obs-studio/libobs/obs-audio.c

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libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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/******************************************************************************
Copyright (C) 2015 by Hugh Bailey <obs.jim@gmail.com>
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, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <inttypes.h>
#include "obs-internal.h"
#include "util/util_uint64.h"
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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struct ts_info {
uint64_t start;
uint64_t end;
};
#define DEBUG_AUDIO 0
#define DEBUG_LAGGED_AUDIO 0
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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static void push_audio_tree(obs_source_t *parent, obs_source_t *source, void *p)
{
struct obs_core_audio *audio = p;
if (da_find(audio->render_order, &source, 0) == DARRAY_INVALID) {
obs_source_t *s = obs_source_get_ref(source);
if (s)
da_push_back(audio->render_order, &s);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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}
UNUSED_PARAMETER(parent);
}
static inline size_t convert_time_to_frames(size_t sample_rate, uint64_t t)
{
return (size_t)util_mul_div64(t, sample_rate, 1000000000ULL);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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}
static inline void mix_audio(struct audio_output_data *mixes,
obs_source_t *source, size_t channels,
size_t sample_rate, struct ts_info *ts)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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{
size_t total_floats = AUDIO_OUTPUT_FRAMES;
size_t start_point = 0;
if (source->audio_ts < ts->start || ts->end <= source->audio_ts)
return;
if (source->audio_ts != ts->start) {
start_point = convert_time_to_frames(
sample_rate, source->audio_ts - ts->start);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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if (start_point == AUDIO_OUTPUT_FRAMES)
return;
total_floats -= start_point;
}
for (size_t mix_idx = 0; mix_idx < MAX_AUDIO_MIXES; mix_idx++) {
for (size_t ch = 0; ch < channels; ch++) {
register float *mix = mixes[mix_idx].data[ch];
register float *aud =
source->audio_output_buf[mix_idx][ch];
register float *end;
mix += start_point;
end = aud + total_floats;
while (aud < end)
*(mix++) += *(aud++);
}
}
}
static bool ignore_audio(obs_source_t *source, size_t channels,
size_t sample_rate, uint64_t start_ts)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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{
size_t num_floats = source->audio_input_buf[0].size / sizeof(float);
const char *name = obs_source_get_name(source);
if (!source->audio_ts && num_floats) {
#if DEBUG_LAGGED_AUDIO == 1
blog(LOG_DEBUG, "[src: %s] no timestamp, but audio available?",
name);
#endif
for (size_t ch = 0; ch < channels; ch++)
circlebuf_pop_front(&source->audio_input_buf[ch], NULL,
source->audio_input_buf[0].size);
source->last_audio_input_buf_size = 0;
return false;
}
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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if (num_floats) {
/* round up the number of samples to drop */
size_t drop =
(size_t)util_mul_div64(start_ts - source->audio_ts - 1,
sample_rate, 1000000000ULL) +
1;
if (drop > num_floats)
drop = num_floats;
#if DEBUG_LAGGED_AUDIO == 1
blog(LOG_DEBUG,
"[src: %s] ignored %" PRIu64 "/%" PRIu64 " samples", name,
(uint64_t)drop, (uint64_t)num_floats);
#endif
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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for (size_t ch = 0; ch < channels; ch++)
circlebuf_pop_front(&source->audio_input_buf[ch], NULL,
drop * sizeof(float));
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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source->last_audio_input_buf_size = 0;
source->audio_ts +=
util_mul_div64(drop, 1000000000ULL, sample_rate);
blog(LOG_DEBUG, "[src: %s] ts lag after ignoring: %" PRIu64,
name, start_ts - source->audio_ts);
/* rounding error, adjust */
if (source->audio_ts == (start_ts - 1))
source->audio_ts = start_ts;
/* source is back in sync */
if (source->audio_ts >= start_ts)
return true;
} else {
#if DEBUG_LAGGED_AUDIO == 1
blog(LOG_DEBUG, "[src: %s] no samples to ignore! ts = %" PRIu64,
name, source->audio_ts);
#endif
}
if (!source->audio_pending || num_floats) {
