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// Copyright 2021 The Oto Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package oto
import (
"fmt"
"runtime"
"sync"
"sync/atomic"
"time"
"unsafe"
"github.com/ebitengine/oto/v3/internal/mux"
)
const (
float32SizeInBytes = 4
bufferCount = 4
noErr = 0
)
func newAudioQueue(sampleRate, channelCount int, oneBufferSizeInBytes int) (_AudioQueueRef, []_AudioQueueBufferRef, error) {
desc := _AudioStreamBasicDescription{
mSampleRate: float64(sampleRate),
mFormatID: uint32(kAudioFormatLinearPCM),
mFormatFlags: uint32(kAudioFormatFlagIsFloat),
mBytesPerPacket: uint32(channelCount * float32SizeInBytes),
mFramesPerPacket: 1,
mBytesPerFrame: uint32(channelCount * float32SizeInBytes),
mChannelsPerFrame: uint32(channelCount),
mBitsPerChannel: uint32(8 * float32SizeInBytes),
}
var audioQueue _AudioQueueRef
if osstatus := _AudioQueueNewOutput(
&desc,
render,
nil,
0, //CFRunLoopRef
0, //CFStringRef
0,
&audioQueue); osstatus != noErr {
return 0, nil, fmt.Errorf("oto: AudioQueueNewFormat with StreamFormat failed: %d", osstatus)
}
bufs := make([]_AudioQueueBufferRef, 0, bufferCount)
for len(bufs) < cap(bufs) {
var buf _AudioQueueBufferRef
if osstatus := _AudioQueueAllocateBuffer(audioQueue, uint32(oneBufferSizeInBytes), &buf); osstatus != noErr {
// Disposing the queue also frees the buffers allocated so far.
_ = _AudioQueueDispose(audioQueue, true)
return 0, nil, fmt.Errorf("oto: AudioQueueAllocateBuffer failed: %d", osstatus)
}
buf.mAudioDataByteSize = uint32(oneBufferSizeInBytes)
bufs = append(bufs, buf)
}
return audioQueue, bufs, nil
}
// queueState is the actual state of the AudioQueue.
type queueState int
const (
// queueStateStopped indicates that the AudioQueue is not running and a start attempt
// may be made at any time.
queueStateStopped queueState = iota
// queueStateStartDeferred indicates that a start attempt failed with a temporary
// error and the next attempt waits for a timer (deferStart) or an audio session
// notification.
queueStateStartDeferred
// queueStateRunning indicates that the AudioQueue was started and has not been
// paused or invalidated since.
queueStateRunning
)
type context struct {
audioQueue _AudioQueueRef
unqueuedBuffers []_AudioQueueBufferRef
sampleRate int
channelCount int
oneBufferSizeInBytes int
cond *sync.Cond
// toSuspend indicates that Suspend was requested and the AudioQueue must not
// run until Resume is requested. This is the desired state requested by the user,
// and is independent of state, the actual state of the queue.
//
// This is atomic so that Suspend and Resume can record the requested state without
// waiting for c.cond.L, which loop can hold for a long time across AudioToolbox
// calls. Consecutive calls then take effect in the order they were made.
toSuspend atomic.Bool
// state is the actual state of the AudioQueue.
state queueState
// toRebuildQueue indicates that the AudioQueue was invalidated and must be
// recreated before the next start. This concerns the validity of the queue object
// and is independent of state, which concerns the start/stop lifecycle.
toRebuildQueue bool
// startRetries is the number of consecutive start attempts that failed with a
// temporary error.
startRetries int
// startRetryTimer is the pending timer scheduled by deferStart, or nil. It is
// stopped and cleared when the deferral is ended by another path (endDeferStart).
startRetryTimer *time.Timer
mux *mux.Mux
err atomicError
}
// TODO: Convert the error code correctly.
