << 15) - 1
min = -(1 << 15)
)
for i := 0; i < n/2; i++ {
x := int32(int16(buf[2*i]) | (int16(buf[2*i+1]) << 8))
x = int32(float64(x) * p.volume)
if x > max {
x = max
}
if x < min {
x = min
}
buf[2*i] = byte(x)
buf[2*i+1] = byte(x >> 8)
}
}
}
if err := h.Write(buf); err != nil {
if err := h.Write(buf32); err != nil {
// This error can happen when e.g. a new HDMI connection is detected (hajimehoshi/oto#51).
const errorNotFound = 1168
if werr := err.(*winmmError); werr.fname == "waveOutWrite" {
@ -603,24 +201,9 @@ func (p *playerImpl) readAndWriteBufferImpl() {
// TODO: Retry later.
}
}
p.setErrorImpl(err)
return
// TODO: Treat the error corretly
panic(fmt.Errorf("readerdriver: Queueing the header failed: %v", err))
}
p.buf = p.buf[n:]
// 4 is an arbitrary number that doesn't cause a problem at examples/piano (#1653).
if p.queuedHeadersNum() >= 4 {
break
}
}
if p.queuedHeadersNum() == 0 && p.eof {
p.pauseImpl()
return
}
}
func (p *playerImpl) setErrorImpl(err error) {
p.err = err
p.closeImpl()
}

View File

@ -12,8 +12,8 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !js && !windows
// +build !js,!windows
//go:build !js
// +build !js
package readerdriver

View File

@ -59,8 +59,8 @@ type waveformatex struct {
}
const (
waveFormatPCM = 1
whdrInqueue = 16
waveFormatIEEEFloat = 3
whdrInqueue = 16
)
type mmresult uint