blog(LOG_WARNING,
"Source %s audio is lagging (over by %.02f ms) "
"at max audio buffering. Restarting source audio.",
name, (start_ts - source->audio_ts) / 1000000.);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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}
source->audio_pending = true;
source->audio_ts = 0;
/* tell the timestamp adjustment code in source_output_audio_data to
* reset everything, and hopefully fix the timestamps */
source->timing_set = false;
return false;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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}
static bool discard_if_stopped(obs_source_t *source, size_t channels)
{
size_t last_size;
size_t size;
last_size = source->last_audio_input_buf_size;
size = source->audio_input_buf[0].size;
if (!size)
return false;
/* if perpetually pending data, it means the audio has stopped,
* so clear the audio data */
if (last_size == size) {
if (!source->pending_stop) {
source->pending_stop = true;
#if DEBUG_AUDIO == 1
blog(LOG_DEBUG, "doing pending stop trick: '%s'",
source->context.name);
#endif
return false;
}
for (size_t ch = 0; ch < channels; ch++)
circlebuf_pop_front(&source->audio_input_buf[ch], NULL,
source->audio_input_buf[ch].size);
source->pending_stop = false;
source->audio_ts = 0;
source->last_audio_input_buf_size = 0;
#if DEBUG_AUDIO == 1
blog(LOG_DEBUG, "source audio data appears to have "
"stopped, clearing");
#endif
return true;
} else {
source->last_audio_input_buf_size = size;
return false;
}
}
#define MAX_AUDIO_SIZE (AUDIO_OUTPUT_FRAMES * sizeof(float))
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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static inline void discard_audio(struct obs_core_audio *audio,
obs_source_t *source, size_t channels,
size_t sample_rate, struct ts_info *ts)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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{
size_t total_floats = AUDIO_OUTPUT_FRAMES;
size_t size;
/* debug assert only */
UNUSED_PARAMETER(audio);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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#if DEBUG_AUDIO == 1
bool is_audio_source = source->info.output_flags & OBS_SOURCE_AUDIO;
#endif
if (source->info.audio_render) {
source->audio_ts = 0;
return;
}
if (ts->end <= source->audio_ts) {
#if DEBUG_AUDIO == 1
blog(LOG_DEBUG,
"can't discard, source "
"timestamp (%" PRIu64 ") >= "
"end timestamp (%" PRIu64 ")",
source->audio_ts, ts->end);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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#endif
return;
}
if (source->audio_ts < (ts->start - 1)) {
if (source->audio_pending &&
source->audio_input_buf[0].size < MAX_AUDIO_SIZE &&
discard_if_stopped(source, channels))
return;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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#if DEBUG_AUDIO == 1
if (is_audio_source) {
blog(LOG_DEBUG,
"can't discard, source "
"timestamp (%" PRIu64 ") < "
"start timestamp (%" PRIu64 ")",
source->audio_ts, ts->start);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
}
/* ignore_audio should have already run and marked this source
* pending, unless we *just* added buffering */
assert(audio->total_buffering_ticks <
audio->max_buffering_ticks ||
source->audio_pending || !source->audio_ts ||
audio->buffering_wait_ticks);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
#endif
return;
}
if (source->audio_ts != ts->start &&
source->audio_ts != (ts->start - 1)) {
size_t start_point = convert_time_to_frames(
sample_rate, source->audio_ts - ts->start);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
if (start_point == AUDIO_OUTPUT_FRAMES) {
#if DEBUG_AUDIO == 1
if (is_audio_source)
blog(LOG_DEBUG, "can't discard, start point is "
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
"at audio frame count");
#endif
return;
}
total_floats -= start_point;
}
size = total_floats * sizeof(float);
if (source->audio_input_buf[0].size < size) {
if (discard_if_stopped(source, channels))
return;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
#if DEBUG_AUDIO == 1
if (is_audio_source)
blog(LOG_DEBUG, "can't discard, data still pending");
#endif
source->audio_ts = ts->end;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
return;
}
for (size_t ch = 0; ch < channels; ch++)
circlebuf_pop_front(&source->audio_input_buf[ch], NULL, size);
source->last_audio_input_buf_size = 0;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
