mirror of
https://github.com/SFML/SFML.git
synced 2024-12-01 15:51:04 +08:00
bc628c6b28
- Convert where necessary - Adjust type where reasonable - Use SYSTEM headers for gl.h, stb* and vulkan
201 lines
6.6 KiB
C++
201 lines
6.6 KiB
C++
|
|
////////////////////////////////////////////////////////////
|
|
// Headers
|
|
////////////////////////////////////////////////////////////
|
|
#include <SFML/Audio.hpp>
|
|
#include <SFML/Network.hpp>
|
|
#include <iomanip>
|
|
#include <iostream>
|
|
#include <iterator>
|
|
|
|
|
|
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<std::vector<sf::Int64>::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<std::size_t>(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<const sf::Int16*>(static_cast<const char*>(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<sf::Int16> m_samples;
|
|
std::vector<sf::Int16> 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));
|
|
}
|
|
}
|