/// <summary>
        /// Renders the specified media block.
        /// </summary>
        /// <param name="mediaBlock">The media block.</param>
        /// <param name="clockPosition">The clock position.</param>
        public void Render(MediaBlock mediaBlock, TimeSpan clockPosition)
        {
            // We don't need to render anything while we are seeking. Simply drop the blocks.
            lock (SyncLock)
            {
                if (MediaCore.State.IsSeeking)
                {
                    return;
                }
                if (AudioBuffer == null)
                {
                    return;
                }

                // Capture Media Block Reference
                if (mediaBlock is AudioBlock == false)
                {
                    return;
                }
                var audioBlock = mediaBlock as AudioBlock;
                if (audioBlock == null)
                {
                    return;
                }
                var audioBlocks = MediaCore.Blocks[MediaType.Audio];

                while (audioBlock != null)
                {
                    if (audioBlock.TryAcquireReaderLock(out var readLock) == false)
                    {
                        return;
                    }

                    using (readLock)
                    {
                        // Write the block if we have to, avoiding repeated blocks.
                        if (AudioBuffer.WriteTag < audioBlock.StartTime)
                        {
                            MediaElement.RaiseRenderingAudioEvent(audioBlock, clockPosition);
                            AudioBuffer.Write(audioBlock.Buffer, audioBlock.SamplesBufferLength, audioBlock.StartTime, true);
                        }

                        // Stop adding if we have too much in there.
                        if (AudioBuffer.CapacityPercent >= 0.8)
                        {
                            break;
                        }

                        // Retrieve the following block
                        audioBlock = audioBlocks.Next(audioBlock) as AudioBlock;
                    }
                }
            }
        }
Esempio n. 2
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        /// <summary>
        /// Renders the specified media block.
        /// </summary>
        /// <param name="mediaBlock">The media block.</param>
        /// <param name="clockPosition">The clock position.</param>
        public void Render(MediaBlock mediaBlock, TimeSpan clockPosition)
        {
            // We don't need to render anything while we are seeking. Simply drop the blocks.
            if (MediaElement.IsSeeking)
            {
                return;
            }

            // Update the speedratio
            SpeedRatio = MediaElement?.Clock?.SpeedRatio ?? 0d;

            if (AudioBuffer == null)
            {
                return;
            }

            var block = mediaBlock as AudioBlock;

            if (block == null)
            {
                return;
            }

            var audioBlocks = MediaElement.Blocks[MediaType.Audio];
            var audioBlock  = mediaBlock as AudioBlock;

            while (audioBlock != null)
            {
                // Write the block if we have to, avoiding repeated blocks.
                if (AudioBuffer.WriteTag < audioBlock.StartTime)
                {
                    MediaElement.RaiseRenderingAudioEvent(audioBlock, clockPosition);
                    AudioBuffer.Write(audioBlock.Buffer, audioBlock.BufferLength, audioBlock.StartTime, true);
                }

                // Stop adding if we have too much in there.
                if (AudioBuffer.CapacityPercent >= 0.8)
                {
                    break;
                }

                // Retrieve the following block
                audioBlock = audioBlocks.Next(audioBlock) as AudioBlock;
            }
        }
        /// <inheritdoc />
        public int Read(byte[] targetBuffer, int targetBufferOffset, int requestedBytes)
        {
            // We sync-lock the reads to avoid null reference exceptions as destroy might have been called
            var lockTaken = false;

            Monitor.TryEnter(SyncLock, SyncLockTimeout, ref lockTaken);

            if (lockTaken == false || HasFiredAudioDeviceStopped)
            {
                Array.Clear(targetBuffer, targetBufferOffset, requestedBytes);
                return(requestedBytes);
            }

            try
            {
                WaitForReadyEvent.Complete();
                var speedRatio = MediaCore.State.SpeedRatio;

                // Render silence if we don't need to output samples
                if (MediaCore.State.IsPlaying == false || speedRatio <= 0d || MediaCore.State.HasAudio == false || AudioBuffer.ReadableCount <= 0)
                {
                    Array.Clear(targetBuffer, targetBufferOffset, requestedBytes);
                    return(requestedBytes);
                }

                // Ensure a pre-allocated ReadBuffer
                if (ReadBuffer == null || ReadBuffer.Length < Convert.ToInt32(requestedBytes * Constants.Controller.MaxSpeedRatio))
                {
                    ReadBuffer = new byte[Convert.ToInt32(requestedBytes * Constants.Controller.MaxSpeedRatio)];
                }