#if DEBUG_AUDIO == 1
if (is_audio_source)
blog(LOG_DEBUG, "audio discarded, new ts: %" PRIu64, ts->end);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
#endif
source->pending_stop = false;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
source->audio_ts = ts->end;
}
static inline bool audio_buffering_maxed(struct obs_core_audio *audio)
{
return audio->total_buffering_ticks == audio->max_buffering_ticks;
}
static void set_fixed_audio_buffering(struct obs_core_audio *audio,
size_t sample_rate, struct ts_info *ts)
{
struct ts_info new_ts;
size_t total_ms;
int ticks;
if (audio_buffering_maxed(audio))
return;
if (!audio->buffering_wait_ticks)
audio->buffered_ts = ts->start;
ticks = audio->max_buffering_ticks - audio->total_buffering_ticks;
audio->total_buffering_ticks += ticks;
total_ms = audio->total_buffering_ticks * AUDIO_OUTPUT_FRAMES * 1000 /
sample_rate;
blog(LOG_INFO,
"Enabling fixed audio buffering, total "
"audio buffering is now %d milliseconds",
(int)total_ms);
new_ts.start =
audio->buffered_ts -
audio_frames_to_ns(sample_rate, audio->buffering_wait_ticks *
AUDIO_OUTPUT_FRAMES);
while (ticks--) {
const uint64_t cur_ticks = ++audio->buffering_wait_ticks;
new_ts.end = new_ts.start;
new_ts.start =
audio->buffered_ts -
audio_frames_to_ns(sample_rate,
cur_ticks * AUDIO_OUTPUT_FRAMES);
#if DEBUG_AUDIO == 1
blog(LOG_DEBUG, "add buffered ts: %" PRIu64 "-%" PRIu64,
new_ts.start, new_ts.end);
#endif
circlebuf_push_front(&audio->buffered_timestamps, &new_ts,
sizeof(new_ts));
}
*ts = new_ts;
}
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
static void add_audio_buffering(struct obs_core_audio *audio,
size_t sample_rate, struct ts_info *ts,
uint64_t min_ts, const char *buffering_name)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
{
struct ts_info new_ts;
uint64_t offset;
uint64_t frames;
size_t total_ms;
size_t ms;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
int ticks;
if (audio_buffering_maxed(audio))
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
return;
if (!audio->buffering_wait_ticks)
audio->buffered_ts = ts->start;
offset = ts->start - min_ts;
frames = ns_to_audio_frames(sample_rate, offset);
ticks = (int)((frames + AUDIO_OUTPUT_FRAMES - 1) / AUDIO_OUTPUT_FRAMES);
audio->total_buffering_ticks += ticks;
if (audio->total_buffering_ticks >= audio->max_buffering_ticks) {
ticks -= audio->total_buffering_ticks -
audio->max_buffering_ticks;
audio->total_buffering_ticks = audio->max_buffering_ticks;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
blog(LOG_WARNING, "Max audio buffering reached!");
}
ms = ticks * AUDIO_OUTPUT_FRAMES * 1000 / sample_rate;
total_ms = audio->total_buffering_ticks * AUDIO_OUTPUT_FRAMES * 1000 /
sample_rate;
blog(LOG_INFO,
"adding %d milliseconds of audio buffering, total "
"audio buffering is now %d milliseconds"
" (source: %s)\n",
(int)ms, (int)total_ms, buffering_name);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
#if DEBUG_AUDIO == 1
blog(LOG_DEBUG,
"min_ts (%" PRIu64 ") < start timestamp "
"(%" PRIu64 ")",
min_ts, ts->start);
blog(LOG_DEBUG, "old buffered ts: %" PRIu64 "-%" PRIu64, ts->start,
ts->end);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
#endif
new_ts.start =
audio->buffered_ts -
audio_frames_to_ns(sample_rate, audio->buffering_wait_ticks *
AUDIO_OUTPUT_FRAMES);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
while (ticks--) {
const uint64_t cur_ticks = ++audio->buffering_wait_ticks;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
new_ts.end = new_ts.start;
new_ts.start =
audio->buffered_ts -
audio_frames_to_ns(sample_rate,
cur_ticks * AUDIO_OUTPUT_FRAMES);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
#if DEBUG_AUDIO == 1
blog(LOG_DEBUG, "add buffered ts: %" PRIu64 "-%" PRIu64,
new_ts.start, new_ts.end);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
#endif
circlebuf_push_front(&audio->buffered_timestamps, &new_ts,
sizeof(new_ts));
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
}
*ts = new_ts;
}
static bool audio_buffer_insuffient(struct obs_source *source,
size_t sample_rate, uint64_t min_ts)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
{
size_t total_floats = AUDIO_OUTPUT_FRAMES;
size_t size;
if (source->info.audio_render || source->audio_pending ||
!source->audio_ts) {
return false;
}
if (source->audio_ts != min_ts && source->audio_ts != (min_ts - 1)) {
size_t start_point = convert_time_to_frames(
sample_rate, source->audio_ts - min_ts);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
