Exemple #1
0
        /// <summary>
        /// Deliver a new encoded audio packet
        /// </summary>
        /// <remarks>It will be placed into a transfer buffer and will be moved into the actual buffer when FlushTransferBuffer is called on the audio playback thread</remarks>
        /// <param name="packet"></param>
        /// <param name="now"></param>
        /// <returns>How delayed this packet is from when it should arrive</returns>
        public float Push(VoicePacket packet, DateTime now)
        {
            Log.Trace("Received frame {0} from network", packet.SequenceNumber);

            // copy the data out of the frame, as the network thread will re-use the heap allocated things
            List <RemoteChannel> channelsCopy = null;

            if (packet.Channels != null)
            {
                channelsCopy = _channelListPool.Get();
                channelsCopy.Clear();
                channelsCopy.AddRange(packet.Channels);
            }

            var frameCopy = packet.EncodedAudioFrame.CopyTo(_bytePool.Get());

            var packetCopy = new VoicePacket(
                packet.SenderPlayerId,
                packet.PlaybackOptions.Priority,
                packet.PlaybackOptions.AmplitudeMultiplier,
                packet.PlaybackOptions.IsPositional,
                frameCopy,
                packet.SequenceNumber,
                channelsCopy
                );

            // queue the frame onto the transfer buffer
            if (!_inputBuffer.TryWrite(packetCopy))
            {
                Log.Warn("Failed to write an encoded audio packet into the input transfer buffer");
            }

            // We've received a packet but not been prepared yet, which means audio playback hasn't started yet - immediately flush the transfer buffer
            // It's safe to do this because we know playback isn't going, so the audio thread won't be accessing the buffer at the same time as we're flushing
            if (!_prepared)
            {
                FlushTransferBuffer();
            }

            // calculate how late the packet is
            if (!_firstFrameArrival.HasValue)
            {
                _firstFrameArrival = now;
                _firstFrameSeq     = packet.SequenceNumber;

                return(0);
            }
            else
            {
                var expectedTime = _firstFrameArrival.Value + TimeSpan.FromTicks(_frameDuration.Ticks * (packet.SequenceNumber - _firstFrameSeq));
                var delay        = now - expectedTime;

                return((float)delay.TotalSeconds);
            }
        }
Exemple #2
0
        /// <summary>
        /// Push a new encoded audio packet
        /// </summary>
        /// <param name="packet"></param>
        /// <param name="now"></param>
        /// <returns>How delayed this packet is from when it should arrive</returns>
        public float Push(VoicePacket packet, DateTime now)
        {
            Log.Trace("Received frame {0} from network", packet.SequenceNumber);

            // copy the data out of the frame, as the network thread will re-use the heap allocated things
            List <RemoteChannel> channelsCopy = null;

            if (packet.Channels != null)
            {
                channelsCopy = _channelListPool.Get();
                channelsCopy.Clear();
                channelsCopy.AddRange(packet.Channels);
            }

            var frameCopy = packet.EncodedAudioFrame.CopyTo(_bytePool.Get());

            var packetCopy = new VoicePacket(
                packet.SenderPlayerId,
                packet.PlaybackOptions.Priority,
                packet.PlaybackOptions.AmplitudeMultiplier,
                packet.PlaybackOptions.IsPositional,
                frameCopy,
                packet.SequenceNumber,
                channelsCopy
                );

            // queue the frame onto the transfer buffer
            if (!_inputBuffer.TryWrite(packetCopy))
            {
                Log.Warn("Failed to write an encoded audio packet into the input transfer buffer");
            }

            // calculate how late the packet is
            if (!_firstFrameArrival.HasValue)
            {
                _firstFrameArrival = now;
                _firstFrameSeq     = packet.SequenceNumber;

                return(0);
            }
            else
            {
                var expectedTime = _firstFrameArrival.Value + TimeSpan.FromTicks(_frameDuration.Ticks * (packet.SequenceNumber - _firstFrameSeq));
                var delay        = now - expectedTime;

                return((float)delay.TotalSeconds);
            }
        }
Exemple #3
0
        internal static void SendLogMessage(string message, LogLevel level)
        {
#if NCRUNCH
            Console.WriteLine(message);
#else
            var msg = new LogMessage(message, level);

            if (_main == null || _main == Thread.CurrentThread)
            {
                msg.Log();
            }
            else
            {
                LogsFromOtherThreads.TryWrite(msg);
            }
#endif
        }