mirror of
https://github.com/SFML/SFML.git
synced 2024-11-29 06:41:05 +08:00
e4c6c30e0b
Added the sf::Uint64 and sf::Int64 types
201 lines
6.6 KiB
C++
201 lines
6.6 KiB
C++
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Audio.hpp>
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#include <SFML/Network.hpp>
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#include <iomanip>
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#include <iostream>
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#include <iterator>
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const sf::Uint8 audioData = 1;
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const sf::Uint8 endOfStream = 2;
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////////////////////////////////////////////////////////////
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/// Customized sound stream for acquiring audio data
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/// from the network
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////////////////////////////////////////////////////////////
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class NetworkAudioStream : public sf::SoundStream
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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NetworkAudioStream() :
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myOffset (0),
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myHasFinished(false)
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{
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// Set the sound parameters
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Initialize(1, 44100);
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}
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////////////////////////////////////////////////////////////
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/// Run the server, stream audio data from the client
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///
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////////////////////////////////////////////////////////////
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void Start(unsigned short 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) != sf::Socket::Done)
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return;
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std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl;
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// Wait for a connection
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if (myListener.Accept(myClient) != sf::Socket::Done)
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return;
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std::cout << "Client connected: " << myClient.GetRemoteAddress() << std::endl;
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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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private :
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////////////////////////////////////////////////////////////
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/// /see SoundStream::OnGetData
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///
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////////////////////////////////////////////////////////////
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virtual bool OnGetData(sf::SoundStream::Chunk& 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.size()) && 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.size()) && !myHasFinished)
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sf::Sleep(10);
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// Copy samples into a local buffer to avoid synchronization problems
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// (don't forget that we run in two separate threads)
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{
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sf::Lock lock(myMutex);
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myTempBuffer.assign(mySamples.begin() + myOffset, mySamples.end());
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}
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// Fill audio data to pass to the stream
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data.Samples = &myTempBuffer[0];
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data.NbSamples = myTempBuffer.size();
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// Update the playing offset
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myOffset += myTempBuffer.size();
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return true;
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}
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////////////////////////////////////////////////////////////
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/// /see SoundStream::OnSeek
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///
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////////////////////////////////////////////////////////////
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virtual void OnSeek(sf::Uint32 timeOffset)
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{
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myOffset = timeOffset * GetSampleRate() * GetChannelsCount() / 1000;
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}
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////////////////////////////////////////////////////////////
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/// Get audio data from the client until playback is stopped
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///
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////////////////////////////////////////////////////////////
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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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sf::Packet packet;
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if (myClient.Receive(packet) != sf::Socket::Done)
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break;
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// Extract the message ID
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sf::Uint8 id;
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packet >> 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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const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(packet.GetData() + 1);
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std::size_t nbSamples = (packet.GetDataSize() - 1) / sizeof(sf::Int16);
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// Don't forget that the other thread can access the samples array at any time
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// (so we protect any operation on it with the mutex)
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{
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sf::Lock lock(myMutex);
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std::copy(samples, samples + nbSamples, std::back_inserter(mySamples));
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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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std::cout << "Audio data has been 100% received!" << std::endl;
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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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std::cout << "Invalid packet received..." << std::endl;
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myHasFinished = true;
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}
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}
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}
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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sf::TcpListener myListener;
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sf::TcpSocket myClient;
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sf::Mutex myMutex;
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std::vector<sf::Int16> mySamples;
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std::vector<sf::Int16> myTempBuffer;
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std::size_t myOffset;
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bool myHasFinished;
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};
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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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///
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////////////////////////////////////////////////////////////
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void DoServer(unsigned short 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;
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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() != sf::SoundStream::Stopped)
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{
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// Leave some CPU time for other threads
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sf::Sleep(100);
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}
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std::cin.ignore(10000, '\n');
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// Wait until the user presses 'enter' key
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std::cout << "Press enter to replay the sound..." << std::endl;
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std::cin.ignore(10000, '\n');
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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() != sf::SoundStream::Stopped)
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{
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// Leave some CPU time for other threads
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sf::Sleep(100);
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}
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}
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