The wrong function was being used to recurse through the filter chain in
obs_source_process_filter, obs_source_get_[width/height] would get the
post-effect dimensions rather than the pre-effect dimensions.
If the audio data had the same format/samplerate as the obs audio
subsystem, it would fail to simply destroy the resampler and set it to
NULL, and then any audio data going through would use the resampler that
was being used before that, causing audio to become garbage.
This bug only started appearing when I recently changed the libobs
internal audio subsystem format to non-interleaved floating point, which
is a common format, and thus caused this bug to actually occur more
often.
I when a source has both async audio/video capability, it would ignore
audio until the video has started. There's really no need to do this,
when the video starts it'll just fix up the timing automatically.
This should fix the case where things like the media source would not be
able to play audio-only files.
Core API functions changed:
-----------------------------
EXPORT bool obs_reset_audio(struct audio_output_info *aoi);
EXPORT bool obs_get_audio_info(struct audio_output_info *aoi);
To:
-----------------------------
EXPORT bool obs_reset_audio(const struct obs_audio_info *oai);
EXPORT bool obs_get_audio_info(struct obs_audio_info *oai);
Core structure added:
-----------------------------
struct obs_audio_info {
uint32_t samples_per_sec;
enum speaker_layout speakers;
uint64_t buffer_ms;
};
Non-interleaved (planar) floating point output is standard with audio
filtering, so to prevent audio filters from having to worry about
different audio format implementations and for the sake consistency
between user interfaces, make it so that audio is always set to
non-interleaved floating point output.
This code was originally meant to skip some checks as an optimization,
but it did not account for async video sources and would call
obs_source_default_render (which is only for synchronous video sources),
this fixes the issue by just calling obs_source_video_render.
The obs_source_get_width and obs_source_get_height functions need to
account for filters that may change their width/height such as a crop
filter or something similar.
As a side effect of this commit, because these functions need to lock
the filter mutex, these functions can no longer be used with a
const-qualified obs_source_t pointer.
This function is somewhat big and is a function called conditionally,
therefore having it be inline is somewhat of a waste if it's not always
being called.
Graphics data has to be freed inside of an active graphics context,
otherwise the resources will not be freed; in the future, we should
probably make sure that the graphics subsystem automatically
asserts/warns about this scenario.
I was iterating through the obs_source::filters array to remove filters,
but every time I removed a filter, it would remove itself from the
array, therefore it would end up skipping items in the array, therefore
leaving filters unreleased. This just removes the first filter until
all filters have been removed.
For the show/hide and activate/deactivate callbacks, schedule these
callbacks to only be called from within the video thread rather than in
a separate thread. This ensures that any potential graphics activity
that occurs within them is kept in the same thread.
obs_source_inc_showing and obs_source_dec_showing are used to indicate
that a source is showing or no longer being shown in a particular area
of the program outside from the main render view.
One could use an obs_view, but I felt like it was unnecessary because
using an obs_view just to display a single source feels somewhat
superfluous.
API changed:
--------------------------
void obs_output_set_audio_encoder(
obs_output_t *output,
obs_encoder_t *encoder);
obs_encoder_t *obs_output_get_audio_encoder(
const obs_output_t *output);
obs_encoder_t *obs_audio_encoder_create(
const char *id,
const char *name,
obs_data_t *settings);
Changed to:
--------------------------
/* 'idx' specifies the track index of the output */
void obs_output_set_audio_encoder(
obs_output_t *output,
obs_encoder_t *encoder,
size_t idx);
/* 'idx' specifies the track index of the output */
obs_encoder_t *obs_output_get_audio_encoder(
const obs_output_t *output,
size_t idx);
/* 'mixer_idx' specifies the mixer index to capture audio from */
obs_encoder_t *obs_audio_encoder_create(
const char *id,
const char *name,
obs_data_t *settings,
size_t mixer_idx);
Overview
--------------------------
This feature allows multiple audio mixers to be used at a time. This
capability was able to be added with surprisingly very little extra
overhead. Audio will not be mixed unless it's assigned to a specific
mixer, and mixers will not mix unless they have an active mix
connection.
Mostly this will be useful for being able to separate out specific audio
for recording versus streaming, but will also be useful for certain
streaming services that support multiple audio streams via RTMP.
I didn't want to use a variable amount of mixers due to the desire to
reduce heap allocations, so currently I set the limit to 4 simultaneous
mixers; this number can be increased later if needed, but honestly I
feel like it's just the right number to use.
Sources:
Sources can now specify which audio mixers their audio is mixed to; this
can be a single mixer or multiple mixers at a time. The
obs_source_set_audio_mixers function sets the audio mixer which an audio
source applies to. For example, 0xF would mean that the source applies
to all four mixers.
Audio Encoders:
Audio encoders now must specify which specific audio mixer they use when
they encode audio data.
Outputs:
Outputs that use encoders can now support multiple audio tracks at once
if they have the OBS_OUTPUT_MULTI_TRACK capability flag set. This is
mostly only useful for certain types of RTMP transmissions, though may
be useful for file formats that support multiple audio tracks as well
later on.
The temporary unoptimized code we were using before just completely
allocated a new copy of each frame every single time a new async frame
was output by the source plugin. This just creates a cache of frames as
needed for the current format/width/height to minimize the allocation
and deallocation. If new frames come in that are of a different
format/width/height, it'll just clear the cache. This is a fairly
important optimization.
all the async video related stuff usually started with async_*, and
there were two that didn't. So I just renamed them so they have the
same naming convention
If an async video source stops video for whatever reason, it would get
stuck on the last frame that was played. This was particularly awkward
when I wanted to give the user the ability to deactivate a source such
as a webcam because it would get stuck on the last frame.
