audrey/src/playbin.vala

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Vala
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2024-10-12 12:28:05 +00:00
/* playbin.vala
*
* Copyright 2024 Erica Z
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: AGPL-3.0-or-later
*/
class Playbin : Object {
// dynamic: undocumented vala feature
// lets us access the about-to-finish signal
private dynamic Gst.Element playbin;
private SourceFunc? async_done_callback;
// cubic: recommended for media player volume sliders?
public double volume {
get {
return ((Gst.Audio.StreamVolume) this.playbin).get_volume (Gst.Audio.StreamVolumeFormat.CUBIC);
}
set {
((Gst.Audio.StreamVolume) this.playbin).set_volume (Gst.Audio.StreamVolumeFormat.CUBIC, value);
}
}
public bool mute {
get { return playbin.mute; }
set { playbin.mute = value; }
}
public signal void set_position (int64 position);
public int64 duration { get; private set; }
public signal void stream_started ();
construct {
this.playbin = Gst.ElementFactory.make ("playbin3", null);
assert (this.playbin != null);
//dynamic Gst.Element souphttpsrc = ((Gst.Bin) this.playbin).get_by_name ("souphttpsrc");
//assert (souphttpsrc != null);
//souphttpsrc.user_agent = "Wavelet/0.1.0 (Linux)"; // WAVELET_VERSION
// regularly update position
Idle.add (() => {
int64 new_position;
if (this.playbin.query_position (Gst.Format.TIME, out new_position)) {
this.set_position (new_position < this.duration ? new_position : this.duration);
}
// rerun when idle
return true;
});
this.playbin.get_bus ().add_watch (Priority.DEFAULT, (bus, message) => {
// message.type actually seems to be flags
if (Gst.MessageType.ERROR in message.type) {
Error err;
string? debug;
message.parse_error (out err, out debug);
warning ("gst playbin bus error: %s", err.message);
}
if (Gst.MessageType.ASYNC_DONE in message.type) {
assert (this.async_done_callback != null);
var cb = (owned) this.async_done_callback;
assert (this.async_done_callback == null); // sanity check
cb ();
}
if (Gst.MessageType.STREAM_START in message.type) {
print ("stream start\n");
int64 new_duration;
assert (this.playbin.query_duration (Gst.Format.TIME, out new_duration));
this.duration = new_duration;
this.next_uri_lock.lock ();
this.next_uri = null;
this.next_uri_lock.unlock ();
this.stream_started ();
}
if (Gst.MessageType.EOS in message.type) {
print ("eos\n");
}
return true;
});
this.playbin.about_to_finish.connect (this.on_about_to_finish);
}
private async void set_state (Gst.State state) {
assert (this.async_done_callback == null);
switch (this.playbin.set_state (state)) {
case Gst.StateChangeReturn.SUCCESS:
break;
case Gst.StateChangeReturn.ASYNC:
this.async_done_callback = this.set_state.callback;
yield;
break;
default:
assert (false);
break;
}
}
public async bool seek (int64 position) {
// don't actually seek if an operation is pending
if (this.async_done_callback != null) {
return false;
}
// ASSUMPTION: this can only work asynchronously
// (will wait for an ASYNC_DONE in the bus)
assert (this.playbin.seek_simple (Gst.Format.TIME, Gst.SeekFlags.FLUSH | Gst.SeekFlags.KEY_UNIT, position));
this.async_done_callback = this.seek.callback;
yield;
return true;
}
private string? play_now_queued;
// returns true if the "play now" request wasn't overriden by a later call
public async bool play_now (string uri) {
if (this.async_done_callback != null) {
// an operation was already pending
// last writer wins here
this.play_now_queued = uri;
// idle spinning is probably fine
while (this.async_done_callback != null) {
Idle.add (this.play_now.callback);
yield;
// only keep spinning if we can still win
if (this.play_now_queued != uri) {
return false;
}
}
this.play_now_queued = null;
}
yield this.set_state (Gst.State.READY);
this.playbin.uri = uri;
yield this.set_state (Gst.State.PLAYING);
if (this.play_now_queued != null) {
// another "play now" was queued while we were busy
// defer to it
return false;
}
return true;
}
Mutex next_uri_lock;
string? next_uri;
public void set_next_uri (string? next_uri) {
this.next_uri_lock.lock ();
this.next_uri = next_uri;
this.next_uri_lock.unlock ();
}
// called when uri can be switched for gapless playback
// need async queue because this might be called from a gstreamer thread
private void on_about_to_finish (dynamic Gst.Element playbin) {
print("about to finish\n");
this.next_uri_lock.lock ();
string? next_uri = this.next_uri;
this.next_uri_lock.unlock ();
if (next_uri != null) {
playbin.uri = next_uri;
}
}
}