// See https://stackoverflow.com/questions/2196869/how-do-you-convert-an-iphone-osstatus-code-to-something-useful
var theContext *context
func newContext(sampleRate int, channelCount int, format mux.Format, bufferSizeInBytes int, _ string) (*context, chan struct{}, error) {
// defaultOneBufferSizeInBytes is the default buffer size in bytes.
//
// 12288 seems necessary at least on iPod touch (7th) and MacBook Pro 2020.
// With 48000[Hz] stereo, the maximum delay is (12288*4[buffers] / 4 / 2)[samples] / 48000 [Hz] = 100[ms].
// '4' is float32 size in bytes. '2' is a number of channels for stereo.
const defaultOneBufferSizeInBytes = 12288
var oneBufferSizeInBytes int
if bufferSizeInBytes != 0 {
oneBufferSizeInBytes = bufferSizeInBytes / bufferCount
} else {
oneBufferSizeInBytes = defaultOneBufferSizeInBytes
}
bytesPerSample := channelCount * 4
oneBufferSizeInBytes = oneBufferSizeInBytes / bytesPerSample * bytesPerSample
ready := make(chan struct{})
c := &context{
cond: sync.NewCond(&sync.Mutex{}),
mux: mux.New(sampleRate, channelCount, format),
sampleRate: sampleRate,
channelCount: channelCount,
oneBufferSizeInBytes: oneBufferSizeInBytes,
}
theContext = c
if err := initializeAPI(); err != nil {
return nil, nil, err
}
go func() {
runtime.LockOSThread()
defer runtime.UnlockOSThread()
q, bs, err := newAudioQueue(c.sampleRate, c.channelCount, c.oneBufferSizeInBytes)
if err != nil {
c.err.Join(err)
close(ready)
return
}
c.initialize(q, bs)
setupSessionNotifications()
close(ready)
c.loop()
}()
return c, ready, nil
}
// initialize sets the freshly created AudioQueue and attempts the first start unless
// a suspend is already requested.
// A temporary start failure is not an error: the start is deferred and retried by loop.
func (c *context) initialize(q _AudioQueueRef, bs []_AudioQueueBufferRef) {
c.cond.L.Lock()
defer c.cond.L.Unlock()
c.audioQueue = q
c.unqueuedBuffers = bs
if !c.toSuspend.Load() {
c.start()
}
}
func (c *context) wait() bool {
c.cond.L.Lock()
defer c.cond.L.Unlock()
for c.idle() && c.err.Load() == nil {
c.cond.Wait()
}
return c.err.Load() == nil
}
// idle reports whether step has nothing to do for now: the actual queue state matches
// the requested state and no buffer is waiting to be filled. It must be kept consistent
// with step: whenever idle returns false, step must change some state.
// The caller must hold c.cond.L.
func (c *context) idle() bool {
if c.toRebuildQueue {
return false
}
if c.toSuspend.Load() {
return c.state != queueStateRunning
}
switch c.state {
case queueStateStopped:
return false
case queueStateRunning:
return len(c.unqueuedBuffers) == 0
default:
return true
}
}
func (c *context) loop() {
buf32 := make([]float32, c.oneBufferSizeInBytes/4)
for {
if !c.wait() {
return
}
c.step(buf32)
}
}
func (c *context) step(buf32 []float32) {
c.cond.L.Lock()
defer c.cond.L.Unlock()
if c.err.Load() != nil {
return
}
if c.toRebuildQueue {
if err := c.rebuildAudioQueue(); err != nil {
c.err.Join(err)
return
}
c.toRebuildQueue = false
if c.state == queueStateRunning {
c.state = queueStateStopped
}
return
}
if c.toSuspend.Load() {
if c.state == queueStateRunning {
if err := c.pause(); err != nil {
c.err.Join(err)
}
}
return
}
switch c.state {
case queueStateStopped:
c.start()
return
case queueStateStartDeferred:
return
}
if len(c.unqueuedBuffers) == 0 {
return
}
buf := c.unqueuedBuffers[0]
copy(c.unqueuedBuffers, c.unqueuedBuffers[1:])
c.unqueuedBuffers = c.unqueuedBuffers[:len(c.unqueuedBuffers)-1]
c.mux.ReadFloat32s(buf32)
copy(unsafe.Slice((*float32)(unsafe.Pointer(buf.mAudioData)), buf.mAudioDataByteSize/float32SizeInBytes), buf32)
if osstatus := _AudioQueueEnqueueBuffer(c.audioQueue, buf, 0, nil); osstatus != noErr {
if osstatus == kAudioQueueErr_QueueInvalidated {
// The queue was invalidated (typically a mediaserverd reset).
