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use std::sync::atomic::{AtomicBool, AtomicUsize, Ordering};
use std::sync::{Arc, Mutex};
use std::time::Duration;
#[cfg(feature = "crossbeam-channel")]
use crossbeam_channel::{Receiver, Sender};
#[cfg(not(feature = "crossbeam-channel"))]
use std::sync::mpsc::{Receiver, Sender};
use crate::source::SeekError;
use crate::stream::{OutputStreamHandle, PlayError};
use crate::{queue, source::Done, Sample, Source};
use cpal::FromSample;
/// Handle to a device that outputs sounds.
///
/// Dropping the `Sink` stops all sounds. You can use `detach` if you want the sounds to continue
/// playing.
pub struct Sink {
queue_tx: Arc<queue::SourcesQueueInput<f32>>,
sleep_until_end: Mutex<Option<Receiver<()>>>,
controls: Arc<Controls>,
sound_count: Arc<AtomicUsize>,
detached: bool,
}
struct SeekOrder {
pos: Duration,
feedback: Sender<Result<(), SeekError>>,
}
impl SeekOrder {
fn new(pos: Duration) -> (Self, Receiver<Result<(), SeekError>>) {
#[cfg(not(feature = "crossbeam-channel"))]
let (tx, rx) = {
use std::sync::mpsc;
mpsc::channel()
};
#[cfg(feature = "crossbeam-channel")]
let (tx, rx) = {
use crossbeam_channel::bounded;
bounded(1)
};
(Self { pos, feedback: tx }, rx)
}
fn attempt<S>(self, maybe_seekable: &mut S)
where
S: Source,
S::Item: Sample + Send,
{
let res = maybe_seekable.try_seek(self.pos);
let _ignore_receiver_dropped = self.feedback.send(res);
}
}
struct Controls {
pause: AtomicBool,
volume: Mutex<f32>,
stopped: AtomicBool,
speed: Mutex<f32>,
to_clear: Mutex<u32>,
seek: Mutex<Option<SeekOrder>>,
position: Mutex<Duration>,
}
impl Sink {
/// Builds a new `Sink`, beginning playback on a stream.
#[inline]
pub fn try_new(stream: &OutputStreamHandle) -> Result<Sink, PlayError> {
let (sink, queue_rx) = Sink::new_idle();
stream.play_raw(queue_rx)?;
Ok(sink)
}
/// Builds a new `Sink`.
#[inline]
pub fn new_idle() -> (Sink, queue::SourcesQueueOutput<f32>) {
let (queue_tx, queue_rx) = queue::queue(true);
let sink = Sink {
queue_tx,
sleep_until_end: Mutex::new(None),
controls: Arc::new(Controls {
pause: AtomicBool::new(false),
volume: Mutex::new(1.0),
stopped: AtomicBool::new(false),
speed: Mutex::new(1.0),
to_clear: Mutex::new(0),
seek: Mutex::new(None),
position: Mutex::new(Duration::ZERO),
}),
sound_count: Arc::new(AtomicUsize::new(0)),
detached: false,
};
(sink, queue_rx)
}
/// Appends a sound to the queue of sounds to play.
#[inline]
pub fn append<S>(&self, source: S)
where
S: Source + Send + 'static,
f32: FromSample<S::Item>,
S::Item: Sample + Send,
{
// Wait for queue to flush then resume stopped playback
if self.controls.stopped.load(Ordering::SeqCst) {
if self.sound_count.load(Ordering::SeqCst) > 0 {
self.sleep_until_end();
}
self.controls.stopped.store(false, Ordering::SeqCst);
}
let controls = self.controls.clone();
let start_played = AtomicBool::new(false);
let source = source
.speed(1.0)
// must be placed before pausable but after speed & delay
.track_position()
.pausable(false)
.amplify(1.0)
.skippable()
.stoppable()
// if you change the duration update the docs for try_seek!
.periodic_access(Duration::from_millis(5), move |src| {
if controls.stopped.load(Ordering::SeqCst) {
src.stop();
*controls.position.lock().unwrap() = Duration::ZERO;
}
{
let mut to_clear = controls.to_clear.lock().unwrap();
if *to_clear > 0 {
src.inner_mut().skip();
*to_clear -= 1;
*controls.position.lock().unwrap() = Duration::ZERO;
} else {
*controls.position.lock().unwrap() = src.inner().inner().inner().inner().get_pos();
}
}
let amp = src.inner_mut().inner_mut();
amp.set_factor(*controls.volume.lock().unwrap());
amp.inner_mut()
.set_paused(controls.pause.load(Ordering::SeqCst));
amp.inner_mut()
.inner_mut()
.inner_mut()
.set_factor(*controls.speed.lock().unwrap());
if let Some(seek) = controls.seek.lock().unwrap().take() {
seek.attempt(amp)
}
start_played.store(true, Ordering::SeqCst);
})
.convert_samples();
self.sound_count.fetch_add(1, Ordering::Relaxed);
let source = Done::new(source, self.sound_count.clone());
*self.sleep_until_end.lock().unwrap() = Some(self.queue_tx.append_with_signal(source));
}
/// Gets the volume of the sound.