if (start_point >= AUDIO_OUTPUT_FRAMES)
return false;
total_floats -= start_point;
}
size = total_floats * sizeof(float);
if (source->audio_input_buf[0].size < size) {
source->audio_pending = true;
return true;
}
return false;
}
static inline const char *find_min_ts(struct obs_core_data *data,
uint64_t *min_ts)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
{
obs_source_t *buffering_source = NULL;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
struct obs_source *source = data->first_audio_source;
while (source) {
if (!source->audio_pending && source->audio_ts &&
source->audio_ts < *min_ts) {
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
*min_ts = source->audio_ts;
buffering_source = source;
2019-02-12 19:33:13 -08:00
}
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
source = (struct obs_source *)source->next_audio_source;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
}
return buffering_source ? obs_source_get_name(buffering_source) : NULL;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
}
static inline bool mark_invalid_sources(struct obs_core_data *data,
size_t sample_rate, uint64_t min_ts)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
{
bool recalculate = false;
struct obs_source *source = data->first_audio_source;
while (source) {
recalculate |=
audio_buffer_insuffient(source, sample_rate, min_ts);
source = (struct obs_source *)source->next_audio_source;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
}
return recalculate;
}
static inline const char *calc_min_ts(struct obs_core_data *data,
size_t sample_rate, uint64_t *min_ts)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
{
const char *buffering_name = find_min_ts(data, min_ts);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
if (mark_invalid_sources(data, sample_rate, *min_ts))
buffering_name = find_min_ts(data, min_ts);
return buffering_name;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
}
static inline void release_audio_sources(struct obs_core_audio *audio)
{
for (size_t i = 0; i < audio->render_order.num; i++)
obs_source_release(audio->render_order.array[i]);
}
static inline void execute_audio_tasks(void)
{
struct obs_core_audio *audio = &obs->audio;
bool tasks_remaining = true;
while (tasks_remaining) {
pthread_mutex_lock(&audio->task_mutex);
if (audio->tasks.size) {
struct obs_task_info info;
circlebuf_pop_front(&audio->tasks, &info, sizeof(info));
info.task(info.param);
}
tasks_remaining = !!audio->tasks.size;
pthread_mutex_unlock(&audio->task_mutex);
}
}
bool audio_callback(void *param, uint64_t start_ts_in, uint64_t end_ts_in,
uint64_t *out_ts, uint32_t mixers,
struct audio_output_data *mixes)
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
{
struct obs_core_data *data = &obs->data;
struct obs_core_audio *audio = &obs->audio;
struct obs_source *source;
size_t sample_rate = audio_output_get_sample_rate(audio->audio);
size_t channels = audio_output_get_channels(audio->audio);
struct ts_info ts = {start_ts_in, end_ts_in};
size_t audio_size;
uint64_t min_ts;
da_resize(audio->render_order, 0);
da_resize(audio->root_nodes, 0);
circlebuf_push_back(&audio->buffered_timestamps, &ts, sizeof(ts));
circlebuf_peek_front(&audio->buffered_timestamps, &ts, sizeof(ts));
min_ts = ts.start;
audio_size = AUDIO_OUTPUT_FRAMES * sizeof(float);
#if DEBUG_AUDIO == 1
blog(LOG_DEBUG, "ts %llu-%llu", ts.start, ts.end);
#endif
/* ------------------------------------------------ */
/* build audio render order
* NOTE: these are source channels, not audio channels */
for (uint32_t i = 0; i < MAX_CHANNELS; i++) {
obs_source_t *source = obs_get_output_source(i);
if (source) {
obs_source_enum_active_tree(source, push_audio_tree,
audio);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
push_audio_tree(NULL, source, audio);
da_push_back(audio->root_nodes, &source);
obs_source_release(source);
}
}
pthread_mutex_lock(&data->audio_sources_mutex);
source = data->first_audio_source;
while (source) {
push_audio_tree(NULL, source, audio);
source = (struct obs_source *)source->next_audio_source;
}
pthread_mutex_unlock(&data->audio_sources_mutex);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
/* ------------------------------------------------ */
/* render audio data */
for (size_t i = 0; i < audio->render_order.num; i++) {
obs_source_t *source = audio->render_order.array[i];
obs_source_audio_render(source, mixers, channels, sample_rate,
audio_size);
/* if a source has gone backward in time and we can no
