sfizz/sfizz/FilePool.cpp

169 lines
6.8 KiB
C++

// Copyright (c) 2019, Paul Ferrand
// All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
// ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FilePool.h"
#include "AudioBuffer.h"
#include "Config.h"
#include "Debug.h"
#include "absl/types/span.h"
#include <chrono>
#include <memory>
#include <mutex>
#include <sndfile.hh>
#include <thread>
#include <mutex>
using namespace std::chrono_literals;
template <class T>
std::unique_ptr<sfz::AudioBuffer<T>> readFromFile(SndfileHandle& sndFile, int numFrames)
{
auto returnedBuffer = std::make_unique<sfz::AudioBuffer<T>>(sndFile.channels(), numFrames);
if (sndFile.channels() == 1) {
sndFile.readf(returnedBuffer->channelWriter(0), numFrames);
} else if (sndFile.channels() == 2) {
auto tempReadBuffer = std::make_unique<sfz::AudioBuffer<float>>(1, 2 * numFrames);
sndFile.readf(tempReadBuffer->channelWriter(0), numFrames);
sfz::readInterleaved<float>(tempReadBuffer->getSpan(0), returnedBuffer->getSpan(0), returnedBuffer->getSpan(1));
}
return returnedBuffer;
}
absl::optional<sfz::FilePool::FileInformation> sfz::FilePool::getFileInformation(const std::string& filename, uint32_t offset) noexcept
{
fs::path file { rootDirectory / filename };
if (!fs::exists(file))
return {};
SndfileHandle sndFile(reinterpret_cast<const char*>(file.c_str()));
if (sndFile.channels() != 1 && sndFile.channels() != 2) {
DBG("Missing logic for " << sndFile.channels() << " channels, discarding sample " << filename);
return {};
}
FileInformation returnedValue;
returnedValue.end = static_cast<uint32_t>(sndFile.frames());
returnedValue.sampleRate = static_cast<double>(sndFile.samplerate());
SF_INSTRUMENT instrumentInfo;
sndFile.command(SFC_GET_INSTRUMENT, &instrumentInfo, sizeof(instrumentInfo));
if (instrumentInfo.loop_count == 1) {
returnedValue.loopBegin = instrumentInfo.loops[0].start;
returnedValue.loopEnd = instrumentInfo.loops[0].end;
}
// FIXME: Large offsets will require large preloading; is this OK in practice?
const auto preloadedSize = [&]() {
if (config::preloadSize == 0)
return returnedValue.end;
else
return std::min(returnedValue.end, offset + static_cast<uint32_t>(config::preloadSize));
}();
if (preloadedData.contains(filename)) {
auto alreadyPreloaded = preloadedData[filename];
if (preloadedSize > alreadyPreloaded->getNumFrames()) {
// FIXME: Okay, ideally here you would have a double indirection so that we can update _all_ the preloaded
// files in previous regions to account for the new offset
//
// Before this next command, some old regions and the file pool hold a shared pointer to the same audio buffer.
// This audio buffer is OK for the old regions, but too small for the new one.
// By resetting the filepool data to a new, longer audiobuffer, we are creating 2 copies of the same audio data.
// The filepool and the new regions have the longer copy, and the older regions have the shorter copy.
// This is not entirely optimal, but is it better to write a double shared pointer ?
// std::shared_ptr<std::shared_ptr<sfz::AudioBuffer>>> is a bit ugly...
alreadyPreloaded.reset(readFromFile<float>(sndFile, preloadedSize).release());
}
returnedValue.preloadedData = alreadyPreloaded;
} else {
returnedValue.preloadedData = readFromFile<float>(sndFile, preloadedSize);
preloadedData[filename] = returnedValue.preloadedData;
}
return returnedValue;
}
void sfz::FilePool::enqueueLoading(Voice* voice, const std::string* sample, int numFrames, unsigned ticket) noexcept
{
if (!loadingQueue.try_enqueue({ voice, sample, numFrames, ticket })) {
DBG("Problem enqueuing a file read for file " << sample);
}
}
void sfz::FilePool::loadingThread() noexcept
{
while (!quitThread) {
FileLoadingInformation fileToLoad {};
if (!loadingQueue.wait_dequeue_timed(fileToLoad, 200ms)) {
continue;
}
if (fileToLoad.voice == nullptr) {
DBG("Background thread error: voice is null.");
continue;
}
if (fileToLoad.sample == nullptr) {
DBG("Background thread error: sample is null.");
continue;
}
DBG("Background loading of: " << *fileToLoad.sample);
fs::path file { rootDirectory / *fileToLoad.sample };
if (!fs::exists(file)) {
DBG("Background thread: no file " << *fileToLoad.sample << " exists.");
continue;
}
SndfileHandle sndFile(reinterpret_cast<const char*>(file.c_str()));
std::lock_guard<std::mutex> guard { fileHandleMutex };
fileHandles.emplace_back(readFromFile<float>(sndFile, fileToLoad.numFrames));
fileToLoad.voice->setFileData(fileHandles.back(), fileToLoad.ticket);
}
}
void sfz::FilePool::garbageThread() noexcept
{
while (!quitThread) {
for (auto handle = fileHandles.begin(); handle < fileHandles.end();) {
if (handle->use_count() == 1) {
handle->reset();
std::lock_guard<std::mutex> guard { fileHandleMutex };
std::iter_swap(handle, fileHandles.end() - 1);
fileHandles.pop_back();
} else {
handle++;
}
}
std::this_thread::sleep_for(200ms);
}
}
void sfz::FilePool::clear()
{
preloadedData.clear();
fileHandles.clear();
while (loadingQueue.pop()) {
// Pop the queue
}
}