I unintentionally made it use obs_source::sample_info instead of using
the actual target channel count, which is designated by the OBS output
sampler info. obs_source::sample_info is actually used to indicate the
currently set sampler information for incoming samples. So if a source
is outputting 5.1 channel 48khz audio, and OBS is running at stereo
44.1khz, then the obs_source::sample_info value would be set to
5.1/48khz, not the other way around. It indicates what the source
itself is running at, not what OBS is running at.
I suppose the variable needs a better name because even I used it
incorrectly despite actually having been the one who wrote it.
The copy_audio_data function really shouldn't be inlined because it's
being called twice. It's somewhat unnecessary, I think I left it inline
by accident.
This changes the way source volume handles transitioning between being
active and inactive states.
The previous way that transitioning handled volume was that it set the
presentation volume of the source and all of its sub-sources to 0.0 if
the source was inactive, and 1.0 if active. Transition sources would
then also set the presentation volume for sub-sources to whatever their
transitioning volume was. However, the problem with this is that the
design didn't take in to account if the source or its sub-sources were
active anywhere else, so because of that it would break if that ever
happened, and I didn't realize that when I was designing it.
So instead, this completely overhauls the design of handling
transitioning volume. Each frame, it'll go through all sources and
check whether they're active or inactive and set the base volume
accordingly. If transitions are currently active, it will actually walk
the active source tree and check whether the source is in a
transitioning state somewhere.
- If the source is a sub-source of a transition, and it's not active
outside of the transition, then the transition will control the
volume of the source.
- If the source is a sub-source of a transition, but it's also active
outside of the transition, it'll defer to whichever is louder.
This also adds a new callback to the obs_source_info structure for
transition sources, get_transition_volume, which is called to get the
transitioning volume of a sub-source.
The reason to keep a reference counter for transitions is due to an
optimization I'm planning on when calculating transition volumes. I'm
planning on walking the source tree to be able to calculate the current
base volume of a source, but *only* if there are transitions active,
because the only time that the volume can be anything other than 1.0
or 0.0 is when there are active transitions, which may change the base
volume of a source.
When the presentation volume is set for a source, it's set for all of
its children and their children. The original intention for doing this
was to be able to use it for transitioning, but honestly it's just bad
design, and I feel there are better ways to handle transitioning volume.
Changed the design from using obs_source::enum_refs to just simply
preventing infinite source recursion in general, rather than allowing it
through the enum_refs variable. obs_source_add_child has been changed
so that it now returns a boolean, and if the function fails, it means
that the child cannot be added due to that potential recursion.
Remove the calculation of volume levels and the corresponding signal
from obs_source since this is now handled in the volume meter.
Code that is interested in the volume levels can either use the
volmeter provided from obs_audio_controls or use the audio_data signal
to gain access to the raw audio data.
This adds a new signal to (audio) sources which is emitted whenever new
audio data is received from the source. This enables other code that is
interested in the raw audio data to directly access it when it becomes
available.
This replaces the old code for the audio meter that was using
calculations in two different places with the new audio meter api.
The source signal will now emit simple levels instead of dB values,
in order to avoid dB conversion and calculation in the source.
The GUI on the other hand now expects simple position values from
the volume meter api with no knowledge about dB calculus either.
That way all code that handles those conversions is in one place,
with the option to easily add new mappings that can be used
everywhere.
Because a vec3 structure can contain a __m128 variable and not the
expected three floats x, y, and z, you must use vec3_set when
setting a value for a vec3 structure to ensure that it uses the proper
intrinsics internally if necessary.
If you look at the previous commits, you'll see I had added
obs_source_draw before. For custom drawn sources in particular, each
time obs_source_draw was called, it would restart the effect and its
passes for each draw call, which was not optimal. It should really use
the effect functions for that. I'll have to add a function to simplify
effect usage.
I also realized that including the color matrix parameters in
obs_source_draw made the function kind of messy to use; instead,
separating the color matrix stuff out to
obs_source_draw_set_color_matrix feels a lot more clean.
On top of that, having the ability to set the position would be nice to
have as well, rather than having to mess with the matrix stuff each
time, so I also added that for the sake of convenience.
obs_source_draw will draw a texture sprite, optionally of a specific
size and/or at a specific position, as well as optionally inverted. The
texture used will be set to the 'image' parameter of whatever effect is
currently active.
obs_source_draw_set_color_matrix will set the color matrix value if the
drawing requires color matrices. It will set the 'color_matrix',
'color_range_min', and 'color_range_max' parameters of whatever effect
is currently active.
Overall, these feel much more clean to use than the previous iteration.
This function simplifies drawing textures for sources in order to help
reduce boilerplate code. If a source is a custom drawn source, it will
automatically set up the effect to draw the sprite. If it's not a
custom drawn source, it will simply draw the sprite as per normal. If
the source uses a specific color matrix, it will also handle that as
well.
This moves the 'flags' variable from the obs_source_frame structure to
the obs_source structure, and allows user flags to be set for a specific
source. Having it set on the obs_source_frame structure didn't make
much sense.
OBS_SOURCE_UNBUFFERED makes it so that the source does not buffer its
async video output in order to try to play it on time. In other words,
frames are played as soon as possible after being received.
Useful when you want a source to play back as quickly as possible
(webcams, certain types of capture devices)