some more JACK code, this should be a first working version -> not yet tested
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3 changed files with 150 additions and 21 deletions
151
linux/sound.cpp
151
linux/sound.cpp
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@ -15,7 +15,7 @@
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# if USE_JACK
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CSound::CSound ( void (*fpNewCallback) ( CVector<short>& psData, void* arg ),
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void* arg ) :
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CSoundBase ( false, fpNewCallback, arg )
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CSoundBase ( true, fpNewCallback, arg )
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{
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jack_status_t JackStatus;
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@ -29,41 +29,160 @@ CSound::CSound ( void (*fpNewCallback) ( CVector<short>& psData, void* arg ),
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// tell the JACK server to call "process()" whenever
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// there is work to be done
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jack_set_process_callback ( pJackClient, process, this );
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// TEST check sample rate, if not correct, just fire error
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if ( jack_get_sample_rate ( pJackClient ) != SND_CRD_SAMPLE_RATE )
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{
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throw CGenErr ( "Jack server sample rate is different from "
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"required one" );
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}
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// create four ports
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input_port_left = jack_port_register ( pJackClient, "input left",
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JACK_DEFAULT_AUDIO_TYPE, JackPortIsInput, 0 );
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input_port_right = jack_port_register ( pJackClient, "input right",
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JACK_DEFAULT_AUDIO_TYPE, JackPortIsInput, 0 );
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output_port_left = jack_port_register ( pJackClient, "output left",
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JACK_DEFAULT_AUDIO_TYPE, JackPortIsOutput, 0 );
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output_port_right = jack_port_register ( pJackClient, "output right",
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JACK_DEFAULT_AUDIO_TYPE, JackPortIsOutput, 0 );
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}
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void CSound::Start()
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{
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const char** ports;
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// tell the JACK server that we are ready to roll
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if ( jack_activate ( pJackClient ) )
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{
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throw CGenErr ( "Cannot activate client" );
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}
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// connect the ports, note: you cannot do this before
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// the client is activated, because we cannot allow
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// connections to be made to clients that are not
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// running
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if ( ( ports = jack_get_ports ( pJackClient, NULL, NULL,
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JackPortIsPhysical | JackPortIsOutput ) ) == NULL )
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{
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throw CGenErr ( "Cannot find any physical capture ports" );
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}
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if ( !ports[1] )
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{
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throw CGenErr ( "Cannot find enough physical capture ports" );
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}
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if ( jack_connect ( pJackClient, ports[0], jack_port_name ( input_port_left ) ) )
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{
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throw CGenErr ( "Cannot connect input ports" );
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}
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if ( jack_connect ( pJackClient, ports[1], jack_port_name ( input_port_right ) ) )
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{
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throw CGenErr ( "Cannot connect input ports" );
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}
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free ( ports );
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if ( ( ports = jack_get_ports ( pJackClient, NULL, NULL,
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JackPortIsPhysical | JackPortIsInput ) ) == NULL )
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{
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throw CGenErr ( "Cannot find any physical playback ports" );
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}
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if ( !ports[1] )
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{
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throw CGenErr ( "Cannot find enough physical playback ports" );
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}
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if ( jack_connect ( pJackClient, jack_port_name ( output_port_left ), ports[0] ) )
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{
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throw CGenErr ( "Cannot connect output ports" );
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}
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if ( jack_connect ( pJackClient, jack_port_name ( output_port_right ), ports[1] ) )
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{
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throw CGenErr ( "Cannot connect output ports" );
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}
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free ( ports );
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// call base class
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CSoundBase::Start();
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}
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void CSound::Stop()
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{
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// deactivate client
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jack_deactivate ( pJackClient );
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// call base class
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CSoundBase::Stop();
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}
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int CSound::Init ( const int iNewPrefMonoBufferSize )
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{
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// TEST
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return iNewPrefMonoBufferSize;
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iJACKBufferSizeMono = jack_get_buffer_size ( pJackClient );
