/******************************************************************************\ * Copyright (c) 2004-2020 * * Author(s): * Volker Fischer * ****************************************************************************** * * 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, write to the Free Software Foundation, Inc., * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * \******************************************************************************/ #include "client.h" /* Implementation *************************************************************/ CClient::CClient ( const quint16 iPortNumber, const QString& strConnOnStartupAddress, const int iCtrlMIDIChannel, const bool bNoAutoJackConnect ) : vstrIPAddress ( MAX_NUM_SERVER_ADDR_ITEMS, "" ), ChannelInfo (), vecStoredFaderTags ( MAX_NUM_STORED_FADER_SETTINGS, "" ), vecStoredFaderLevels ( MAX_NUM_STORED_FADER_SETTINGS, AUD_MIX_FADER_MAX ), vecStoredFaderIsSolo ( MAX_NUM_STORED_FADER_SETTINGS, false ), iNewClientFaderLevel ( 100 ), vecWindowPosMain (), // empty array vecWindowPosSettings (), // empty array vecWindowPosChat (), // empty array vecWindowPosProfile (), // empty array vecWindowPosConnect (), // empty array bWindowWasShownSettings ( false ), bWindowWasShownChat ( false ), bWindowWasShownProfile ( false ), bWindowWasShownConnect ( false ), Channel ( false ), /* we need a client channel -> "false" */ eAudioCompressionType ( CT_OPUS ), iCeltNumCodedBytes ( OPUS_NUM_BYTES_MONO_LOW_QUALITY ), eAudioQuality ( AQ_LOW ), eAudioChannelConf ( CC_MONO ), bIsInitializationPhase ( true ), Socket ( &Channel, iPortNumber ), Sound ( AudioCallback, this, iCtrlMIDIChannel, bNoAutoJackConnect ), iAudioInFader ( AUD_FADER_IN_MIDDLE ), bReverbOnLeftChan ( false ), iReverbLevel ( 0 ), iSndCrdPrefFrameSizeFactor ( FRAME_SIZE_FACTOR_PREFERRED ), iSndCrdFrameSizeFactor ( FRAME_SIZE_FACTOR_PREFERRED ), bSndCrdConversionBufferRequired ( false ), iSndCardMonoBlockSizeSamConvBuff ( 0 ), bFraSiFactPrefSupported ( false ), bFraSiFactDefSupported ( false ), bFraSiFactSafeSupported ( false ), eGUIDesign ( GD_ORIGINAL ), bJitterBufferOK ( true ), strCentralServerAddress ( "" ), bUseDefaultCentralServerAddress ( true ), iServerSockBufNumFrames ( DEF_NET_BUF_SIZE_NUM_BL ) { int iOpusError; // init audio encoder/decoder (mono) OpusMode = opus_custom_mode_create ( SYSTEM_SAMPLE_RATE_HZ, SYSTEM_FRAME_SIZE_SAMPLES, &iOpusError ); OpusEncoderMono = opus_custom_encoder_create ( OpusMode, 1, &iOpusError ); OpusDecoderMono = opus_custom_decoder_create ( OpusMode, 1, &iOpusError ); // we require a constant bit rate opus_custom_encoder_ctl ( OpusEncoderMono, OPUS_SET_VBR ( 0 ) ); // we want as low delay as possible opus_custom_encoder_ctl ( OpusEncoderMono, OPUS_SET_APPLICATION ( OPUS_APPLICATION_RESTRICTED_LOWDELAY ) ); #ifdef USE_LOW_COMPLEXITY_CELT_ENC // set encoder low complexity opus_custom_encoder_ctl ( OpusEncoderMono, OPUS_SET_COMPLEXITY ( 1 ) ); #endif // init audio encoder/decoder (stereo) OpusEncoderStereo = opus_custom_encoder_create ( OpusMode, 2, &iOpusError ); OpusDecoderStereo = opus_custom_decoder_create ( OpusMode, 2, &iOpusError ); // we require a constant bit rate opus_custom_encoder_ctl ( OpusEncoderStereo, OPUS_SET_VBR ( 0 ) ); // we want as low delay as possible opus_custom_encoder_ctl ( OpusEncoderStereo, OPUS_SET_APPLICATION ( OPUS_APPLICATION_RESTRICTED_LOWDELAY ) ); #ifdef USE_LOW_COMPLEXITY_CELT_ENC // set encoder low complexity opus_custom_encoder_ctl ( OpusEncoderStereo, OPUS_SET_COMPLEXITY ( 1 ) ); #endif // Connections ------------------------------------------------------------- // connections for the protocol mechanism QObject::connect ( &Channel, SIGNAL ( MessReadyForSending ( CVector ) ), this, SLOT ( OnSendProtMessage ( CVector ) ) ); QObject::connect ( &Channel, SIGNAL ( DetectedCLMessage ( CVector, int, CHostAddress ) ), this, SLOT ( OnDetectedCLMessage ( CVector, int, CHostAddress ) ) ); QObject::connect ( &Channel, SIGNAL ( ReqJittBufSize() ), this, SLOT ( OnReqJittBufSize() ) ); QObject::connect ( &Channel, SIGNAL ( JittBufSizeChanged ( int ) ), this, SLOT ( OnJittBufSizeChanged ( int ) ) ); QObject::connect ( &Channel, SIGNAL ( ReqChanInfo() ), this, SLOT ( OnReqChanInfo() ) ); QObject::connect ( &Channel, SIGNAL ( ConClientListMesReceived ( CVector ) ), SIGNAL ( ConClientListMesReceived ( CVector ) ) ); QObject::connect ( &Channel, SIGNAL ( Disconnected() ), SIGNAL ( Disconnected() ) ); QObject::connect ( &Channel, SIGNAL ( NewConnection() ), this, SLOT ( OnNewConnection() ) ); QObject::connect ( &Channel, SIGNAL ( ChatTextReceived ( QString ) ), SIGNAL ( ChatTextReceived ( QString ) ) ); QObject::connect( &Channel, SIGNAL ( LicenceRequired ( ELicenceType ) ), SIGNAL ( LicenceRequired ( ELicenceType ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLMessReadyForSending ( CHostAddress, CVector ) ), this, SLOT ( OnSendCLProtMessage ( CHostAddress, CVector ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLServerListReceived ( CHostAddress, CVector ) ), SIGNAL ( CLServerListReceived ( CHostAddress, CVector ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLConnClientsListMesReceived ( CHostAddress, CVector ) ), SIGNAL ( CLConnClientsListMesReceived ( CHostAddress, CVector ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLPingReceived ( CHostAddress, int ) ), this, SLOT ( OnCLPingReceived ( CHostAddress, int ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLPingWithNumClientsReceived ( CHostAddress, int, int ) ), this, SLOT ( OnCLPingWithNumClientsReceived ( CHostAddress, int, int ) ) ); QObject::connect ( &ConnLessProtocol, SIGNAL ( CLDisconnection ( CHostAddress ) ), this, SLOT ( OnCLDisconnection ( CHostAddress ) ) ); #ifdef ENABLE_CLIENT_VERSION_AND_OS_DEBUGGING QObject::connect ( &ConnLessProtocol, SIGNAL ( CLVersionAndOSReceived ( CHostAddress, COSUtil::EOpSystemType, QString ) ), SIGNAL ( CLVersionAndOSReceived ( CHostAddress, COSUtil::EOpSystemType, QString ) ) ); #endif // other QObject::connect ( &Sound, SIGNAL ( ReinitRequest ( int ) ), this, SLOT ( OnSndCrdReinitRequest ( int ) ) ); QObject::connect ( &Sound, SIGNAL ( ControllerInFaderLevel ( int, int ) ), SIGNAL ( ControllerInFaderLevel ( int, int ) ) ); QObject::connect ( &Socket, SIGNAL ( InvalidPacketReceived ( CHostAddress ) ), this, SLOT ( OnInvalidPacketReceived ( CHostAddress ) ) ); // start the socket (it is important to start the socket after all // initializations and connections) Socket.Start(); // do an immediate start if a server address is given if ( !strConnOnStartupAddress.isEmpty() ) { SetServerAddr ( strConnOnStartupAddress ); Start(); } } void CClient::OnSendProtMessage ( CVector vecMessage ) { // the protocol queries me to call the function to send the message // send it through the network Socket.SendPacket ( vecMessage, Channel.GetAddress() ); } void CClient::OnSendCLProtMessage ( CHostAddress InetAddr, CVector vecMessage ) { // the protocol queries me to call the function to send the message // send it through the network Socket.SendPacket ( vecMessage, InetAddr ); } void CClient::OnInvalidPacketReceived ( CHostAddress RecHostAddr ) { // message coult not be parsed, check if the packet comes // from the server we just connected -> if yes, send // disconnect message since the server may not know that we // are not connected anymore if ( Channel.GetAddress() == RecHostAddr ) { ConnLessProtocol.CreateCLDisconnection ( RecHostAddr ); } } void CClient::OnDetectedCLMessage ( CVector vecbyMesBodyData, int iRecID, CHostAddress RecHostAddr ) { // connection less messages are always processed ConnLessProtocol.ParseConnectionLessMessageBody ( vecbyMesBodyData, iRecID, RecHostAddr ); } void CClient::OnJittBufSizeChanged ( int