* longer buffer, drop some or all of its audio */
if (audio_buffering_maxed(audio) && source->audio_ts != 0 &&
source->audio_ts < ts.start) {
if (source->info.audio_render) {
blog(LOG_DEBUG,
"render audio source %s timestamp has "
"gone backwards",
obs_source_get_name(source));
/* just avoid further damage */
source->audio_pending = true;
#if DEBUG_AUDIO == 1
/* this should really be fixed */
assert(false);
#endif
} else {
pthread_mutex_lock(&source->audio_buf_mutex);
bool rerender = ignore_audio(source, channels,
sample_rate,
ts.start);
pthread_mutex_unlock(&source->audio_buf_mutex);
/* if we (potentially) recovered, re-render */
if (rerender)
obs_source_audio_render(source, mixers,
channels,
sample_rate,
audio_size);
}
}
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
}
/* ------------------------------------------------ */
/* get minimum audio timestamp */
pthread_mutex_lock(&data->audio_sources_mutex);
const char *buffering_name = calc_min_ts(data, sample_rate, &min_ts);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
pthread_mutex_unlock(&data->audio_sources_mutex);
/* ------------------------------------------------ */
/* if a source has gone backward in time, buffer */
if (audio->fixed_buffer) {
if (!audio_buffering_maxed(audio)) {
set_fixed_audio_buffering(audio, sample_rate, &ts);
}
} else if (min_ts < ts.start) {
add_audio_buffering(audio, sample_rate, &ts, min_ts,
buffering_name);
}
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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/* ------------------------------------------------ */
/* mix audio */
if (!audio->buffering_wait_ticks) {
for (size_t i = 0; i < audio->root_nodes.num; i++) {
obs_source_t *source = audio->root_nodes.array[i];
if (source->audio_pending)
continue;
pthread_mutex_lock(&source->audio_buf_mutex);
if (source->audio_output_buf[0][0] && source->audio_ts)
mix_audio(mixes, source, channels, sample_rate,
&ts);
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
pthread_mutex_unlock(&source->audio_buf_mutex);
}
}
/* ------------------------------------------------ */
/* discard audio */
pthread_mutex_lock(&data->audio_sources_mutex);
source = data->first_audio_source;
while (source) {
pthread_mutex_lock(&source->audio_buf_mutex);
discard_audio(audio, source, channels, sample_rate, &ts);
pthread_mutex_unlock(&source->audio_buf_mutex);
source = (struct obs_source *)source->next_audio_source;
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
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}
pthread_mutex_unlock(&data->audio_sources_mutex);
/* ------------------------------------------------ */
/* release audio sources */
release_audio_sources(audio);
circlebuf_pop_front(&audio->buffered_timestamps, NULL, sizeof(ts));
*out_ts = ts.start;
if (audio->buffering_wait_ticks) {
audio->buffering_wait_ticks--;
return false;
}
execute_audio_tasks();
libobs: Implement new audio subsystem The new audio subsystem fixes two issues: - First Primary issue it fixes is the ability for parent sources to intercept the audio of child sources, and do custom processing on them. The main reason for this was the ability to do custom cross-fading in transitions, but it's also useful for things such as side-chain effects, applying audio effects to entire scenes, applying scene-specific audio filters on sub-sources, and other such possibilities. - The secondary issue that needed fixing was audio buffering. Previously, audio buffering was always a fixed buffer size, so it would always have exactly a certain number of milliseconds of audio buffering (and thus output delay). Instead, it now dynamically increases audio buffering only as necessary, minimizing output delay, and removing the need for users to have to worry about an audio buffering setting. The new design makes it so that audio from the leaves of the scene graph flow to the root nodes, and can be intercepted by parent sources. Each audio source handles its own buffering, and each audio tick a specific number of audio frames are popped from the front of the circular buffer on each audio source. Composite sources (such as scenes) can access the audio for child sources and do custom processing or mixing on that audio. Composite sources use the audio_render callback of sources to do synchronous or deferred audio processing per audio tick. Things like scenes now mix audio from their sub-sources.
2015-12-20 03:06:35 -08:00
UNUSED_PARAMETER(param);
return true;
}