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// init base clasee
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CSoundBase::Init ( iJACKBufferSizeMono );
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// set internal buffer size value and calculate stereo buffer size
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iJACKBufferSizeStero = 2 * iJACKBufferSizeMono;
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// create memory for intermediate audio buffer
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vecsTmpAudioSndCrdStereo.Init ( iJACKBufferSizeStero );
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// TEST
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return iJACKBufferSizeMono;
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}
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bool CSound::Read ( CVector<short>& psData )
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{
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}
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bool CSound::Write ( CVector<short>& psData )
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{
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}
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// JACK callbacks --------------------------------------------------------------
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int CSound::process ( jack_nframes_t nframes, void* arg )
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{
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int i;
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CSound* pSound = reinterpret_cast<CSound*> ( arg );
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// get input data
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jack_default_audio_sample_t* in_left =
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(jack_default_audio_sample_t*) jack_port_get_buffer ( pSound->input_port_left, nframes );
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jack_default_audio_sample_t* in_right =
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(jack_default_audio_sample_t*) jack_port_get_buffer ( pSound->input_port_right, nframes );
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// copy input data
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for ( i = 0; i < pSound->iJACKBufferSizeMono; i++ )
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{
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// TODO better conversion from float to short
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pSound->vecsTmpAudioSndCrdStereo[2 * i] = (short) in_left[i];
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pSound->vecsTmpAudioSndCrdStereo[2 * i + 1] = (short) in_right[i];
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}
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// call processing callback function
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pSound->Callback ( pSound->vecsTmpAudioSndCrdStereo );
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// put output data
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jack_default_audio_sample_t* out_left =
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(jack_default_audio_sample_t*) jack_port_get_buffer ( pSound->output_port_left, nframes );
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jack_default_audio_sample_t* out_right =
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(jack_default_audio_sample_t*) jack_port_get_buffer ( pSound->output_port_right, nframes );
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// copy output data
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for ( i = 0; i < pSound->iJACKBufferSizeMono; i++ )
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{
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out_left[i] = pSound->vecsTmpAudioSndCrdStereo[2 * i];
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out_right[i] = pSound->vecsTmpAudioSndCrdStereo[2 * i + 1];
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}
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return 0; // zero on success, non-zero on error
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}
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# else
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// Wave in *********************************************************************
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void CSound::InitRecording()
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@ -55,20 +55,30 @@ public:
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CSound ( void (*fpNewCallback) ( CVector<short>& psData, void* arg ), void* arg );
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virtual ~CSound() {}
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virtual int Init ( const int iNewPrefMonoBufferSize );
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virtual void Start();
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virtual void Stop();
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// not implemented yet, always return one device and default string
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int GetNumDev() { return 1; }
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std::string GetDeviceName ( const int iDiD ) { return "wave mapper"; }
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std::string SetDev ( const int iNewDev ) { return ""; } // dummy
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int GetDev() { return 0; }
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virtual int Init ( const int iNewPrefMonoBufferSize );
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virtual bool Read ( CVector<short>& psData );
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virtual bool Write ( CVector<short>& psData );
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// these variables should be protected but cannot since we want
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// to access them from the callback function
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CVector<short> vecsTmpAudioSndCrdStereo;
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int iJACKBufferSizeMono;
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int iJACKBufferSizeStero;
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jack_port_t* input_port_left;
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jack_port_t* input_port_right;
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jack_port_t* output_port_left;
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jack_port_t* output_port_right;
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protected:
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// callback
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static int process ( jack_nframes_t nframes, void* arg );
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jack_client_t* pJackClient;
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};
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# else
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@ -489,7 +489,7 @@ void CSound::bufferSwitch ( long index, ASIOBool processNow )
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}
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// call processing callback function
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pSound->Callback( vecsTmpAudioSndCrdStereo );
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pSound->Callback ( vecsTmpAudioSndCrdStereo );
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// perform the processing for input and output
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for ( int i = 0; i < 2 * NUM_IN_OUT_CHANNELS; i++ ) // stereo
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