// The audio just rendered into `buf` is dropped: at most one buffer of glitch.
c.state = queueStateStopped
c.toRebuildQueue = true
return
}
c.err.Join(fmt.Errorf("oto: AudioQueueEnqueueBuffer failed: %d", osstatus))
}
}
// Suspend returns immediately. The actual AudioQueuePause runs on a
// background goroutine so the calling thread (typically the platform UI
// thread) never blocks on AudioToolbox calls. Errors from the asynchronous
// transition surface via Err.
func (c *context) Suspend() error {
err := c.err.Load()
c.toSuspend.Store(true)
go func() {
c.cond.L.Lock()
defer c.cond.L.Unlock()
c.cond.Signal()
}()
return err
}
// Resume returns immediately. See Suspend for the rationale; AudioQueueStart
// runs on a background goroutine.
func (c *context) Resume() error {
err := c.err.Load()
c.toSuspend.Store(false)
go func() {
c.cond.L.Lock()
defer c.cond.L.Unlock()
// Attempt the start right away even if a retry is pending with a backoff.
// These two only affect the timing of the next start attempt, so running them
// out of order with respect to another Suspend or Resume is harmless.
c.endDeferStart()
c.startRetries = 0
c.cond.Signal()
}()
return err
}
// pause pauses the AudioQueue and updates c.state.
// The caller must hold c.cond.L.
func (c *context) pause() error {
if osstatus := _AudioQueuePause(c.audioQueue); osstatus != noErr {
if osstatus == kAudioQueueErr_QueueInvalidated {
c.state = queueStateStopped
c.toRebuildQueue = true
return nil
}
return fmt.Errorf("oto: AudioQueuePause failed: %d", osstatus)
}
c.state = queueStateStopped
return nil
}
// start attempts to start the AudioQueue once.
//
// On success, c.state becomes queueStateRunning. When the start fails with a temporary error, such
// as an audio session that cannot be activated because the application is in the
// background, another application owns the audio session, or media services are
// restarting, the start is deferred: playback stays silent and the attempt is repeated
// until it succeeds (#285). Any other failure is fatal and recorded in c.err.
//
// The caller must hold c.cond.L.
func (c *context) start() {
osstatus := _AudioQueueStart(c.audioQueue, nil)
if osstatus == noErr {
c.state = queueStateRunning
c.startRetries = 0
return
}
switch osstatus {
case kAudioQueueErr_QueueInvalidated:
// The queue died (typically a mediaserverd reset). Recreate it before the next
// attempt.
c.toRebuildQueue = true
c.deferStart()
case avAudioSessionErrorCodeCannotStartPlaying,
avAudioSessionErrorCodeCannotInterruptOthers,
avAudioSessionErrorCodeSiriIsRecording,
avAudioSessionErrorCodeUnspecified,
kAudioHardwareIllegalOperationError:
// The audio session cannot be activated now. This state can last arbitrarily
// long (e.g. as long as the application stays in the background), so no retry
// limit applies.
c.deferStart()
default:
c.err.Join(fmt.Errorf("oto: AudioQueueStart failed: %d", osstatus))
}
}
// deferStart schedules the next start attempt after a backoff delay. Ending the
// deferral earlier, e.g. on an audio session notification, is done via endDeferStart.