///
/// The value `1.0` is the "normal" volume (unfiltered input). Any value other than 1.0 will
/// multiply each sample by this value.
#[inline]
pub fn volume(&self) -> f32 {
*self.controls.volume.lock().unwrap()
}
/// Changes the volume of the sound.
///
/// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0` will
/// multiply each sample by this value.
#[inline]
pub fn set_volume(&self, value: f32) {
*self.controls.volume.lock().unwrap() = value;
}
/// Changes the play speed of the sound. Does not adjust the samples, only the playback speed.
///
/// # Note:
/// 1. **Increasing the speed will increase the pitch by the same factor**
/// - If you set the speed to 0.5 this will halve the frequency of the sound
/// lowering its pitch.
/// - If you set the speed to 2 the frequency will double raising the
/// pitch of the sound.
/// 2. **Change in the speed affect the total duration inversely**
/// - If you set the speed to 0.5, the total duration will be twice as long.
/// - If you set the speed to 2 the total duration will be halve of what it
/// was.
///
/// See [`Speed`] for details
#[inline]
pub fn speed(&self) -> f32 {
*self.controls.speed.lock().unwrap()
}
/// Changes the speed of the sound.
///
/// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0` will
/// change the play speed of the sound.
///
/// #### Note:
/// 1. **Increasing the speed would also increase the pitch by the same factor**
/// - If you increased set the speed to 0.5, the frequency would be slower (0.5x the original frequency) .
/// - Also if you set the speed to 1.5 the frequency would be faster ( 1.5x the original frequency).
/// 2. **Change in the speed would affect your total duration inversely**
/// - if you set the speed by 0.5, your total duration would be (2x the original total duration) longer.
/// - Also if you set the speed to 2 the total duration would be (0.5 the original total_duration) shorter
#[inline]
pub fn set_speed(&self, value: f32) {
*self.controls.speed.lock().unwrap() = value;
}
/// Resumes playback of a paused sink.
///
/// No effect if not paused.
#[inline]
pub fn play(&self) {
self.controls.pause.store(false, Ordering::SeqCst);
}
// There is no `can_seek()` method as it is impossible to use correctly. Between
// checking if a source supports seeking and actually seeking the sink can
// switch to a new source.
/// Attempts to seek to a given position in the current source.
///
/// This blocks between 0 and ~5 milliseconds.
///
/// As long as the duration of the source is known, seek is guaranteed to saturate
/// at the end of the source. For example given a source that reports a total duration
/// of 42 seconds calling `try_seek()` with 60 seconds as argument will seek to
/// 42 seconds.
///
/// # Errors
/// This function will return [`SeekError::NotSupported`] if one of the underlying
/// sources does not support seeking.
///
/// It will return an error if an implementation ran
/// into one during the seek.
///
/// When seeking beyond the end of a source this
/// function might return an error if the duration of the source is not known.
pub fn try_seek(&self, pos: Duration) -> Result<(), SeekError> {
let (order, feedback) = SeekOrder::new(pos);
*self.controls.seek.lock().unwrap() = Some(order);
if self.sound_count.load(Ordering::Acquire) == 0 {
// No sound is playing, seek will not be performed
return Ok(());
}
match feedback.recv() {
Ok(seek_res) => {
*self.controls.position.lock().unwrap() = pos;
seek_res
}
// The feedback channel closed. Probably another SeekOrder was set
// invalidating this one and closing the feedback channel
// ... or the audio thread panicked.
Err(_) => Ok(()),
}
}
/// Pauses playback of this sink.
///
/// No effect if already paused.
///
/// A paused sink can be resumed with `play()`.
pub fn pause(&self) {
self.controls.pause.store(true, Ordering::SeqCst);
}
/// Gets if a sink is paused
///
/// Sinks can be paused and resumed using `pause()` and `play()`. This returns `true` if the
/// sink is paused.
pub fn is_paused(&self) -> bool {
self.controls.pause.load(Ordering::SeqCst)
}
/// Removes all currently loaded `Source`s from the `Sink`, and pauses it.
