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CLK/OSBindings/Mac/Clock Signal/Audio/CSAudioQueue.m
2020-02-16 14:14:10 -05:00

205 lines
6.8 KiB
Objective-C

//
// AudioQueue.m
// Clock Signal
//
// Created by Thomas Harte on 14/01/2016.
// Copyright 2016 Thomas Harte. All rights reserved.
//
#import "CSAudioQueue.h"
@import AudioToolbox;
#define AudioQueueBufferMaxLength 8192
#define NumberOfStoredAudioQueueBuffer 16
static NSLock *CSAudioQueueDeallocLock;
/*!
Holds a weak reference to a CSAudioQueue. Used to work around an apparent AudioQueue bug.
See -[CSAudioQueue dealloc].
*/
@interface CSWeakAudioQueuePointer: NSObject
@property(nonatomic, weak) CSAudioQueue *queue;
@end
@implementation CSWeakAudioQueuePointer
@end
@implementation CSAudioQueue {
AudioQueueRef _audioQueue;
NSLock *_storedBuffersLock;
CSWeakAudioQueuePointer *_weakPointer;
int _enqueuedBuffers;
}
#pragma mark - AudioQueue callbacks
/*!
@returns @c YES if the queue is running dry; @c NO otherwise.
*/
- (BOOL)audioQueue:(AudioQueueRef)theAudioQueue didCallbackWithBuffer:(AudioQueueBufferRef)buffer {
[_storedBuffersLock lock];
--_enqueuedBuffers;
// If that leaves nothing in the queue, re-enqueue whatever just came back in order to keep the
// queue going. AudioQueues seem to stop playing and never restart no matter how much encouragement
// if exhausted.
if(!_enqueuedBuffers) {
AudioQueueEnqueueBuffer(theAudioQueue, buffer, 0, NULL);
++_enqueuedBuffers;
} else {
AudioQueueFreeBuffer(_audioQueue, buffer);
}
[_storedBuffersLock unlock];
return YES;
}
static void audioOutputCallback(
void *inUserData,
AudioQueueRef inAQ,
AudioQueueBufferRef inBuffer) {
// Pull the delegate call for audio queue running dry outside of the locked region, to allow non-deadlocking
// lifecycle -dealloc events to result from it.
if([CSAudioQueueDeallocLock tryLock]) {
CSAudioQueue *queue = ((__bridge CSWeakAudioQueuePointer *)inUserData).queue;
BOOL isRunningDry = NO;
isRunningDry = [queue audioQueue:inAQ didCallbackWithBuffer:inBuffer];
id<CSAudioQueueDelegate> delegate = queue.delegate;
[CSAudioQueueDeallocLock unlock];
if(isRunningDry) [delegate audioQueueIsRunningDry:queue];
}
}
#pragma mark - Standard object lifecycle
- (instancetype)initWithSamplingRate:(Float64)samplingRate isStereo:(BOOL)isStereo {
self = [super init];
if(self) {
if(!CSAudioQueueDeallocLock) {
CSAudioQueueDeallocLock = [[NSLock alloc] init];
}
_storedBuffersLock = [[NSLock alloc] init];
_samplingRate = samplingRate;
// determine preferred buffer sizes
_preferredBufferSize = AudioQueueBufferMaxLength;
while((Float64)_preferredBufferSize*100.0 > samplingRate) _preferredBufferSize >>= 1;
/*
Describe a mono 16bit stream of the requested sampling rate
*/
AudioStreamBasicDescription outputDescription;
outputDescription.mSampleRate = samplingRate;
outputDescription.mFormatID = kAudioFormatLinearPCM;
outputDescription.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger;
outputDescription.mChannelsPerFrame = isStereo ? 2 : 1;
outputDescription.mFramesPerPacket = 1;
outputDescription.mBytesPerFrame = 2 * outputDescription.mChannelsPerFrame;
outputDescription.mBytesPerPacket = outputDescription.mBytesPerFrame * outputDescription.mFramesPerPacket;
outputDescription.mBitsPerChannel = 16;
outputDescription.mReserved = 0;
// create an audio output queue along those lines; see -dealloc re: the CSWeakAudioQueuePointer
_weakPointer = [[CSWeakAudioQueuePointer alloc] init];
_weakPointer.queue = self;
if(!AudioQueueNewOutput(
&outputDescription,
audioOutputCallback,
(__bridge void *)(_weakPointer),
NULL,
kCFRunLoopCommonModes,
0,
&_audioQueue)) {
}
}
return self;
}
- (void)dealloc {
[CSAudioQueueDeallocLock lock];
if(_audioQueue) {
AudioQueueDispose(_audioQueue, true);
_audioQueue = NULL;
}
[CSAudioQueueDeallocLock unlock];
// Yuck. Horrid hack happening here. At least under macOS v10.12, I am frequently seeing calls to
// my registered audio callback (audioOutputCallback in this case) that occur **after** the call
// to AudioQueueDispose above, even though the second parameter there asks for a synchronous shutdown.