iNewJitBufSize ) { // we received a jitter buffer size changed message from the server, // only apply this value if auto jitter buffer size is enabled if ( GetDoAutoSockBufSize() ) { // Note: Do not use the "SetServerSockBufNumFrames" function for setting // the new server jitter buffer size since then a message would be sent // to the server which is incorrect. iServerSockBufNumFrames = iNewJitBufSize; } } void CClient::OnNewConnection() { // a new connection was successfully initiated, send infos and request // connected clients list Channel.SetRemoteInfo ( ChannelInfo ); // We have to send a connected clients list request since it can happen // that we just had connected to the server and then disconnected but // the server still thinks that we are connected (the server is still // waiting for the channel time-out). If we now connect again, we would // not get the list because the server does not know about a new connection. // Same problem is with the jitter buffer message. Channel.CreateReqConnClientsList(); CreateServerJitterBufferMessage(); } void CClient::CreateServerJitterBufferMessage() { // per definition in the client: if auto jitter buffer is enabled, both, // the client and server shall use an auto jitter buffer if ( GetDoAutoSockBufSize() ) { // in case auto jitter buffer size is enabled, we have to transmit a // special value Channel.CreateJitBufMes ( AUTO_NET_BUF_SIZE_FOR_PROTOCOL ); } else { Channel.CreateJitBufMes ( GetServerSockBufNumFrames() ); } } void CClient::OnCLPingReceived ( CHostAddress InetAddr, int iMs ) { // make sure we are running and the server address is correct if ( IsRunning() && ( InetAddr == Channel.GetAddress() ) ) { // take care of wrap arounds (if wrapping, do not use result) const int iCurDiff = EvaluatePingMessage ( iMs ); if ( iCurDiff >= 0 ) { emit PingTimeReceived ( iCurDiff ); } } } void CClient::OnCLPingWithNumClientsReceived ( CHostAddress InetAddr, int iMs, int iNumClients ) { // take care of wrap arounds (if wrapping, do not use result) const int iCurDiff = EvaluatePingMessage ( iMs ); if ( iCurDiff >= 0 ) { emit CLPingTimeWithNumClientsReceived ( InetAddr, iCurDiff, iNumClients ); } } int CClient::PreparePingMessage() { // transmit the current precise time (in ms) return PreciseTime.elapsed(); } int CClient::EvaluatePingMessage ( const int iMs ) { // calculate difference between received time in ms and current time in ms return PreciseTime.elapsed() - iMs; } void CClient::SetDoAutoSockBufSize ( const bool bValue ) { // first, set new value in the channel object Channel.SetDoAutoSockBufSize ( bValue ); // inform the server about the change CreateServerJitterBufferMessage(); } bool CClient::SetServerAddr ( QString strNAddr ) { CHostAddress HostAddress; if ( NetworkUtil().ParseNetworkAddress ( strNAddr, HostAddress ) ) { // apply address to the channel Channel.SetAddress ( HostAddress ); return true; } else { return false; // invalid address } } bool CClient::GetAndResetbJitterBufferOKFlag() { // get the socket buffer put status flag and reset it const bool bSocketJitBufOKFlag = Socket.GetAndResetbJitterBufferOKFlag(); if ( !bJitterBufferOK ) { // our jitter buffer get status is not OK so the overall status of the // jitter buffer is also not OK (we do not have to consider the status // of the socket buffer put status flag) // reset flag before returning the function bJitterBufferOK = true; return false; } // the jitter buffer get (our own status flag) is OK, the final status // now depends on the jitter buffer put status flag from the socket // since per definition the jitter buffer status is OK if both the // put and get status are OK return bSocketJitBufOKFlag; } void CClient::SetSndCrdPrefFrameSizeFactor ( const int iNewFactor ) { // first check new input parameter if ( ( iNewFactor == FRAME_SIZE_FACTOR_PREFERRED ) || ( iNewFactor == FRAME_SIZE_FACTOR_DEFAULT ) || ( iNewFactor == FRAME_SIZE_FACTOR_SAFE ) ) { // init with new parameter, if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } // set new parameter iSndCrdPrefFrameSizeFactor = iNewFactor; // init with new block size index parameter Init(); if ( bWasRunning ) { // restart client Sound.Start(); } } } void CClient::SetAudioQuality ( const EAudioQuality eNAudioQuality ) { // init with new parameter, if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } // set new parameter eAudioQuality = eNAudioQuality; Init(); if ( bWasRunning ) { Sound.Start(); } } void CClient::SetAudioChannels ( const EAudChanConf eNAudChanConf ) { // init with new parameter, if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } // set new parameter eAudioChannelConf = eNAudChanConf; Init(); if ( bWasRunning ) { Sound.Start(); } } QString CClient::SetSndCrdDev ( const int iNewDev ) { // if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } const QString strReturn = Sound.SetDev ( iNewDev ); // init again because the sound card actual buffer size might // be changed on new device Init(); if ( bWasRunning ) { // restart client Sound.Start(); } return strReturn; } void CClient::SetSndCrdLeftInputChannel ( const int iNewChan ) { // if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } Sound.SetLeftInputChannel ( iNewChan ); Init(); if ( bWasRunning ) { // restart client Sound.Start(); } } void CClient::SetSndCrdRightInputChannel ( const int iNewChan ) { // if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } Sound.SetRightInputChannel ( iNewChan ); Init(); if ( bWasRunning ) { // restart client Sound.Start(); } } void CClient::SetSndCrdLeftOutputChannel ( const int iNewChan ) { // if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } Sound.SetLeftOutputChannel ( iNewChan ); Init(); if ( bWasRunning ) { // restart client Sound.Start(); } } void CClient::SetSndCrdRightOutputChannel ( const int iNewChan ) { // if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } Sound.SetRightOutputChannel ( iNewChan ); Init(); if ( bWasRunning ) { // restart client Sound.Start(); } } void CClient::OnSndCrdReinitRequest ( int iSndCrdResetType ) { // in older QT versions, enums cannot easily be used in signals without // registering them -> workaroud: we use the int type and cast to the enum const ESndCrdResetType eSndCrdResetType = static_cast ( iSndCrdResetType ); // if client was running then first // stop it and restart again after new initialization const bool bWasRunning = Sound.IsRunning(); if ( bWasRunning ) { Sound.Stop(); } // perform reinit request as indicated by the request type parameter if ( eSndCrdResetType != RS_ONLY_RESTART ) { if ( eSndCrdResetType != RS_ONLY_RESTART_AND_INIT ) { // reinit the driver if requested // (we use the currently selected driver) Sound.SetDev ( Sound.GetDev() ); } // init client object (must always be performed if the driver // was changed) Init(); } if ( bWasRunning ) { // restart client Sound.Start(); } } void CClient::Start() { // always use the OPUS codec eAudioCompressionType = CT_OPUS; // init object Init(); // enable channel Channel.SetEnable ( true ); // start audio interface Sound.Start(); } void CClient::Stop() { // stop audio interface Sound.Stop(); // disable channel Channel.SetEnable ( false ); // wait for approx. 