///
/// See `pause()` for information about pausing a `Sink`.
pub fn clear(&self) {
let len = self.sound_count.load(Ordering::SeqCst) as u32;
*self.controls.to_clear.lock().unwrap() = len;
self.sleep_until_end();
self.pause();
}
/// Skips to the next `Source` in the `Sink`
///
/// If there are more `Source`s appended to the `Sink` at the time,
/// it will play the next one. Otherwise, the `Sink` will finish as if
/// it had finished playing a `Source` all the way through.
pub fn skip_one(&self) {
let len = self.sound_count.load(Ordering::SeqCst) as u32;
let mut to_clear = self.controls.to_clear.lock().unwrap();
if len > *to_clear {
*to_clear += 1;
}
}
/// Stops the sink by emptying the queue.
#[inline]
pub fn stop(&self) {
self.controls.stopped.store(true, Ordering::SeqCst);
}
/// Destroys the sink without stopping the sounds that are still playing.
#[inline]
pub fn detach(mut self) {
self.detached = true;
}
/// Sleeps the current thread until the sound ends.
#[inline]
pub fn sleep_until_end(&self) {
if let Some(sleep_until_end) = self.sleep_until_end.lock().unwrap().take() {
let _ = sleep_until_end.recv();
}
}
/// Returns true if this sink has no more sounds to play.
#[inline]
pub fn empty(&self) -> bool {
self.len() == 0
}
/// Returns the number of sounds currently in the queue.
#[allow(clippy::len_without_is_empty)]
#[inline]
pub fn len(&self) -> usize {
self.sound_count.load(Ordering::Relaxed)
}
/// Returns the position of the sound that's being played.
///
/// This takes into account any speedup or delay applied.
///
/// Example: if you apply a speedup of *2* to an mp3 decoder source and
/// [`get_pos()`](Sink::get_pos) returns *5s* then the position in the mp3
/// recording is *10s* from its start.
#[inline]
pub fn get_pos(&self) -> Duration {
*self.controls.position.lock().unwrap()
}
}
impl Drop for Sink {
#[inline]
fn drop(&mut self) {
self.queue_tx.set_keep_alive_if_empty(false);
if !self.detached {
self.controls.stopped.store(true, Ordering::Relaxed);
}
}
}
#[cfg(test)]
mod tests {
use crate::buffer::SamplesBuffer;
use crate::{Sink, Source};
use std::sync::atomic::Ordering;
#[test]
fn test_pause_and_stop() {
let (sink, mut queue_rx) = Sink::new_idle();
// assert_eq!(queue_rx.next(), Some(0.0));
let v = vec![10i16, -10, 20, -20, 30, -30];
// Low rate to ensure immediate control.
sink.append(SamplesBuffer::new(1, 1, v.clone()));
let mut src = SamplesBuffer::new(1, 1, v).convert_samples();
assert_eq!(queue_rx.next(), src.next());
assert_eq!(queue_rx.next(), src.next());
sink.pause();
assert_eq!(queue_rx.next(), Some(0.0));
sink.play();
assert_eq!(queue_rx.next(), src.next());
assert_eq!(queue_rx.next(), src.next());
sink.stop();
assert_eq!(queue_rx.next(), Some(0.0));
assert_eq!(sink.empty(), true);
}
#[test]
fn test_stop_and_start() {
let (sink, mut queue_rx) = Sink::new_idle();
let v = vec![10i16, -10, 20, -20, 30, -30];
sink.append(SamplesBuffer::new(1, 1, v.clone()));
let mut src = SamplesBuffer::new(1, 1, v.clone()).convert_samples();
assert_eq!(queue_rx.next(), src.next());
assert_eq!(queue_rx.next(), src.next());
sink.stop();
assert!(sink.controls.stopped.load(Ordering::SeqCst));
assert_eq!(queue_rx.next(), Some(0.0));
src = SamplesBuffer::new(1, 1, v.clone()).convert_samples();
sink.append(SamplesBuffer::new(1, 1, v));
assert!(!sink.controls.stopped.load(Ordering::SeqCst));
// Flush silence
let mut queue_rx = queue_rx.skip_while(|v| *v == 0.0);
assert_eq!(queue_rx.next(), src.next());
assert_eq!(queue_rx.next(), src.next());
}
#[test]
fn test_volume() {
let (sink, mut queue_rx) = Sink::new_idle();
let v = vec![10i16, -10, 20, -20, 30, -30];
// High rate to avoid immediate control.
sink.append(SamplesBuffer::new(2, 44100, v.clone()));
let src = SamplesBuffer::new(2, 44100, v.clone()).convert_samples();
let mut src = src.amplify(0.5);
sink.set_volume(0.5);
for _ in 0..v.len() {
assert_eq!(queue_rx.next(), src.next());
}
}
}