//////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include const sf::Uint8 serverAudioData = 1; const sf::Uint8 serverEndOfStream = 2; //////////////////////////////////////////////////////////// /// Customized sound stream for acquiring audio data /// from the network //////////////////////////////////////////////////////////// class NetworkAudioStream : public sf::SoundStream { public: //////////////////////////////////////////////////////////// /// Default constructor /// //////////////////////////////////////////////////////////// NetworkAudioStream() : m_offset (0), m_hasFinished(false) { // Set the sound parameters initialize(1, 44100); } //////////////////////////////////////////////////////////// /// Run the server, stream audio data from the client /// //////////////////////////////////////////////////////////// void start(unsigned short port) { if (!m_hasFinished) { // Listen to the given port for incoming connections if (m_listener.listen(port) != sf::Socket::Done) return; std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl; // Wait for a connection if (m_listener.accept(m_client) != sf::Socket::Done) return; std::cout << "Client connected: " << m_client.getRemoteAddress() << std::endl; // Start playback play(); // Start receiving audio data receiveLoop(); } else { // Start playback play(); } } private: //////////////////////////////////////////////////////////// /// /see SoundStream::OnGetData /// //////////////////////////////////////////////////////////// virtual bool onGetData(sf::SoundStream::Chunk& data) { // We have reached the end of the buffer and all audio data have been played: we can stop playback if ((m_offset >= m_samples.size()) && m_hasFinished) return false; // No new data has arrived since last update: wait until we get some while ((m_offset >= m_samples.size()) && !m_hasFinished) sf::sleep(sf::milliseconds(10)); // Copy samples into a local buffer to avoid synchronization problems // (don't forget that we run in two separate threads) { sf::Lock lock(m_mutex); m_tempBuffer.assign(m_samples.begin() + static_cast::difference_type>(m_offset), m_samples.end()); } // Fill audio data to pass to the stream data.samples = &m_tempBuffer[0]; data.sampleCount = m_tempBuffer.size(); // Update the playing offset m_offset += m_tempBuffer.size(); return true; } //////////////////////////////////////////////////////////// /// /see SoundStream::OnSeek /// //////////////////////////////////////////////////////////// virtual void onSeek(sf::Time timeOffset) { m_offset = static_cast(timeOffset.asMilliseconds()) * getSampleRate() * getChannelCount() / 1000; } //////////////////////////////////////////////////////////// /// Get audio data from the client until playback is stopped /// //////////////////////////////////////////////////////////// void receiveLoop() { while (!m_hasFinished) { // Get waiting audio data from the network sf::Packet packet; if (m_client.receive(packet) != sf::Socket::Done) break; // Extract the message ID sf::Uint8 id; packet >> id; if (id == serverAudioData) { // Extract audio samples from the packet, and append it to our samples buffer const sf::Int16* samples = reinterpret_cast(static_cast(packet.getData()) + 1); std::size_t sampleCount = (packet.getDataSize() - 1) / sizeof(sf::Int16); // Don't forget that the other thread can access the sample array at any time // (so we protect any operation on it with the mutex) { sf::Lock lock(m_mutex); std::copy(samples, samples + sampleCount, std::back_inserter(m_samples)); } } else if (id == serverEndOfStream) { // End of stream reached: we stop receiving audio data std::cout << "Audio data has been 100% received!" << std::endl; m_hasFinished = true; } else { // Something's wrong... std::cout << "Invalid packet received..." << std::endl; m_hasFinished = true; } } } //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// sf::TcpListener m_listener; sf::TcpSocket m_client; sf::Mutex m_mutex; std::vector m_samples; std::vector m_tempBuffer; std::size_t m_offset; bool m_hasFinished; }; //////////////////////////////////////////////////////////// /// Launch a server and wait for incoming audio data from /// a connected client /// //////////////////////////////////////////////////////////// void doServer(unsigned short port) { // Build an audio stream to play sound data as it is received through the network NetworkAudioStream audioStream; audioStream.start(port); // Loop until the sound playback is finished while (audioStream.getStatus() != sf::SoundStream::Stopped) { // Leave some CPU time for other threads sf::sleep(sf::milliseconds(100)); } std::cin.ignore(10000, '\n'); // Wait until the user presses 'enter' key std::cout << "Press enter to replay the sound..." << std::endl; std::cin.ignore(10000, '\n'); // Replay the sound (just to make sure replaying the received data is OK) audioStream.play(); // Loop until the sound playback is finished while (audioStream.getStatus() != sf::SoundStream::Stopped) { // Leave some CPU time for other threads sf::sleep(sf::milliseconds(100)); } }