100 ms to make sure no audio packet is still in the // network queue causing the channel to be reconnected right after having // received the disconnect message (seems not to gain much, disconnect is // still not working reliably) QTime DieTime = QTime::currentTime().addMSecs ( 100 ); while ( QTime::currentTime() < DieTime ) { // exclude user input events because if we use AllEvents, it happens // that if the user initiates a connection and disconnection quickly // (e.g. quickly pressing enter five times), the software can get into // an unknown state QCoreApplication::processEvents ( QEventLoop::ExcludeUserInputEvents, 100 ); } // Send disconnect message to server (Since we disable our protocol // receive mechanism with the next command, we do not evaluate any // respond from the server, therefore we just hope that the message // gets its way to the server, if not, the old behaviour time-out // disconnects the connection anyway). ConnLessProtocol.CreateCLDisconnection ( Channel.GetAddress() ); // reset current signal level and LEDs bJitterBufferOK = true; SignalLevelMeter.Reset(); } void CClient::Init() { // check if possible frame size factors are supported const int iFraSizePreffered = FRAME_SIZE_FACTOR_PREFERRED * SYSTEM_FRAME_SIZE_SAMPLES; bFraSiFactPrefSupported = ( Sound.Init ( iFraSizePreffered ) == iFraSizePreffered ); const int iFraSizeDefault = FRAME_SIZE_FACTOR_DEFAULT * SYSTEM_FRAME_SIZE_SAMPLES; bFraSiFactDefSupported = ( Sound.Init ( iFraSizeDefault ) == iFraSizeDefault ); const int iFraSizeSafe = FRAME_SIZE_FACTOR_SAFE * SYSTEM_FRAME_SIZE_SAMPLES; bFraSiFactSafeSupported = ( Sound.Init ( iFraSizeSafe ) == iFraSizeSafe ); // translate block size index in actual block size const int iPrefMonoFrameSize = iSndCrdPrefFrameSizeFactor * SYSTEM_FRAME_SIZE_SAMPLES; // get actual sound card buffer size using preferred size iMonoBlockSizeSam = Sound.Init ( iPrefMonoFrameSize ); // Calculate the current sound card frame size factor. In case // the current mono block size is not a multiple of the system // frame size, we have to use a sound card conversion buffer. if ( ( iMonoBlockSizeSam == ( SYSTEM_FRAME_SIZE_SAMPLES * FRAME_SIZE_FACTOR_PREFERRED ) ) || ( iMonoBlockSizeSam == ( SYSTEM_FRAME_SIZE_SAMPLES * FRAME_SIZE_FACTOR_DEFAULT ) ) || ( iMonoBlockSizeSam == ( SYSTEM_FRAME_SIZE_SAMPLES * FRAME_SIZE_FACTOR_SAFE ) ) ) { // regular case: one of our predefined buffer sizes is available iSndCrdFrameSizeFactor = iMonoBlockSizeSam / SYSTEM_FRAME_SIZE_SAMPLES; // no sound card conversion buffer required bSndCrdConversionBufferRequired = false; } else { // An unsupported sound card buffer size is currently used -> we have // to use a conversion buffer. Per definition we use the smallest buffer // size as the current frame size // store actual sound card buffer size (stereo) iSndCardMonoBlockSizeSamConvBuff = iMonoBlockSizeSam; const int iSndCardStereoBlockSizeSamConvBuff = 2 * iMonoBlockSizeSam; // overwrite block size by smallest supported buffer size iSndCrdFrameSizeFactor = FRAME_SIZE_FACTOR_PREFERRED; iMonoBlockSizeSam = SYSTEM_FRAME_SIZE_SAMPLES * FRAME_SIZE_FACTOR_PREFERRED; iStereoBlockSizeSam = 2 * iMonoBlockSizeSam; // inits for conversion buffer (the size of the conversion buffer must // be the sum of input/output sizes which is the worst case fill level) const int iConBufSize = iStereoBlockSizeSam + iSndCardStereoBlockSizeSamConvBuff; SndCrdConversionBufferIn.Init ( iConBufSize ); SndCrdConversionBufferOut.Init ( iConBufSize ); vecDataConvBuf.Init ( iStereoBlockSizeSam ); // the output conversion buffer must be filled with the inner // block size for initialization (this is the latency which is // introduced by the conversion buffer) to avoid buffer underruns const CVector vZeros ( iStereoBlockSizeSam, 0 ); SndCrdConversionBufferOut.Put ( vZeros, vZeros.Size() ); bSndCrdConversionBufferRequired = true; } // calculate stereo (two channels) buffer size iStereoBlockSizeSam = 2 * iMonoBlockSizeSam; vecsAudioSndCrdMono.Init ( iMonoBlockSizeSam ); // init reverberation AudioReverbL.Init ( SYSTEM_SAMPLE_RATE_HZ ); AudioReverbR.Init ( SYSTEM_SAMPLE_RATE_HZ ); // inits for audio coding if ( eAudioChannelConf == CC_MONO ) { switch ( eAudioQuality ) { case AQ_LOW: iCeltNumCodedBytes = OPUS_NUM_BYTES_MONO_LOW_QUALITY; break; case AQ_NORMAL: iCeltNumCodedBytes = OPUS_NUM_BYTES_MONO_NORMAL_QUALITY; break; case AQ_HIGH: iCeltNumCodedBytes = OPUS_NUM_BYTES_MONO_HIGH_QUALITY; break; } } else { switch ( eAudioQuality ) { case AQ_LOW: iCeltNumCodedBytes = OPUS_NUM_BYTES_STEREO_LOW_QUALITY; break; case AQ_NORMAL: iCeltNumCodedBytes = OPUS_NUM_BYTES_STEREO_NORMAL_QUALITY; break; case AQ_HIGH: iCeltNumCodedBytes = OPUS_NUM_BYTES_STEREO_HIGH_QUALITY; break; } } vecCeltData.Init ( iCeltNumCodedBytes ); if ( eAudioChannelConf == CC_MONO ) { opus_custom_encoder_ctl ( OpusEncoderMono, OPUS_SET_BITRATE ( CalcBitRateBitsPerSecFromCodedBytes ( iCeltNumCodedBytes ) ) ); } else { opus_custom_encoder_ctl ( OpusEncoderStereo, OPUS_SET_BITRATE ( CalcBitRateBitsPerSecFromCodedBytes ( iCeltNumCodedBytes ) ) ); } // inits for network and channel vecbyNetwData.Init ( iCeltNumCodedBytes ); if ( eAudioChannelConf == CC_MONO ) { // set the channel network properties Channel.SetAudioStreamProperties ( eAudioCompressionType, iCeltNumCodedBytes, iSndCrdFrameSizeFactor, 1 ); } else { // set the channel network properties Channel.SetAudioStreamProperties ( eAudioCompressionType, iCeltNumCodedBytes, iSndCrdFrameSizeFactor, 2 ); } // reset initialization phase flag bIsInitializationPhase = true; } void CClient::AudioCallback ( CVector& psData, void* arg ) { // get the pointer to the object CClient* pMyClientObj = static_cast ( arg ); // process audio data pMyClientObj->ProcessSndCrdAudioData ( psData ); } void CClient::ProcessSndCrdAudioData ( CVector& vecsStereoSndCrd ) { /* // TEST do a soundcard jitter measurement static CTimingMeas JitterMeas ( 1000, "test2.dat" ); JitterMeas.Measure(); */ // check if a conversion buffer is required or not if ( bSndCrdConversionBufferRequired ) { // add new sound card block in conversion buffer SndCrdConversionBufferIn.Put ( vecsStereoSndCrd, vecsStereoSndCrd.Size() ); // process all available blocks of data while ( SndCrdConversionBufferIn.GetAvailData() >= iStereoBlockSizeSam ) { // get one block of data for processing SndCrdConversionBufferIn.Get ( vecDataConvBuf, iStereoBlockSizeSam ); // process audio data ProcessAudioDataIntern ( vecDataConvBuf ); SndCrdConversionBufferOut.Put ( vecDataConvBuf, iStereoBlockSizeSam ); } // get processed sound card block out of the conversion buffer SndCrdConversionBufferOut.Get ( vecsStereoSndCrd, vecsStereoSndCrd.Size() ); } else { // regular case: no conversion buffer required // process audio data ProcessAudioDataIntern ( vecsStereoSndCrd ); } } void CClient::ProcessAudioDataIntern ( CVector& vecsStereoSndCrd ) { int i, j; // Transmit signal --------------------------------------------------------- // update stereo signal level meter SignalLevelMeter.Update ( vecsStereoSndCrd ); // add reverberation effect if activated if ( iReverbLevel != 0 ) { // calculate attenuation amplification factor const double dRevLev = static_cast ( iReverbLevel ) / AUD_REVERB_MAX / 2; if ( eAudioChannelConf == CC_STEREO ) { // for stereo always apply reverberation effect on both channels for ( i = 0; i < iStereoBlockSizeSam; i += 2 ) { // both channels (stereo) AudioReverbL.ProcessSample ( vecsStereoSndCrd[i], vecsStereoSndCrd[i + 1], dRevLev ); } } else { // mono and mono-in/stereo out mode if ( bReverbOnLeftChan ) { for ( i = 0; i < iStereoBlockSizeSam; i += 2 ) { // left channel int16_t sRightDummy = 0; // has to be 0 for mono reverb AudioReverbL.ProcessSample ( vecsStereoSndCrd[i], sRightDummy, dRevLev ); } } else { for ( i = 1; i < iStereoBlockSizeSam; i += 2 ) { // right channel int16_t sRightDummy = 0; // has to be 0 for mono reverb AudioReverbR.ProcessSample ( vecsStereoSndCrd[i], sRightDummy, dRevLev ); } } } } // mix both signals depending on the fading setting, convert // from double to short if ( iAudioInFader == AUD_FADER_IN_MIDDLE ) { // no action require if fader is in the middle and stereo is used if ( eAudioChannelConf != CC_STEREO ) { // mix channels together (store result in first half