| 1 | |
| 2 | //////////////////////////////////////////////////////////// |
| 3 | // Headers |
| 4 | //////////////////////////////////////////////////////////// |
| 5 | #include <SFML/Audio.hpp> |
| 6 | #include <SFML/Network.hpp> |
| 7 | #include <iomanip> |
| 8 | #include <iostream> |
| 9 | #include <iterator> |
| 10 | |
| 11 | |
| 12 | const sf::Uint8 audioData = 1; |
| 13 | const sf::Uint8 endOfStream = 2; |
| 14 | |
| 15 | |
| 16 | //////////////////////////////////////////////////////////// |
| 17 | /// Customized sound stream for acquiring audio data |
| 18 | /// from the network |
| 19 | //////////////////////////////////////////////////////////// |
| 20 | class NetworkAudioStream : public sf::SoundStream |
| 21 | { |
| 22 | public: |
| 23 | |
| 24 | //////////////////////////////////////////////////////////// |
| 25 | /// Default constructor |
| 26 | /// |
| 27 | //////////////////////////////////////////////////////////// |
| 28 | NetworkAudioStream() : |
| 29 | m_offset (0), |
| 30 | m_hasFinished(false) |
| 31 | { |
| 32 | // Set the sound parameters |
| 33 | initialize(1, 44100); |
| 34 | } |
| 35 | |
| 36 | //////////////////////////////////////////////////////////// |
| 37 | /// Run the server, stream audio data from the client |
| 38 | /// |
| 39 | //////////////////////////////////////////////////////////// |
| 40 | void start(unsigned short port) |
| 41 | { |
| 42 | if (!m_hasFinished) |
| 43 | { |
| 44 | // Listen to the given port for incoming connections |
| 45 | if (m_listener.listen(port) != sf::Socket::Done) |
| 46 | return; |
| 47 | std::cout << "Server is listening to port " << port << ", waiting for connections... " << std::endl; |
| 48 | |
| 49 | // Wait for a connection |
| 50 | if (m_listener.accept(m_client) != sf::Socket::Done) |
| 51 | return; |
| 52 | std::cout << "Client connected: " << m_client.getRemoteAddress() << std::endl; |
| 53 | |
| 54 | // Start playback |
| 55 | play(); |
| 56 | |
| 57 | // Start receiving audio data |
| 58 | receiveLoop(); |
| 59 | } |
| 60 | else |
| 61 | { |
| 62 | // Start playback |
| 63 | play(); |
| 64 | } |
| 65 | } |
| 66 | |
| 67 | private: |
| 68 | |
| 69 | //////////////////////////////////////////////////////////// |
| 70 | /// /see SoundStream::OnGetData |
| 71 | /// |
| 72 | //////////////////////////////////////////////////////////// |
| 73 | virtual bool onGetData(sf::SoundStream::Chunk& data) |
| 74 | { |
| 75 | // We have reached the end of the buffer and all audio data have been played: we can stop playback |
| 76 | if ((m_offset >= m_samples.size()) && m_hasFinished) |
| 77 | return false; |
| 78 | |
| 79 | // No new data has arrived since last update: wait until we get some |
| 80 | while ((m_offset >= m_samples.size()) && !m_hasFinished) |
| 81 | sf::sleep(sf::milliseconds(10)); |
| 82 | |
| 83 | // Copy samples into a local buffer to avoid synchronization problems |
| 84 | // (don't forget that we run in two separate threads) |
| 85 | { |
| 86 | sf::Lock lock(m_mutex); |
| 87 | m_tempBuffer.assign(m_samples.begin() + m_offset, m_samples.end()); |
| 88 | } |
| 89 | |
| 90 | // Fill audio data to pass to the stream |
| 91 | data.samples = &m_tempBuffer[0]; |
| 92 | data.sampleCount = m_tempBuffer.size(); |
| 93 | |
| 94 | // Update the playing offset |
| 95 | m_offset += m_tempBuffer.size(); |
| 96 | |
| 97 | return true; |
| 98 | } |
| 99 | |
| 100 | //////////////////////////////////////////////////////////// |
| 101 | /// /see SoundStream::OnSeek |
| 102 | /// |
| 103 | //////////////////////////////////////////////////////////// |
| 104 | virtual void onSeek(sf::Time timeOffset) |
