SFML/samples/voip/Server.cpp

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio.hpp>
#include <SFML/Network.hpp>
#include <iomanip>
#include <iostream>
const sf::Uint8 audioData = 1;
const sf::Uint8 endOfStream = 2;
////////////////////////////////////////////////////////////
/// Customized sound stream for acquiring audio data
/// from the network
////////////////////////////////////////////////////////////
class NetworkAudioStream : public sf::SoundStream
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
///
////////////////////////////////////////////////////////////
NetworkAudioStream() :
myOffset (0),
myHasFinished(false)
{
// Set the sound parameters
Initialize(1, 44100);
}
////////////////////////////////////////////////////////////
/// Destructor
///
////////////////////////////////////////////////////////////
~NetworkAudioStream()
{
// Close the sockets
myClient.Close();
myListener.Close();
}
////////////////////////////////////////////////////////////
/// Run the server, stream audio data from the client
///
////////////////////////////////////////////////////////////
void Start(unsigned short port)
{
if (!myHasFinished)
{
// Listen to the given port for incoming connections
if (!myListener.Listen(port))
return;
std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
// Wait for a connection
sf::IPAddress clientAddress;
myListener.Accept(myClient, &clientAddress);
std::cout << "Client connected : " << clientAddress << 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 ((myOffset >= mySamples.size()) && myHasFinished)
return false;
// No new data has arrived since last update : wait until we get some
while ((myOffset >= mySamples.size()) && !myHasFinished)
sf::Sleep(0.01f);
// Copy samples into a local buffer to avoid synchronization problems
// (don't forget that we run in two separate threads)
{
sf::Lock lock(myMutex);
myTempBuffer.assign(mySamples.begin() + myOffset, mySamples.end());
}
// Fill audio data to pass to the stream
data.Samples = &myTempBuffer[0];
data.NbSamples = myTempBuffer.size();
// Update the playing offset
myOffset += myTempBuffer.size();
return true;
}
////////////////////////////////////////////////////////////
/// /see SoundStream::OnSeek
///
////////////////////////////////////////////////////////////
virtual void OnSeek(float timeOffset)
{
myOffset = static_cast<std::size_t>(timeOffset * GetSampleRate() * GetChannelsCount());
}
////////////////////////////////////////////////////////////
/// Get audio data from the client until playback is stopped
///
////////////////////////////////////////////////////////////
void ReceiveLoop()
{
while (!myHasFinished)
{
// Get waiting audio data from the network
sf::Packet packet;
if (myClient.Receive(packet) != sf::Socket::Done)
break;
// Extract the message ID
sf::Uint8 id;
packet >> id;
if (id == audioData)
{
// Extract audio samples from the packet, and append it to our samples buffer
const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(packet.GetData() + 1);
std::size_t nbSamples = (packet.GetDataSize() - 1) / sizeof(sf::Int16);
// Don't forget that the other thread can access the samples array at any time
// (so we protect any operation on it with the mutex)
{
sf::Lock lock(myMutex);
std::copy(samples, samples + nbSamples, std::back_inserter(mySamples));
}
}
else if (id == endOfStream)
{
// End of stream reached : we stop receiving audio data
std::cout << "Audio data has been 100% received !" << std::endl;
myHasFinished = true;
}
else
{
// Something's wrong...
std::cout << "Invalid packet received..." << std::endl;
myHasFinished = true;
}
}
}
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
sf::SocketTCP myListener;
sf::SocketTCP myClient;
sf::Mutex myMutex;
std::vector<sf::Int16> mySamples;
std::vector<sf::Int16> myTempBuffer;
std::size_t myOffset;
bool myHasFinished;
};
////////////////////////////////////////////////////////////
/// 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(0.1f);
}
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(0.1f);
}
}