of the vector) for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { // for the sum make sure we have more bits available (cast to // int32), after the normalization by 2, the result will fit // into the old size so that cast to int16 is safe vecsStereoSndCrd[i] = static_cast ( ( static_cast ( vecsStereoSndCrd[j] ) + vecsStereoSndCrd[j + 1] ) / 2 ); } } } else { if ( eAudioChannelConf == CC_STEREO ) { // stereo const double dAttFactStereo = static_cast ( AUD_FADER_IN_MIDDLE - abs ( AUD_FADER_IN_MIDDLE - iAudioInFader ) ) / AUD_FADER_IN_MIDDLE; if ( iAudioInFader > AUD_FADER_IN_MIDDLE ) { for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { // attenuation on right channel vecsStereoSndCrd[j + 1] = Double2Short ( dAttFactStereo * vecsStereoSndCrd[j + 1] ); } } else { for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { // attenuation on left channel vecsStereoSndCrd[j] = Double2Short ( dAttFactStereo * vecsStereoSndCrd[j] ); } } } else { // mono and mono-in/stereo out mode // make sure that in the middle position the two channels are // amplified by 1/2, if the pan is set to one channel, this // channel should have an amplification of 1 const double dAttFactMono = static_cast ( AUD_FADER_IN_MIDDLE - abs ( AUD_FADER_IN_MIDDLE - iAudioInFader ) ) / AUD_FADER_IN_MIDDLE / 2; const double dAmplFactMono = 0.5 + static_cast ( abs ( AUD_FADER_IN_MIDDLE - iAudioInFader ) ) / AUD_FADER_IN_MIDDLE / 2; if ( iAudioInFader > AUD_FADER_IN_MIDDLE ) { for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { // attenuation on right channel (store result in first half // of the vector) vecsStereoSndCrd[i] = Double2Short ( dAmplFactMono * vecsStereoSndCrd[j] + dAttFactMono * vecsStereoSndCrd[j + 1] ); } } else { for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { // attenuation on left channel (store result in first half // of the vector) vecsStereoSndCrd[i] = Double2Short ( dAmplFactMono * vecsStereoSndCrd[j + 1] + dAttFactMono * vecsStereoSndCrd[j] ); } } } } // Support for mono-in/stereo-out mode: Per definition this mode works in // full stereo mode at the transmission level. The only thing which is done // is to mix both sound card inputs together and then put this signal on // both stereo channels to be transmitted to the server. if ( eAudioChannelConf == CC_MONO_IN_STEREO_OUT ) { // copy mono data in stereo sound card buffer (note that since the input // and output is the same buffer, we have to start from the end not to // overwrite input values) for ( i = iMonoBlockSizeSam - 1, j = iStereoBlockSizeSam - 2; i >= 0; i--, j -= 2 ) { vecsStereoSndCrd[j] = vecsStereoSndCrd[j + 1] = vecsStereoSndCrd[i]; } } for ( i = 0; i < iSndCrdFrameSizeFactor; i++ ) { if ( eAudioChannelConf == CC_MONO ) { // encode current audio frame if ( eAudioCompressionType == CT_OPUS ) { opus_custom_encode ( OpusEncoderMono, &vecsStereoSndCrd[i * SYSTEM_FRAME_SIZE_SAMPLES], SYSTEM_FRAME_SIZE_SAMPLES, &vecCeltData[0], iCeltNumCodedBytes ); } } else { // encode current audio frame if ( eAudioCompressionType == CT_OPUS ) { opus_custom_encode ( OpusEncoderStereo, &vecsStereoSndCrd[i * 2 * SYSTEM_FRAME_SIZE_SAMPLES], SYSTEM_FRAME_SIZE_SAMPLES, &vecCeltData[0], iCeltNumCodedBytes ); } } // send coded audio through the network Channel.PrepAndSendPacket ( &Socket, vecCeltData, iCeltNumCodedBytes ); } // Receive signal ---------------------------------------------------------- for ( i = 0; i < iSndCrdFrameSizeFactor; i++ ) { // receive a new block const bool bReceiveDataOk = ( Channel.GetData ( vecbyNetwData, iCeltNumCodedBytes ) == GS_BUFFER_OK ); // invalidate the buffer OK status flag if necessary if ( !bReceiveDataOk ) { bJitterBufferOK = false; } // CELT decoding if ( bReceiveDataOk ) { // on any valid received packet, we clear the initialization phase // flag bIsInitializationPhase = false; if ( eAudioChannelConf == CC_MONO ) { if ( eAudioCompressionType == CT_OPUS ) { opus_custom_decode ( OpusDecoderMono, &vecbyNetwData[0], iCeltNumCodedBytes, &vecsAudioSndCrdMono[i * SYSTEM_FRAME_SIZE_SAMPLES], SYSTEM_FRAME_SIZE_SAMPLES ); } } else { if ( eAudioCompressionType == CT_OPUS ) { opus_custom_decode ( OpusDecoderStereo, &vecbyNetwData[0], iCeltNumCodedBytes, &vecsStereoSndCrd[i * 2 * SYSTEM_FRAME_SIZE_SAMPLES], SYSTEM_FRAME_SIZE_SAMPLES ); } } } else { // lost packet if ( eAudioChannelConf == CC_MONO ) { if ( eAudioCompressionType == CT_OPUS ) { opus_custom_decode ( OpusDecoderMono, nullptr, iCeltNumCodedBytes, &vecsAudioSndCrdMono[i * SYSTEM_FRAME_SIZE_SAMPLES], SYSTEM_FRAME_SIZE_SAMPLES ); } } else { if ( eAudioCompressionType == CT_OPUS ) { opus_custom_decode ( OpusDecoderStereo, nullptr, iCeltNumCodedBytes, &vecsStereoSndCrd[i * 2 * SYSTEM_FRAME_SIZE_SAMPLES], SYSTEM_FRAME_SIZE_SAMPLES ); } } } } /* // TEST // fid=fopen('v.dat','r');x=fread(fid,'int16');fclose(fid); static FILE* pFileDelay = fopen("c:\\temp\\test2.dat", "wb"); short sData[2]; for (i = 0; i < iMonoBlockSizeSam; i++) { sData[0] = (short) vecsAudioSndCrdMono[i]; fwrite(&sData, size_t(2), size_t(1), pFileDelay); } fflush(pFileDelay); */ // check if channel is connected and if we do not have the initialization // phase if ( Channel.IsConnected() && ( !bIsInitializationPhase ) ) { if ( eAudioChannelConf == CC_MONO ) { // copy mono data in stereo sound card buffer for ( i = 0, j = 0; i < iMonoBlockSizeSam; i++, j += 2 ) { vecsStereoSndCrd[j] = vecsStereoSndCrd[j + 1] = vecsAudioSndCrdMono[i]; } } } else { // if not connected, clear data vecsStereoSndCrd.Reset ( 0 ); } // update socket buffer size Channel.UpdateSocketBufferSize(); } int CClient::EstimatedOverallDelay ( const int iPingTimeMs ) { // If the jitter buffers are set effectively, i.e. they are exactly the // size of the network jitter, then the delay of the buffer is the buffer // length. Since that is usually not the case but the buffers are usually // a bit larger than necessary, we introduce some factor for compensation. // Consider the jitter buffer on the client and on the server side, too. const double dTotalJitterBufferDelayMs = SYSTEM_BLOCK_DURATION_MS_FLOAT * static_cast ( GetSockBufNumFrames() + GetServerSockBufNumFrames() ) * 0.7; // consider delay introduced by the sound card conversion buffer by using // "GetSndCrdConvBufAdditionalDelayMonoBlSize()" double dTotalSoundCardDelayMs = GetSndCrdConvBufAdditionalDelayMonoBlSize() * 1000 / SYSTEM_SAMPLE_RATE_HZ; // try to get the actual input/output sound card delay from the audio // interface, per definition it is not available if a 0 is returned const double dSoundCardInputOutputLatencyMs = Sound.GetInOutLatencyMs(); if ( dSoundCardInputOutputLatencyMs == 0.0 ) { // use an alternative aproach for estimating the sound card delay: // // we assume that we have two period sizes for the input and one for the // output, therefore we have "3 *" instead of "2 *" (for input and output) // the actual sound card buffer size // "GetSndCrdConvBufAdditionalDelayMonoBlSize" dTotalSoundCardDelayMs += ( 3 * GetSndCrdActualMonoBlSize() ) * 1000 / SYSTEM_SAMPLE_RATE_HZ; } else { // add the actual sound card latency in ms dTotalSoundCardDelayMs += dSoundCardInputOutputLatencyMs; } // network packets are of the same size as the audio packets per definition // if no sound card conversion buffer is used const double dDelayToFillNetworkPacketsMs = GetSystemMonoBlSize() * 1000 / SYSTEM_SAMPLE_RATE_HZ; // CELT additional delay at small frame sizes is half a frame size const double dAdditionalAudioCodecDelayMs = SYSTEM_BLOCK_DURATION_MS_FLOAT / 2; const double dTotalBufferDelayMs = dDelayToFillNetworkPacketsMs + dTotalJitterBufferDelayMs + dTotalSoundCardDelayMs + dAdditionalAudioCodecDelayMs; return MathUtils::round ( dTotalBufferDelayMs + iPingTimeMs ); }