// The caller must hold c.cond.L.
func (c *context) deferStart() {
c.state = queueStateStartDeferred
d := startRetryDelay(c.startRetries)
c.startRetries++
var t *time.Timer
t = time.AfterFunc(d, func() {
c.cond.L.Lock()
defer c.cond.L.Unlock()
if c.startRetryTimer != t {
// The deferral this timer belonged to was already ended by endDeferStart.
return
}
c.startRetryTimer = nil
if c.state == queueStateStartDeferred {
c.state = queueStateStopped
}
c.cond.Signal()
})
c.startRetryTimer = t
}
// endDeferStart ends a pending deferral, if any: the timer scheduled by deferStart is
// stopped and the state goes back to queueStateStopped so that the next start attempt
// can happen immediately.
// The caller must hold c.cond.L, and must call c.cond.Signal after completing all of
// its state changes.
func (c *context) endDeferStart() {
if c.startRetryTimer != nil {
c.startRetryTimer.Stop()
c.startRetryTimer = nil
}
if c.state == queueStateStartDeferred {
c.state = queueStateStopped
}
}
// restartFromNotification requests an immediate start attempt in response to an audio
// session notification: any backoff pending from deferStart is canceled and the retry
// counter is reset. rebuild indicates that the AudioQueue must be recreated first.
//
// It returns immediately: an observer runs on the thread that posts the notification,
// the main thread for UIApplicationDidBecomeActiveNotification, and loop holds the
// lock across AudioToolbox calls.
func (c *context) restartFromNotification(rebuild bool) {
go func() {
c.cond.L.Lock()
defer c.cond.L.Unlock()
if rebuild {
c.toRebuildQueue = true
}
c.endDeferStart()
if !c.toSuspend.Load() {
// An interruption stops the queue without notifying its owner, and whether
// it is still running cannot be queried, so let loop start it again. A
// start on a running queue returns noErr.
c.state = queueStateStopped
}
c.startRetries = 0
c.cond.Signal()
}()
}
// rebuildAudioQueue disposes the current AudioQueue (which may already be invalid)
// and creates a fresh queue with new buffers. The new queue is left in the stopped
// state.
//
// The caller must hold c.cond.L.
func (c *context) rebuildAudioQueue() error {
if c.audioQueue != 0 {
// kAudioQueueErr_QueueInvalidated is expected here: that is the very case
// being recovered from. Anything else is unexpected and worth surfacing.
osstatus := _AudioQueueDispose(c.audioQueue, true)
c.audioQueue = 0
if osstatus != noErr && osstatus != kAudioQueueErr_QueueInvalidated {
c.unqueuedBuffers = nil
return fmt.Errorf("oto: AudioQueueDispose failed during rebuild: %d", osstatus)
}
}
c.unqueuedBuffers = nil
q, bs, err := newAudioQueue(c.sampleRate, c.channelCount, c.oneBufferSizeInBytes)
if err != nil {
return fmt.Errorf("oto: rebuilding AudioQueue failed: %w", err)
}
c.audioQueue = q
c.unqueuedBuffers = bs
return nil
}
func (c *context) Err() error {
return c.err.Load()
}
func render(inUserData unsafe.Pointer, inAQ _AudioQueueRef, inBuffer _AudioQueueBufferRef) {
theContext.cond.L.Lock()
defer theContext.cond.L.Unlock()
// Drop callbacks from a previously-disposed queue: after rebuildAudioQueue,
// late-delivered callbacks for the old queue would otherwise inject stale
// buffer pointers into c.unqueuedBuffers.
if inAQ != theContext.audioQueue {
return
}
theContext.unqueuedBuffers = append(theContext.unqueuedBuffers, inBuffer)
theContext.cond.Signal()
}
func startRetryDelay(count int) time.Duration {
switch {
case count == 0:
return 10 * time.Millisecond
case count == 1:
return 20 * time.Millisecond
case count == 2:
return 50 * time.Millisecond
case count < 10:
return 100 * time.Millisecond
default:
return time.Second
}
}