// So this appears to be a bug on Apple's side.
//
// Since the audio callback receives a void * pointer that identifies the class it should branch into,
// it's therefore unsafe to pass 'self'. Instead I pass a CSWeakAudioQueuePointer which points to the actual
// queue. The lifetime of that class is the lifetime of this instance plus 1 second, as effected by the
// artificial dispatch_after below; it serves only to keep pointerSaviour alive for an extra second.
//
// Why a second? That's definitely quite a lot longer than any amount of audio that may be queued. So
// probably safe. As and where Apple's audio queue works properly, CSAudioQueueDeallocLock should provide
// absolute safety; elsewhere the CSWeakAudioQueuePointer provides probabilistic.
CSWeakAudioQueuePointer *pointerSaviour = _weakPointer;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[pointerSaviour hash];
});
}
#pragma mark - Audio enqueuer
- (void)enqueueAudioBuffer:(const int16_t *)buffer numberOfSamples:(size_t)lengthInSamples {
size_t bufferBytes = lengthInSamples * sizeof(int16_t);
[_storedBuffersLock lock];
// Don't enqueue more than 4 buffers ahead of now, to ensure not too much latency accrues.
if(_enqueuedBuffers > 4) {
[_storedBuffersLock unlock];
return;
}
++_enqueuedBuffers;
AudioQueueBufferRef newBuffer;
AudioQueueAllocateBuffer(_audioQueue, (UInt32)bufferBytes * 2, &newBuffer);
memcpy(newBuffer->mAudioData, buffer, bufferBytes);
newBuffer->mAudioDataByteSize = (UInt32)bufferBytes;
AudioQueueEnqueueBuffer(_audioQueue, newBuffer, 0, NULL);
[_storedBuffersLock unlock];
// 'Start' the queue. This is documented to be a no-op if the queue is already started,
// and it's better to defer starting it until at least some data is available.
AudioQueueStart(_audioQueue, NULL);
}
#pragma mark - Sampling Rate getters
+ (AudioDeviceID)defaultOutputDevice {
AudioObjectPropertyAddress address;
address.mSelector = kAudioHardwarePropertyDefaultOutputDevice;
address.mScope = kAudioObjectPropertyScopeGlobal;
address.mElement = kAudioObjectPropertyElementMaster;
AudioDeviceID deviceID;
UInt32 size = sizeof(AudioDeviceID);
return AudioObjectGetPropertyData(kAudioObjectSystemObject, &address, sizeof(AudioObjectPropertyAddress), NULL, &size, &deviceID) ? 0 : deviceID;
}
+ (Float64)preferredSamplingRate {
AudioObjectPropertyAddress address;
address.mSelector = kAudioDevicePropertyNominalSampleRate;
address.mScope = kAudioObjectPropertyScopeGlobal;
address.mElement = kAudioObjectPropertyElementMaster;
Float64 samplingRate;
UInt32 size = sizeof(Float64);
return AudioObjectGetPropertyData([self defaultOutputDevice], &address, sizeof(AudioObjectPropertyAddress), NULL, &size, &samplingRate) ? 0.0 : samplingRate;
}
@end