WSJT-X/soundout.cpp
Joe Taylor b256185ed1 Starting to implement experimental mode "WSPR-LF". Beware possible undesired side effects!
git-svn-id: svn+ssh://svn.code.sf.net/p/wsjt/wsjt/branches/wsjtx@7658 ab8295b8-cf94-4d9e-aec4-7959e3be5d79
2017-04-28 16:49:09 +00:00

199 lines
4.7 KiB
C++

#include "soundout.h"
#include <QDateTime>
#include <QAudioDeviceInfo>
#include <QAudioOutput>
#include <QSysInfo>
#include <qmath.h>
#include <QDebug>
#include "moc_soundout.cpp"
#if defined (WIN32)
# define MS_BUFFERED 1000u
#else
# define MS_BUFFERED 2000u
#endif
bool SoundOutput::audioError () const
{
bool result (true);
Q_ASSERT_X (m_stream, "SoundOutput", "programming error");
if (m_stream) {
switch (m_stream->error ())
{
case QAudio::OpenError:
Q_EMIT error (tr ("An error opening the audio output device has occurred."));
break;
case QAudio::IOError:
Q_EMIT error (tr ("An error occurred during write to the audio output device."));
break;
case QAudio::UnderrunError:
Q_EMIT error (tr ("Audio data not being fed to the audio output device fast enough."));
break;
case QAudio::FatalError:
Q_EMIT error (tr ("Non-recoverable error, audio output device not usable at this time."));
break;
case QAudio::NoError:
result = false;
break;
}
}
return result;
}
void SoundOutput::setFormat (QAudioDeviceInfo const& device, unsigned channels, unsigned msBuffered)
{
Q_ASSERT (0 < channels && channels < 3);
m_msBuffered = msBuffered;
QAudioFormat format (device.preferredFormat ());
// qDebug () << "Preferred audio output format:" << format;
format.setChannelCount (channels);
format.setCodec ("audio/pcm");
format.setSampleRate (48000);
format.setSampleType (QAudioFormat::SignedInt);
format.setSampleSize (16);
format.setByteOrder (QAudioFormat::Endian (QSysInfo::ByteOrder));
if (!format.isValid ())
{
Q_EMIT error (tr ("Requested output audio format is not valid."));
}
if (!device.isFormatSupported (format))
{
Q_EMIT error (tr ("Requested output audio format is not supported on device."));
}
// qDebug () << "Selected audio output format:" << format;
m_stream.reset (new QAudioOutput (device, format));
audioError ();
m_stream->setVolume (m_volume);
m_stream->setNotifyInterval(100);
connect (m_stream.data(), &QAudioOutput::stateChanged, this, &SoundOutput::handleStateChanged);
// qDebug() << "A" << m_volume << m_stream->notifyInterval();
}
void SoundOutput::restart (QIODevice * source)
{
Q_ASSERT (m_stream);
//
// This buffer size is critical since for proper sound streaming. If
// it is too short; high activity levels on the machine can starve
// the audio buffer. On the other hand the Windows implementation
// seems to take the length of the buffer in time to stop the audio
// stream even if reset() is used.
//
// 2 seconds seems a reasonable compromise except for Windows
// where things are probably broken.
//
// we have to set this before every start on the stream because the
// Windows implementation seems to forget the buffer size after a
// stop.
m_stream->setBufferSize (m_stream->format().bytesForDuration((m_msBuffered ? m_msBuffered : MS_BUFFERED) * 1000));
// qDebug() << "B" << m_stream->bufferSize() <<
// m_stream->periodSize() << m_stream->notifyInterval();
m_stream->start (source);
}
void SoundOutput::suspend ()
{
if (m_stream && QAudio::ActiveState == m_stream->state ())
{
m_stream->suspend ();
audioError ();
}
}
void SoundOutput::resume ()
{
if (m_stream && QAudio::SuspendedState == m_stream->state ())
{
m_stream->resume ();
audioError ();
}
}
void SoundOutput::reset ()
{
if (m_stream)
{
m_stream->reset ();
audioError ();
}
}
void SoundOutput::stop ()
{
if (m_stream)
{
m_stream->stop ();
audioError ();
}
}
qreal SoundOutput::attenuation () const
{
return -(20. * qLn (m_volume) / qLn (10.));
}
void SoundOutput::setAttenuation (qreal a)
{
Q_ASSERT (0. <= a && a <= 999.);
m_volume = qPow(10.0, -a/20.0);
// qDebug () << "SoundOut: attn = " << a << ", vol = " << m_volume;
if (m_stream)
{
m_stream->setVolume (m_volume);
}
}
void SoundOutput::resetAttenuation ()
{
m_volume = 1.;
if (m_stream)
{
m_stream->setVolume (m_volume);
}
}
void SoundOutput::handleStateChanged (QAudio::State newState)
{
// qDebug () << "SoundOutput::handleStateChanged: newState:" << newState;
switch (newState)
{
case QAudio::IdleState:
Q_EMIT status (tr ("Idle"));
break;
case QAudio::ActiveState:
Q_EMIT status (tr ("Sending"));
break;
case QAudio::SuspendedState:
Q_EMIT status (tr ("Suspended"));
break;
case QAudio::StoppedState:
if (audioError ())
{
Q_EMIT status (tr ("Error"));
}
else
{
Q_EMIT status (tr ("Stopped"));
}
break;
}
}