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0e2297af28
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
163 lines
3.3 KiB
D
163 lines
3.3 KiB
D
module server;
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import util;
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class NetworkAudioStream : SoundStream
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{
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public:
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static this()
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{
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s_sync = new Object();
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}
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// Default constructor
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this()
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{
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myListener = new SocketTCP();
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myClient = new SocketTCP();
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// Set the sound parameters
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super(1, 44100);
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}
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// Destructor
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~this()
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{
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// Close the sockets
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delete myClient;
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delete myListener;
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}
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// Run the server, stream audio data from the client
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void start(int Port)
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{
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if (!myHasFinished)
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{
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// Listen to the given port for incoming connections
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if (!myListener.listen(Port))
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return;
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Cout("Listening").newline;
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myListener.accept(myClient);
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Cout("New Client").newline;
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// Start playback
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play();
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// Start receiving audio data
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receiveLoop();
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}
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else
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{
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// Start playback
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play();
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}
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}
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protected:
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override bool onStart()
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{
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// Reset the playing offset
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myOffset = 0;
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return true;
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}
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override bool onGetData(out short[] data)
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{
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// We have reached the end of the buffer and all audio data have been played : we can stop playback
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if ((myOffset == mySamples.length) && myHasFinished)
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return false;
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// No new data has arrived since last update : wait until we get some
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while (myOffset == mySamples.length && !myHasFinished)
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sleep(0.01f);
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synchronized(s_sync)
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{
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myTempBuffer = mySamples[myOffset..mySamples.length];
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// Update the playing offset
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myOffset += myTempBuffer.length;
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}
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data = myTempBuffer;
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return true;
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}
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private:
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void receiveLoop()
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{
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while (!myHasFinished)
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{
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// Get waiting audio data from the network
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Packet PacketIn = new Packet();
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if (myClient.receive(PacketIn) != SocketStatus.DONE)
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break;
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// Extract the message ID
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ubyte Id;
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PacketIn.get(Id);
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if (Id == AudioData)
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{
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// Extract audio samples from the packet, and append it to our samples buffer
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synchronized(s_sync)
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{
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byte* temp = PacketIn.getData().ptr;
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temp++;
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mySamples ~= (cast(short*)temp)[0..(PacketIn.getDataSize - byte.sizeof ) / short.sizeof];
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}
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}
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else if (Id == EndOfStream)
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{
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// End of stream reached : we stop receiving audio data
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myHasFinished = true;
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}
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else
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{
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// Something's wrong...
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myHasFinished = true;
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}
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}
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}
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SocketTCP myListener;
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SocketTCP myClient;
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short[] mySamples;
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short[] myTempBuffer;
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size_t myOffset;
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bool myHasFinished;
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static Object s_sync;
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};
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// Launch a server and wait for incoming audio data from
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// a connected client
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void runServer(int Port)
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{
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// Build an audio stream to play sound data as it is received through the network
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NetworkAudioStream audioStream = new NetworkAudioStream;
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audioStream.start(Port);
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// Loop until the sound playback is finished
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while (audioStream.getStatus() != SoundStatus.STOPPED)
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{
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// Leave some CPU time for other threads
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sleep(0.1f);
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}
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Cout("Enter to replay").newline;
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Cin.get();
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// Replay the sound (just to make sure replaying the received data is OK)
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audioStream.play();
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// Loop until the sound playback is finished
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while (audioStream.getStatus() != SoundStatus.STOPPED)
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{
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// Leave some CPU time for other threads
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sleep(0.1f);
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}
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}
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