| 105 | { |
| 106 | m_offset = timeOffset.asMilliseconds() * getSampleRate() * getChannelCount() / 1000; |
| 107 | } |
| 108 | |
| 109 | //////////////////////////////////////////////////////////// |
| 110 | /// Get audio data from the client until playback is stopped |
| 111 | /// |
| 112 | //////////////////////////////////////////////////////////// |
| 113 | void receiveLoop() |
| 114 | { |
| 115 | while (!m_hasFinished) |
| 116 | { |
| 117 | // Get waiting audio data from the network |
| 118 | sf::Packet packet; |
| 119 | if (m_client.receive(packet) != sf::Socket::Done) |
| 120 | break; |
| 121 | |
| 122 | // Extract the message ID |
| 123 | sf::Uint8 id; |
| 124 | packet >> id; |
| 125 | |
| 126 | if (id == audioData) |
| 127 | { |
| 128 | // Extract audio samples from the packet, and append it to our samples buffer |
| 129 | const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(static_cast<const char*>(packet.getData()) + 1); |
| 130 | std::size_t sampleCount = (packet.getDataSize() - 1) / sizeof(sf::Int16); |
| 131 | |
| 132 | // Don't forget that the other thread can access the sample array at any time |
| 133 | // (so we protect any operation on it with the mutex) |
| 134 | { |
| 135 | sf::Lock lock(m_mutex); |
| 136 | std::copy(samples, samples + sampleCount, std::back_inserter(m_samples)); |
| 137 | } |
| 138 | } |
| 139 | else if (id == endOfStream) |
| 140 | { |
| 141 | // End of stream reached: we stop receiving audio data |
| 142 | std::cout << "Audio data has been 100% received!" << std::endl; |
| 143 | m_hasFinished = true; |
| 144 | } |
| 145 | else |
| 146 | { |
| 147 | // Something's wrong... |
| 148 | std::cout << "Invalid packet received..." << std::endl; |
| 149 | m_hasFinished = true; |
| 150 | } |
| 151 | } |
| 152 | } |
| 153 | |
| 154 | //////////////////////////////////////////////////////////// |
| 155 | // Member data |
| 156 | //////////////////////////////////////////////////////////// |
| 157 | sf::TcpListener m_listener; |
| 158 | sf::TcpSocket m_client; |
| 159 | sf::Mutex m_mutex; |
| 160 | std::vector<sf::Int16> m_samples; |
| 161 | std::vector<sf::Int16> m_tempBuffer; |
| 162 | std::size_t m_offset; |
| 163 | bool m_hasFinished; |
| 164 | }; |
| 165 | |
| 166 | |
| 167 | //////////////////////////////////////////////////////////// |
| 168 | /// Launch a server and wait for incoming audio data from |
| 169 | /// a connected client |
| 170 | /// |
| 171 | //////////////////////////////////////////////////////////// |
| 172 | void doServer(unsigned short port) |
| 173 | { |
| 174 | // Build an audio stream to play sound data as it is received through the network |
| 175 | NetworkAudioStream audioStream; |
| 176 | audioStream.start(port); |
| 177 | |
| 178 | // Loop until the sound playback is finished |
| 179 | while (audioStream.getStatus() != sf::SoundStream::Stopped) |
| 180 | { |
| 181 | // Leave some CPU time for other threads |
| 182 | sf::sleep(sf::milliseconds(100)); |
| 183 | } |
| 184 | |
| 185 | std::cin.ignore(10000, '\n'); |
| 186 | |
| 187 | // Wait until the user presses 'enter' key |
| 188 | std::cout << "Press enter to replay the sound..." << std::endl; |
| 189 | std::cin.ignore(10000, '\n'); |
| 190 | |
| 191 | // Replay the sound (just to make sure replaying the received data is OK) |
| 192 | audioStream.play(); |
| 193 | |
| 194 | // Loop until the sound playback is finished |
| 195 | while (audioStream.getStatus() != sf::SoundStream::Stopped) |
| 196 | { |
| 197 | // Leave some CPU time for other threads |
| 198 | sf::sleep(sf::milliseconds(100)); |
| 199 | } |
| 200 | } |
| 201 | |