                // First part of DSP: Perform AV Synchronization if needed
                if (MediaCore.State.HasVideo && Synchronize(targetBuffer, targetBufferOffset, requestedBytes, speedRatio) == false)
                {
                    return(requestedBytes);
                }

                var startPosition = Position;

                // Perform DSP
                if (speedRatio < 1.0)
                {
                    if (AudioProcessor != null)
                    {
                        ReadAndUseAudioProcessor(requestedBytes, speedRatio);
                    }
                    else
                    {
                        ReadAndSlowDown(requestedBytes, speedRatio);
                    }
                }
                else if (speedRatio > 1.0)
                {
                    if (AudioProcessor != null)
                    {
                        ReadAndUseAudioProcessor(requestedBytes, speedRatio);
                    }
                    else
                    {
                        ReadAndSpeedUp(requestedBytes, true, speedRatio);
                    }
                }
                else
                {
                    if (requestedBytes > AudioBuffer.ReadableCount)
                    {
                        Array.Clear(targetBuffer, targetBufferOffset, requestedBytes);
                        return(requestedBytes);
                    }

                    AudioBuffer.Read(requestedBytes, ReadBuffer, 0);
                }

                ApplyVolumeAndBalance(targetBuffer, targetBufferOffset, requestedBytes);
                MediaElement.RaiseRenderingAudioEvent(
                    targetBuffer, requestedBytes, startPosition, WaveFormat.ConvertByteSizeToDuration(requestedBytes));
            }
            catch (Exception ex)
            {
                this.LogError(Aspects.AudioRenderer, $"{nameof(AudioRenderer)}.{nameof(Read)} has faulted.", ex);
                Array.Clear(targetBuffer, targetBufferOffset, requestedBytes);
            }
            finally
            {
                Monitor.Exit(SyncLock);
            }

            return(requestedBytes);
        }
Esempio n. 4
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        /// <summary>
        /// Renders the specified media block.
        /// </summary>
        /// <param name="mediaBlock">The media block.</param>
        /// <param name="clockPosition">The clock position.</param>
        public void Render(MediaBlock mediaBlock, TimeSpan clockPosition)
        {
            // We don't need to render anything while we are seeking. Simply drop the blocks.
            if (MediaCore.State.IsSeeking)
            {
                return;
            }

            var lockTaken = false;

            Monitor.TryEnter(SyncLock, SyncLockTimeout, ref lockTaken);
            if (lockTaken == false)
            {
                return;
            }

            try
            {
                if ((AudioDevice?.IsRunning ?? false) == false)
                {
                    // TODO: Handle this? -- see issue #93
                    return;
                }

                if (AudioBuffer == null)
                {
                    return;
                }

                // Capture Media Block Reference
                if (mediaBlock is AudioBlock == false)
                {
                    return;
                }
                var audioBlock = mediaBlock as AudioBlock;
                if (audioBlock == null)
                {
                    return;
                }
                var audioBlocks = MediaCore.Blocks[MediaType.Audio];

                while (audioBlock != null)
                {
                    if (audioBlock.TryAcquireReaderLock(out var readLock) == false)
                    {
                        return;
                    }

                    using (readLock)
                    {
                        // Write the block if we have to, avoiding repeated blocks.
                        if (AudioBuffer.WriteTag < audioBlock.StartTime)
                        {
                            MediaElement.RaiseRenderingAudioEvent(audioBlock, clockPosition);
                            AudioBuffer.Write(audioBlock.Buffer, audioBlock.SamplesBufferLength, audioBlock.StartTime, true);
                        }

                        // Stop adding if we have too much in there.
                        if (AudioBuffer.CapacityPercent >= 0.8)
                        {
                            break;
                        }

                        // Retrieve the following block
                        audioBlock = audioBlocks.Next(audioBlock) as AudioBlock;
                    }
                }
            }
            catch (Exception ex)
            {
                MediaCore?.Log(MediaLogMessageType.Error,
                               $"{ex.GetType()} in {nameof(AudioRenderer)}.{nameof(Read)}: {ex.Message}. Stack Trace:\r\n{ex.StackTrace}");
            }
            finally
            {
                Monitor.Exit(SyncLock);
            }
        }