The output now uses AVSampleBufferAudioRenderer to play all formats, and uses that to resample. It also supports Spatial Audio on macOS 12.0 or newer. Note that there are some outstanding bugs with Spatial Audio support. Namely that it appears to be limited to only 192 kHz at mono or stereo, or 352800 Hz at surround configurations. This breaks DSD64 playback at stereo formats, as well as possibly other things. This is entirely an Apple bug. I have reported it to Apple with reference code FB10441301 for reference, in case anyone else wants to complain that it isn't fixed. Signed-off-by: Christopher Snowhill <kode54@gmail.com>
208 lines
3.7 KiB
Objective-C
208 lines
3.7 KiB
Objective-C
//
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// Node.m
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// CogNew
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//
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// Created by Vincent Spader on 1/4/06.
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// Copyright 2006 Vincent Spader. All rights reserved.
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//
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#import "Node.h"
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#import "BufferChain.h"
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#import "Logging.h"
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#import "OutputAVFoundation.h"
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#import <pthread.h>
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#import <mach/mach_time.h>
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@implementation Node
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- (id)initWithController:(id)c previous:(id)p {
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self = [super init];
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if(self) {
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buffer = [[ChunkList alloc] initWithMaximumDuration:3.0];
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semaphore = [[Semaphore alloc] init];
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accessLock = [[NSRecursiveLock alloc] init];
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initialBufferFilled = NO;
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controller = c;
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endOfStream = NO;
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shouldContinue = YES;
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nodeChannelConfig = 0;
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nodeLossless = NO;
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[self setPreviousNode:p];
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}
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return self;
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}
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- (AudioStreamBasicDescription)nodeFormat {
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return nodeFormat;
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}
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- (uint32_t)nodeChannelConfig {
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return nodeChannelConfig;
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}
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- (BOOL)nodeLossless {
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return nodeLossless;
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}
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- (void)writeData:(const void *)ptr amount:(size_t)amount {
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[accessLock lock];
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AudioChunk *chunk = [[AudioChunk alloc] init];
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[chunk setFormat:nodeFormat];
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if(nodeChannelConfig) {
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[chunk setChannelConfig:nodeChannelConfig];
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}
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[chunk setLossless:nodeLossless];
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[chunk assignSamples:ptr frameCount:amount / nodeFormat.mBytesPerPacket];
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const double chunkDuration = [chunk duration];
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double durationLeft = [buffer maxDuration] - [buffer listDuration];
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while(shouldContinue == YES && chunkDuration > durationLeft) {
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if(durationLeft < chunkDuration) {
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if(initialBufferFilled == NO) {
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initialBufferFilled = YES;
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if([controller respondsToSelector:@selector(initialBufferFilled:)])
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[controller performSelector:@selector(initialBufferFilled:) withObject:self];
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}
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}
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if(durationLeft < chunkDuration || shouldReset) {
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[accessLock unlock];
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[semaphore wait];
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[accessLock lock];
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}
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durationLeft = [buffer maxDuration] - [buffer listDuration];
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}
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[buffer addChunk:chunk];
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[accessLock unlock];
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}
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// Should be overwriten by subclass.
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- (void)process {
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}
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- (void)threadEntry:(id)arg {
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@autoreleasepool {
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[self process];
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}
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}
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- (BOOL)peekFormat:(nonnull AudioStreamBasicDescription *)format channelConfig:(nonnull uint32_t *)config {
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[accessLock lock];
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BOOL ret = [[previousNode buffer] peekFormat:format channelConfig:config];
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[accessLock unlock];
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return ret;
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}
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- (AudioChunk *)readChunk:(size_t)maxFrames {
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[accessLock lock];
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if([[previousNode buffer] isEmpty] && [previousNode endOfStream] == YES) {
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endOfStream = YES;
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[accessLock unlock];
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return [[AudioChunk alloc] init];
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}
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if([previousNode shouldReset] == YES) {
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@autoreleasepool {
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[buffer reset];
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}
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shouldReset = YES;
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[previousNode setShouldReset:NO];
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[[previousNode semaphore] signal];
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}
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AudioChunk *ret;
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@autoreleasepool {
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ret = [[previousNode buffer] removeSamples:maxFrames];
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}
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[accessLock unlock];
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if([ret frameCount]) {
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[[previousNode semaphore] signal];
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}
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return ret;
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}
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- (void)launchThread {
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[NSThread detachNewThreadSelector:@selector(threadEntry:) toTarget:self withObject:nil];
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}
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- (void)setPreviousNode:(id)p {
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previousNode = p;
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}
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- (id)previousNode {
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return previousNode;
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}
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- (BOOL)shouldContinue {
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return shouldContinue;
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}
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- (void)setShouldContinue:(BOOL)s {
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shouldContinue = s;
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}
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- (ChunkList *)buffer {
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return buffer;
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}
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- (void)resetBuffer {
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shouldReset = YES; // Will reset on next write.
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if(previousNode == nil) {
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@autoreleasepool {
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[accessLock lock];
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[buffer reset];
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[accessLock unlock];
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}
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}
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}
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- (Semaphore *)semaphore {
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return semaphore;
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}
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- (BOOL)endOfStream {
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return endOfStream;
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}
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- (void)setEndOfStream:(BOOL)e {
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endOfStream = e;
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}
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- (void)setShouldReset:(BOOL)s {
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shouldReset = s;
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}
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- (BOOL)shouldReset {
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return shouldReset;
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}
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// Buffering nodes should implement this
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- (double)secondsBuffered {
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return 0.0;
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}
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@end
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